Commit Graph

5 Commits

Author SHA1 Message Date
m3ultra
2f4ab5912f Lane B R26 (v5.0-beta): the stocked shopfront reads from the footpath
Ledger #5 — B's polish pick. A stocked godverse shop now tells you it's
diggable before you reach the door: a crate of seeded spines under the shop
name, and a warm-lamp-over-crates room behind the glass.

Cost: +0 draws / +0 tris. The mark is painted into the chunk's EXISTING
sign-atlas cell; the window cue rides the EXISTING per-shop aTint attribute.
Nothing new is allocated or submitted.

The manifest is the authority, deliberately NOT the godverseShopId key: keyed
means "has a stock identity", the manifest means "a crate is actually here".
Marking keyed-but-unstocked shops would advertise a crate the shop hasn't got
— the street would lie. The mark does not leak tier: "you can dig here" is
equally true of real and mint; provenance belongs on C's price card and in E's
gates. (Second job for ledger #6's manifest, free.)

Measured — true A/B at one pose, manifest 200 vs 404:
  spine-marked sign cells   0 → 3 (18,768 exact-palette px)
  stocked window tint verts 0 → 36
  street_noon               65 draws / 115,502 tris → UNCHANGED
Stocked shopfront (Goulds Books, footpath): 85 draws / 144,730 tris — inside
street law (<=300 / <=200k). Cues agree with ground truth: 3 stocked shops
live → 3 marked cells, 9 stocked window quads.

Covenants re-proved (the prefetch is new code on the boot path), tested with
the manifest present on disk so a stray fetch would 200 and be unmissable:
  ?classic=1        0 keyed, 0 stock fetches, 0 errors  (zero-fetch covenant)
  default synthetic 0 keyed, 0 stock fetches, 0 errors
  manifest 404      18 keyed, fail-soft, 0 page errors

Three traps, self-caught: (1) a module-load fetch would have put a fetch delta
on ?classic=1 — restructured to a lazy reader + plan-driven prefetch, keyed
plans only; (2) the lazy trigger alone raced the first chunk build, so the
first stocked shop you approach built unmarked — prefetch moved to
createChunkManager, before any chunk builds; (3) the first "zero cost" was
VACUOUS (manifest never fetched, so nothing was applied) and the first pixel
detector reported 60 marked cells with no treatment at all — replaced with an
exact-palette signature that reads 0 in control. Vacuous-gate law applies to a
lane's own verification too. Corollary: force-cache serves a deleted file
(transferSize 0, status 200 while disk 404s) — poison the cache or you are
testing your own memory.

B consumes stock_godverse/index.json read-only and emits nothing into it; the
temp manifest used to prove this round was deleted — the directory is G's.
Shape-tolerant + fail-soft, so G's real emission needs no coordination with B.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 09:49:54 +10:00
m3ultra
a4946b7ca2 Lane F R16 (v3.1 THE FLIP): defaults on + ?classic covenant + seated-stature gate (ledger #1, #3)
The town shows its best by default. gigs / weather / winmap / tram flip ON (each keeps a ?flag=0 opt-out;
?classic=1 forces the exact v2 boot). The prime-law covenant MOVED from "flags off" to "?classic=1" —
byte-identical forever (synthetic fingerprint 0x3fa36874). The default boot is now the full experience,
deterministic to the gig golden 0xb1d48ea1 (A's R16 corner-poster re-pin).

- index.html: CLASSIC + flagOn(); gigs/weather/tram default-on; loadPedFleet({sit:!CLASSIC}) for the seated
  drummer (?classic keeps the zero-fetch-delta covenant); a window.PROCITY.flags intent surface for the gates
- buildings.js: winmap default-on + classic-aware (the one cross-lane flip line the flag placement requires)
- flags_check.py: flags_off_regression -> classic_regression (?classic=1 byte-identical); a new default_boot_gate
  (all four flags on, gig layer present, gig golden, budget); every gig smoke re-pointed at the DEFAULT boot
- seated-stature gate (ledger #3, published for D): interior_scale_check.py + flags_check.py accept
  fig.userData.procitySeated at stature [0.9,1.5] m (the drummer); standing figs stay [1.4,2.0]
- qa.sh flags-harness gate name updated (classic regression + default-boot gate)

Verified: ?classic byte-identical (0x3fa36874, gig layer absent); default boot = the full town (14 gigs, 15
posters, tram, gig golden green, 112 draws @ the venue block); the seated drummer passes at 1.32 m stature;
district (3 venues / 3 genres), continuity, and cover all green on the default boot.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 13:20:43 +10:00
m3ultra
2a923b61e6 Lane B round-5 (v2): parallax interior-mapping window glass behind ?winmap=1
The Vuntra window trick — a passing pedestrian sees a plausible room through the shop glass with real
parallax, no geometry. One shared ShaderMaterial does single-cube interior mapping on the existing
window mesh (back wall + seeded shelves + side walls + floor/ceiling); per-shop variation via
aTangent/aTint/aSeed attributes, still 1 window draw/chunk. §3.5 held via the shared uHour/uNight +
aHours: night → open room glows warm, closed room dark.

v2 prime law: WINMAP is read from the URL in buildings.js (self-contained — no index.html seam; F
just needs a flags-table row). Flag-OFF byte-identical to v1 (windowQuad → v1 hoursQuad, v1
windowMaterial). Proven: flag-off windows MeshStandardMaterial w/ no winmap attrs; flag-on interior
ShaderMaterial; worst view 122-168 draws (<=300); 100% procedural (0 fetch delta vs ?noassets
baseline); 0 console errors; GOLDEN.hash untouched. Screenshots in docs/shots/laneB/winmap_*.

qa.sh --strict GREEN (4/4).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 21:00:57 +10:00
m3ultra
6323d58736 Lane B round-4: closed facades (§3.5) + shot poses/letterbox + furniture GLB + novelty_record
- B1: per-shop closed-facade visuals — dark windows + red CLOSED plate + door tooltip, batched via a
  per-vertex aHours attr + two shared shaders + one uHour/uNight uniform pair on a procity:segment
  event (facade atlas untouched, no per-shop materials, no per-frame poll). 22:00 → only the openLate
  video shop lit, all others CLOSED; ~200 draws worst-view with citizens.
- B2: the shots 'letterbox' was camera-jammed-into-a-wall poses, not a composer bug (composer proven
  correctly sized headless). Reframed street_noon/arcade/warehouse to look down a street
  (streetViewPose), added the 3 missing bookmarks, night_neon now frames the lit video shop amid
  CLOSED neighbours, + a defensive composer resize. shots.py: 10 un-letterboxed shots, 0 errors.
- B3: furniture GLB use-if-ready upgrade (bench + food_cart, sit on their footprints) + novelty_record
  placed at record stores. novelty_record GLB is 26.5k tris (5x glb_law) → stays low-poly primitive
  until Lane E decimates it; ?noassets verified 0 network.

qa.sh --strict GREEN (4/4).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 19:59:27 +10:00
m3ultra
5313402e43 Lane B (Streetscape): chunk-streamed walkable town shell
First-person shell: chunk streaming, instanced buildings + facade texture atlas
(22 facade materials -> 1; 5 skin materials city-wide), signs, awnings, furniture,
day/night lighting, minimap, pixel-accurate collision (incl. arbitrary-angle lots),
door raycast -> procity:enterShop, DBG harness, all-fallback mode. Renders Lane A's
full generated town (seed 20261990 'Boolarra Heads', 493 shops); worst continuous-
walk view ~261 draws (<=300 gate). 6 adversarial-review bugs fixed (collision sign,
house doors, awning skin, sign atlas, furniture seed hash, shot-mode restore).

index.html and skins.js include Lane F's inline integration seam edits (marked
'[Lane F integration]'): interior/keeper/citizen wiring + facade filename fix.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 14:28:47 +10:00