Commit Graph

52 Commits

Author SHA1 Message Date
m3ultra
8ac3b18b36 Lane F R22 (v4.0 — THE EPOCH CLOSE): the re-measure, the selector, the release tour, the tag
The blocking gate is CLOSED, and the epoch closes green.

- #1b THE BLOCKING RE-MEASURE: F's R21 re-measure made the tri diet blocking; B diagnosed layer-by-layer,
  the driver traced A -> E (A's own commit: "B's numbers say the fix is E's"), E fixed it, F re-measured:
  katoomba venue_night 221,935 (+11%) -> 108,365 (-51%); bendigo 201k -> 124,682; fremantle -> 88,397.
  Worst 124,682 — the 200k stress edge is closed. The measure-first loop worked end to end.
- #3 DBG.enterShop(selector) (Lane G's ask): id · registry type · exact name · name substring, resolved
  most-specific-first so an id-shaped string can't be shadowed. One-liner QA on any of 23 towns.
- #4 The release tour -> docs/shots/release_v4/: the Fremantle hero · the Fitzroy mecca · the Toowoomba thin
  tail · the synthetic control · the ?classic=1 covenant. Every real-town frame poses through F's R21
  cluster primitive; B's R22 bookmarks anchor on the same retail heart, so tour and bookmarks agree by
  construction. HUD hidden throughout (F's R21 ruling corollary).
  The primitive earned itself twice: the first cut posed via street_noon and the MECCA CAME OUT AS BARE
  BITUMEN — the same trap as R21. Re-posed through the cluster, Fitzroy reads.
- HONEST FINDING (filed v4.x): the brief asked for the thin tail as "proof the floor holds". It does not,
  and the frame says so — Toowoomba reads as an empty road. The floor is a RATIO, not a count: 0.008
  shops/edge vs the heroes' 0.06-0.08. Shipped labelled honestly rather than swapped for a flattering town.
- #6 Docs: README v4 section (the towns ARE the product), LANE_F_NOTES §22, F-progress.

qa.sh --strict --matrix GREEN 7/7; MATRIX GREEN — 10 towns × 7 gates (the budget gate green everywhere for
the first time); selfcheck 161,300/161,300 (A's 36 goldens + the 23-town pack).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 22:32:32 +10:00
m3ultra
201a2bb868 Lane F R21 (v4.0-beta close): the beta gate — tram dimension, the re-measure, the beta shot
All five lanes in (A's venue cluster bias, B's selector-from-index, C's density door-soak, D's relocation
verify PASSES, E's 22-town pack non-gating); F gated and tagged.

- town_matrix.py: a `tram` dimension — B's R20 shop-adjacency ruling verified EXACTLY (newtown runs 16 stops
  after B's phantom-stop fix, castlemaine 10; katoomba/fremantle/bendigo FENCED at 3/2/1 shops fronted, all
  below the 5-shop floor). 10 towns x 7 gates: boot/determ/district/roads/tram/noassets green on all ten.
- index.html: expose window.PROCITY.tram — B built `routeInfo` FOR F's smoke but nothing published it; F owns
  the shell, so F wired the seam.
- RECORDED (ledger #6b — the instruction was "record the new number"): the venue_night re-measure. A's cap
  WORKED (posters 438->111) but E's density widening ate it — katoomba 200,965 (+965, R19) -> 221,935
  (+21,935, +11%); bendigo 201k (+0.5%); fremantle/newtown/castlemaine in budget. Draws fine everywhere
  (151/300 — half budget); tris-only, at the worst night stress view. Filed as R22's first item, where the
  tri-diet backlog (instrument LOD, tram tri diet) already lives. katoomba is the outlier: 966 edges, 72 shops.
- Ruling (ledger #6d): the town selector stays ALWAYS-IN-HUD, not ?dbg-gated — THE REAL MAP's product IS the
  towns. Corollary (F's own gap): money shots hide the HUD; the R19 alpha shot had the selector in-frame
  because F's harness screenshotted the full viewport.
- Beta money shot: Fremantle's real street at golden hour — a corridor of shopfronts, footpaths, a crossing,
  gum trees, and a genuinely busy crowd (the density widening, visible). 126d/167k tris, HUD hidden.
- docs: LANE_F_NOTES §20 (the honest why-R20-had-no-tag record) + §21, README beta paragraph, F-progress.

qa.sh --strict GREEN; selfcheck 154141/154141 (A's re-pinned goldens hold).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 21:37:04 +10:00
m3ultra
ddd1e6827e Lane F R19 (v4.0-alpha close): the alpha gate + roads dimension + the first real-street money shot
A resolved the R18 findings (fragmentation cull/join, poster clamp, goldens pinned) + D verified; F gated.

- town_matrix.py: a `roads` dimension — a schema-v2 cache (roads[]) must build the REAL street graph
  (norm.mode==='roads', read via the plan_osm opts.report sink); synthetic/fixtures stay marched/synthetic.
  10 towns x 6 gates: real roads green everywhere; classic/default proven untouched (roads ride the cache
  schema, not a flag — 0x3fa36874 frozen).
- docs/shots/v4_alpha/katoomba_mainstreet.png: the first real-street money shot — Katoomba's actual main
  street (asphalt + lane markings, footpaths, a pedestrian crossing, a walking crowd, gig posters, B's town
  selector in-frame), PROCITY's look on real bones, 121k tris midday.
- docs: LANE_F_NOTES §18 (why F correctly HELD in R18 — the gate would have failed by design) + §19 (the
  close), README real-roads note, F-progress.

qa.sh --strict --soak GREEN 7/7. One filed NON-blocking finding: katoomba_real venue_night 200,965 tris
(+965 / 0.5% over the soft ceiling, poster-count-scales-with-real-edges driven; midday play is 121k) — a
v4.0-beta hardening item (A caps posters per real town), on the opt-in --matrix warn-gate, not a play view.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 18:07:24 +10:00
m3ultra
9277238462 Lane F R16 (v3.1 THE FLIP) — close: default-boot tour + week soak + docs
The closing half of F's bookend. All gates green on the flipped tree (qa.sh --strict --soak: classic
regression + default-boot gate + smokes + no-giants incl. the seated drummer + the full-week soak).

- tour_shots.py -> docs/shots/release_v3_1/: the money shots on the DEFAULT boot (no per-shot flag juggling
  now the flip covers it) + a ?classic=1 before/after ("the town before v3"). 7 shots, settled, 0 page errors.
- week_soak.py: re-pointed to the default boot; the leak check now treats an at/below-baseline OR non-climbing
  trail as leak-free (a decreasing tex trail is GC/atlas-settle, not a leak — it was false-failing at warn-level).
- docs: README v3.1 flags table (defaults on + ?classic=1), CITY_SPEC v3.1 amendment (the rewritten prime
  law + classic covenant, A's deferred edit), LANE_F_NOTES §16, F-progress R16.

Numbers (seed 20261990): default @ venue block 124 draws / 57k tris (<=300/200k); ?classic 161 draws / 24k
tris (the v2 baseline); seated drummer 1.32 m stature; week soak 42 cycles leak-free (net +0/-6).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 13:32:22 +10:00
m3ultra
b322c998db Lane E R16 (v3.1): the drummer's sit clip — sit.glb produced + published
Ledger #2 asset half (E produces, D wires). Fetched Adobe Mixamo Sitting_Idle.fbx (533KB) by scp
from the tailnet source box, converted on-device via Blender (new pipeline/fbx_to_clip.py: import ->
skinned GLB export -> pure-python mesh-strip) to web/models/peds/sit.glb (109KB, mesh-free,
structurally identical to walk/idle: 66 nodes, 65 mixamorig bones, dangling skin, 195 channels).
Verified: three.js loads + 195/195 tracks bind to peds + 0 NaN; Blender confirms seated (hips
0.955->0.299m, stature 1.276->0.758m) + eyes-on bone-dot render (docs/shots/laneE/sit_clip.png).
Published to depot via tailnet under John's R13 auth (_published.json 38->39; benign non-procity_
drift note). Provenance: Adobe Mixamo royalty-free, same zone as the shipped walk/idle; LANE_E_NOTES
v3.1 amendment marker.

-> Lane D: sit.glb ready at web/models/peds/sit.glb (+ on depot); canon binds 195/195; seated confirmed.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 12:37:27 +10:00
m3ultra
6a35b29352 Lane F R15 (v3.0): the release money-shot tour (ledger #4) + settled measurements (ledger #5)
tools/qa/tour_shots.py: one deterministic run capturing the release set into docs/shots/release_v3/
(+ contact.html), grouped by the flags each shot needs, all seed 20261990:
- venue_night, district_posters, queue_night (John's HERO — now with A's flipped frontage poster VISIBLE
  by the door), gig_interior (the 4-piece + real instruments + a roster crowd — 2 punters carried through),
  rain_verandah, tram_stop
- settled discipline (ledger #5): every shot measured after the async instrument GLBs / poster textures /
  chunk stream land (shoot-twice), from a clean per-group load; the queue is driven LIVE (explicit admits,
  not rAF auto-drain which automation throttles)

The hero confirms ledger #1: the frontage poster reads from the street for the first time. Interior settles
35k->182k tris (draws 56 <= 350 gate). All street shots <=300 draws / <=200k tris. 0 page errors.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 11:35:27 +10:00
m3ultra
a358c5d9ef Lane F R13 (v3.0-beta, the district): per-venue gig state + walla/applause + queue wiring; qa --strict 6/6
Wires A–E + D's district together and fires it. Seed 20261990 → "Boolarra Heads": 3 venues, 2 playing
tonight (The Exchange Hotel pub gig-pubrock + an RSL gig-covers, one dark), Screaming Utes $10 on the door.

- gig_state.js → PER-VENUE latches off the shared procity:segment spine (one per venueShopId); all three
  hard-won R12 laws kept. New runtime surface window.PROCITY.gigs.byVenue + onOf/openOf/gigOf/coverOf/
  bandNameOf/paidOf(id) + markPaidOf/venueShopIds; the R12 single-venue alias kept for one round.
- interior_mode.js: crowd-walla rides the interior tone layer under the live band bed while `on`; an
  applause sting fires once on the on->done edge. DELETE the GIG_BED bridge — debt #1, and it was a LIVE
  BUG: E renamed pubrock-live->gig-pubrock, so the bridge (gig-pubrock->pubrock-live) pointed at a dead
  key => the band would have mimed in silence. room.audio.gigKey (already the manifest key) feeds directly.
- index.html: per-venue cover charge (a night at two venues is two covers), concurrent per-venue setGig
  surges, and the outdoor VenueQueue lifecycle (D shipped the class + left the street-side seam to F:
  spawn at doors off B's queueZoneFor, drive each frame, dispose by done), exposed as queueCountOf(id).
- interior_scale_check.py: human-size assert now measures STATURE (crown-foot, platform-independent);
  world-crown ceiling-clip assert kept as its own line (debt #6).
- flags_check.py smoke_gigs -> THE DISTRICT: band->4, per-venue loop (every gigKey resolves across 3
  genres, crowd <= its own watchPoints, no-giants by stature), street budget at the busiest venue block,
  the queue assert; plus the R12 determinism/cover/noassets/flags-off arms.
- CITY_SPEC: pin the window.PROCITY.gigs runtime surface. gig_shot.py -> r13 interior + venue_night shots.

qa.sh --strict GREEN 6/6, 0 warn. Interior 63 draws/35k tris; street @ venue block 121 draws/51k tris;
band+crowd stature 1.61-1.81 m under a 4 m ceiling; flags-off fingerprint 0x3fa36874 unchanged.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 00:22:03 +10:00
m3ultra
82b711f962 Lane C R13 (v3.0-beta, the district): band_room + rsl archetypes, 4-piece band, RY audit (?gigs=1)
- theme.js: band_room (small/scuzzy tin shed) + rsl (carpet-and-flock club) venue recipes,
  reusing the pub machinery via a new per-kind venueSpec (deck size/height + crowd cap).
- layout.js: parametrized placeStage/placeWatchPoints; 4th `drums` pose seated on the riser
  (debt #3 — the band is now a 4-piece across all venues), stage.riserY + per-pose y.
- interiors.js: robust gig-<genreKey> resolution (gig.genreKey -> shop.genreKey -> kind
  default) matching E's renamed manifest beds (debt #1); API doc for the 4-piece + riserY.
- LANE_C_PUB.md: 3-kind venue contract + pinned ry convention and the empirically-verified
  keeper/browser back-to-front finding + source-normalise fix for Lane D (debt #4).

Verified fresh (seed 20261990 + 90-build soak): watch caps 8/8/12, gigKeys
gig-pubrock/gig-grunge/gig-covers, determinism 0, path/carve 0, gig-night worst RSL 237 draws
asset-free (16 rigs) / 77 GLB <=350, leak geo0/tex0. Shot: docs/shots/laneC/rsl_gig_r13.jpg.
Lane F: bump flags_check band==3 -> ==4 (tools/flags_check.py:674,794) — RED by design.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 23:05:03 +10:00
m3ultra
bf98b41b16 Lane E R13 (v3.0-beta): gigKey rename + grunge/covers beds + instrument decimation
- debt #1: the manifest music key IS the gigKey, always gig-<genreKey>. Renamed
  pubrock-live -> gig-pubrock (files + gen_audio + build_manifest); old files deleted.
  B/F switch readers, F deletes the GIG_BED bridge (both fail soft to silence til then).
- two new gig beds: gig-grunge (band_room, quiet-loud dynamic) + gig-covers (RSL, mellow
  organ-led); procedural/seeded/loopable/$0. New organ() + grungechord() synth helpers.
- decimate the 5 instrument GLBs to 14k tris each (was 43-96k; fleet 236k->70k, -70%) via
  collapse (thin features survive); _hi hi-poly originals kept for depot; thumbs re-rendered.
- manifest regen (validates 0/0 incl --depot); app boots clean flags-off / ?gigs=1 (3-venue
  district, all 3 beds resolve) / ?noassets=1&gigs=1 (0 audio+GLB fetches).
- depot re-publish (14k bytes + _hi originals) gated on John's OK.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 23:03:14 +10:00
jing
2498fdc892 Lane F R12: wire the v3.0-alpha gig layer (?gigs=1) — state machine, cover charge, band+crowd, gig audio
F last: five landed lanes → one Friday night. Seed 20261990 → The Thornbury Hotel,
tonight SCREAMING UTES, $10 on the door. qa.sh --strict GREEN 6/6.

- gig_state.js (new, F-owned): quiet → doors (DUSK) → on (NIGHT) → done (DAWN) → quiet.
  Rides lighting's procity:segment event (a poll only sees the segments it samples, and
  missed the night roll entirely); `state` is a getter because B's audio reads it from its
  own rAF while the player is inside a shop.
- ?gigs=1 seam: custom_bands.json fetched in the bootstrap (no fetch flag-off or ?noassets)
  → generatePlanFor(seed, src, {gigs:true, customBands}). 7 of John's 10 names fill the week.
- Cover charge on the R8 buy seam, zero new UI: paid debits once with a toast, re-entry the
  same night is free, broke → polite knockback, free nights walk straight in.
- interior_mode: opts.gig → C's gigKey; D's GigCrew (band 3 + crowd 8, 3 dancing) at C's
  stage/watch points; both disposed with the room (leak-free over 4 cycles).
- Cross-lane fix at the glue: C emits gigKey 'gig-pubrock', E shipped the bed as
  'pubrock-live' — unresolved the pub plays to a silent room and nothing errors. Bridged
  here; C/E/Fable owe CITY_SPEC a contract line. Details + 2 more findings in LANE_F_NOTES §12.
- smoke_gigs (16 gates): schedule determinism, band==3, crowd ≤ watchPoints, dance mix, bed
  resolves, ≤350 draws (47 rig / 171 placeholder), no-giants by STATURE (the band stands on a
  0.32m deck, so world-crown fails a correct band), cover ruling, ?noassets+?gigs.
  Flags-off regression gains a v3 arm: no state machine, no plan.gigs, no pub, no venue geo.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 21:09:56 +10:00
m3ultra
888335d633 Lane D round 12: gig band + crowd + patronage surge (?gigs=1)
v3.0-alpha — Friday night at the pub. New web/js/citizens/band.js (GigCrew):
- Band trio on C's stage.bandPoses (deckY), distinct fleet peds (seeded per gig), each with a
  primitive instrument on the chest (guitar/mic/bass; E's GLBs drop in via opts.instrumentFor).
- Crowd (<=8) at C's watchPoints on the gate-protected spawnRig path: dance:false = weight-shift
  idle, dance:true = bounce/sway/step with seeded phase (no metronome).
- Deterministic from citySeed; placeholder crew under ?noassets.

sim.js: setGig(venueShopId, on) gig-night surge — patronage pulls peds from further (GIG_RANGE)
and ducks in harder (GIG_SURGE) at the venue; occupants drain at close per A's closing-time ruling.
Guarded by _gigVenue==null so gig-off is byte-identical (prime flag law; goldens unmoved).

Verified standalone (A withGigs + C buildInterior + D): band 3, crowd 8, dancing 3, all 11 figures
human-sized (1.60-1.83m under a 4.0m ceiling; R10 no-giants holds), band faces audience + crowd
faces stage, deterministic, leak-free (8 cycles, 0 delta). Crew ~40 draws. Surge: venue occupancy
1 -> peak 5, identity stable. Shot: docs/shots/laneD/r12_gig_night.jpg.

Flag for C/F: band.js flips C's watchPoints/bandPoses ry by pi (RY_FLIP) — the fleet mesh's visual
front is local +Z, not the -Z the comments assume. Remove RY_FLIP if C re-fronts the gig poses.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 19:49:07 +10:00
m3ultra
be9f967d19 Lane E R11 (audio): procedural audio pack — 23 assets, free/on-device
gen_audio.py: a numpy synthesis engine (osc / ADSR / filters / reverb /
seamless-loop crossfade + note sequencer + drum synth). Renders 6 ambience
beds (street day/night, rain, 3 interior roomtones) + 13 sfx (doorbell,
door, till, record-riffle, toast, tram bell/rumble, 6 footsteps) + 4
instrumental 90s music loops (record-shop, milkbar, video-synth, arcade)
-> web/assets/audio/ as OGG/Opus + M4A/AAC. 8.1 MB of the 25 MB budget.

Tool = 100% procedural synthesis (not a neural model): $0, deterministic/
seeded, perfectly loopable, parody-safe by construction. Documented in
README (§ audio) + AUDIT.md provenance.

manifest audio:{ambience,sfx,music} — file + m4a fallback + loop + gain;
interior roomtone/music carry types[] (seed-pick per shop, like facades);
footstep is {surface:[variants]}. build_manifest.py builds it,
validate_manifest.py checks it. qa.sh --strict green (audio 23, 0 err).

Verified technically (peaks <= -0.4 dBFS, all loops seamless, durations)
via spectrogram sheet + numeric — subjective ear-check is John's/F's.

E leads the audio round; F owns the v2.1 tag + push. Not pushed.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 14:50:15 +10:00
m3ultra
9b1c54ea81 Lane F R10: verify giant-rig fix + re-shoot tour + re-frame night_crowd
Verified Lane D's R10 buildFigure span-normalize fix: qa.sh --strict GREEN 6/6 incl. the new
no-giants scale gate (24 interior figs / 6 shops all crown 1.4-2.0m, under-ceiling). The 3.83m I
first measured live was a STALE ES-module cache in a day-old browser tab, not a regression
(served rigs.js + fresh-chromium gate both correct).

Re-shot the v2 tour on the fixed tree: browsers.png now shows human-sized figures (browser at the
rack + keeper at the counter). night_crowd.png re-framed to a readable clean-night "lit VIDEO REGAL
amid CLOSED town" (pulled out of the rain group; reuses night_neon's tighter dist-12 pose).

Honest finding: night_crowd has no visible street crowd and can't without new work. Lane D's night
patronage parks ducked-in patrons hidden INSIDE the shop (they are the interior browsers), and this
seed's video shop is a low-traffic corner (tested: 0 patronage / 0 visible at night). Flagged for D;
a visible outdoor night queue is a v3 mechanic. ~20fps in night captures is a headless software-GL
artifact (scene is light: 128 draws / 65k tris).

Full-default soak PASS (heap 54MB stable, no perf drift, 0 errors). Tour README updated with stable
v2 filenames. v2.0 annotated tag staged separately (push held for John — public release + the
night_crowd caveat on his flagged money shot).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 13:56:23 +10:00
m3ultra
3432fccd1f Lane D round 10: fix interior giant rigs + no-giants QA gate
R9 blocker: interior rig figures were ~2x too tall (keeper crown 3.83m in a 3.4m room,
clipping the ceiling). Root cause in rigs.js buildFigure: it normalised scale by height/headY,
where headY is the head bone's world Y in BIND POSE — but the Mixamo skeleton origin is the hips
(~mid-body), so headY is head-above-hips (~half the standing height), not feet->crown. Every rig
came out ~1.83-2.0x too tall. (The head does NOT move when posed — bind crown 3.209m vs idle
3.205m — so it's a hips-relative measure, not an animation issue.)

Fix: normalise by the feet->crown span (headY - minY, both already computed). buildFigure(rig, h)
now lands the crown at exactly h above planted feet. Fixes keepers, browser rigs, near-tier street
rigs AND the impostor bake (all ride buildFigure). Verified: all 19 fleet rigs crown==1.75m; live
keeper 3.83m -> 1.82m; determinism + dispose-leak soak unchanged.

Regression guard (required): new tools/qa/interior_scale_check.py (Playwright) enters a sample of
shops, injects browser rigs at browse points, asserts every interior fig crown in [1.4,2.0]m AND
< room dims.H AND feet planted. Wired into tools/qa.sh --strict (run_gate => a giant fails qa).
Proven bidirectional: PASS on the fix (24 figs/6 shops), FAIL on a reintroduced giant. Full
qa.sh --strict: 6 passed, 0 failed.

Re-shot laneD/r10_browsers_fixed.jpg. Figures human-sized relative to doors/fittings: yes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 13:01:54 +10:00
m3ultra
cb3aed196a Lane F R9 F3+F4: v2.0 tour (11 shots) + full-default & all-on soaks + docs freeze
F3: tools/v2_tour.py shoots 12-shot-class tour across flag-groups → docs/shots/v2_tour/ (11 shots,
all un-letterboxed 1280x720) incl. the rain-verandah money shot (night rain + winmap-lit open video
shop + CLOSED dark neighbours), browsers-in-a-shop, dig-real, katoomba, tram_stop + contact sheet.
soak.py gained --flags; full-default soak PASS (37 chunks/20 shops/heap stable/0 errors/leak-free)
and all-on soak (winmap+dig+stock=real+weather=rain+tram) PASS identically.

F4: F-progress round-9 section + FINAL v2 flags table (roster/patronage default-on; dig/winmap/
stock/weather/plansrc/tram/noassets opt-in; goldens frozen). LANE_F_NOTES v2.0 freeze note. CityPlan
v2 contract (A's CITY_SPEC freeze) validated live: selfcheck 1727/1727 + goldens. qa.sh --strict GREEN 5/5.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 11:57:11 +10:00
m3ultra
16c4450cd9 Lane B round-9: v2 tram (?tram=1) + tour bookmarks + rain-drop polish
- tram.js: 1 small bus, seeded out-and-back loop on the main-street spine,
  door-dwell at each busShelterStops stop, ping-pong at ends. Deterministic,
  exactly 2 draws, night headlights via lighting.isNight(). Flag-off identical.
  Shell wiring (2 lines) documented for F in LANE_B_NOTES.
- dbg.js: 8 v2 tour bookmarks (16 total) incl. rain_verandah hero shot;
  tram_stop now frames the nearest-origin (open) shelter stop.
- weather.js: cap rain gl_PointSize (clamp 2-22px) - near drops are thin
  streaks now, not blobs. Rain smoke still GREEN.
- qa.sh --strict GREEN, golden hash frozen, flags-off byte-identical.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 11:09:41 +10:00
m3ultra
34145e24a7 Lane D round-9: interior presence — occupancy truth + browser rigs (C->D->F seam)
Follow a ped into a shop and find them browsing. D owns occupancy truth; C owns browse points;
F wires the handoff. Validated end-to-end in-shell (?stock=real). qa --strict GREEN; v1 untouched.

Occupancy (D1): patronage records who's inside which shop by shopId. New
citizens.occupancyOf(shopId) -> {count, occupants:[{seed,enteredAt,pedIndex}]} (pedIndex = the
exact ped who ducked in, for identity continuity). Cleaned on emerge/chunk-drop/stream-toggle.
Deterministic: 17 shops + occupants byte-equal across two runs (fixed a stale-occupancy leak on
stream toggle).

Browsers: keepers.js gained browse:true (faces the shelf via ry, no player-greet) + pedIndex +
seedKey. Each = a merged ped ~1 draw. 12 enter/exit cycles: count == min(occupancy,3) 12/12,
worst 61 draws <=350 (C's headroom holds), leak-free (0 GPU delta after warmup), disposed every
exit via keepers.disposeAll().

Consistency (D2): inside peds hidden on the street (0 rendered), re-emerge at the door.

F handoff verified by running F's exact interior_mode wiring (enter -> occupancyOf ->
browsePoints.slice(0,min(count,3)) -> keepers.spawn). index.html setShops door points need
shopId:s.id added. Closing-time handled by the dwell model (pending A's explicit ruling).

Evidence: docs/shots/laneD/r9_browsers_in_shop.jpg. Changed sim.js + keepers.js + test page.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 10:21:10 +10:00
m3ultra
c68bba8f32 Lane C round-9 C2: buy-anywhere — pull-and-buy on book spines + toy boxes
Book/toy shelves get pull-and-buy over the SAME wallet; records keep the
deep dig. New stockpack.buildBuyableShelf(): a real shelf is merged,
per-item-ADDRESSABLE meshes — one per atlas (all covers drawn from one
seeded atlas → one draw/shelf), tagged noBatch so batch.js leaves them
intact. Aim a spine/box → pull card (title/author-or-maker/$price/band
from the pack index) → BUY debits the wallet, adds to inventory, and
collapseBuyItem() zero-areas the item's quad in place (removed from the
shelf, no geometry churn). Parody stock → no buy mesh → no card. Fail-
soft per pack; atlasPool() keeps each shelf single-atlas (one draw).

Test page: E interacts (bin→dig, shelf→card) + a #shelfBuy pull card;
shelfBuySoak() buys one item per book/toy seed. Validated: raycast→card
→BUY end-to-end (quad collapses to centre, cash/inventory update),
buy-soak 6/6 collapseOk leak geo0/tex0, ?stock=real draws record 41/
book 58/toy 57 ≤350, drawSweep GLB-off 168/on 344 unchanged, placement
determinism 0 fails, qa --strict GREEN 5/5. Shot: browse_buy_r9.jpg.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 09:56:21 +10:00
m3ultra
9cc00ad29c Lane F R8: wire town/weather/patronage/buy + graduate harness + new smokes
Shell seams (F owns index.html): A &town=<key> -> generatePlanFor(seed,'osm',{town}) (Katoomba);
B weather (createWeather on ?weather=1; PROCITY.weather={state,intensity}, {clear,0} off; update in
loop); C session wallet bound to the dig BUY (getCash/onBuy in interior_mode); D patronage door
points -> citizens.setShops + ?patronage=0 off-switch + setWeather each frame.

Harness: stock=real + weather=rain graduated warn -> STRICT. New warn smokes: buy-v0 (dig BUY ->
wallet, cash 191->179 bag 0->1), patronage (7 peds visit shop doors/~18s), book/toy stock (6/11
real atlas meshes). Determinism gate: pinned osm/katoomba golden 0x0f652510 keyed on (seed,plansrc,
town) + fixed a hex zero-pad bug the katoomba golden exposed (0x0f652510 vs unpadded 0xf652510).

No patronage baseline re-pin needed (nets fewer draws, within tolerance). qa.sh --strict GREEN 5/5.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 09:09:11 +10:00
m3ultra
fbc8ffa1c8 Lane C round-8: buy loop v0 + book/toy real stock (?stock=real)
C1 — buy loop v0 (new wallet.js): runtime-only economy — seeded cash
(~$60–200), buy()/broke-gate/in-memory bag, onChange for a cash chip.
World gen untouched (purchases never re-enter the plan/seeded build).
Test page: #cashChip HUD + I-toggle inventory + dig BUY IT button
(pull → bag, cash down, bin depletes); digSoak buys ≤2/visit.

C2 — book spines + toy boxes wired to ?stock=real. stockpack.js keys
each pack to a slot (record→sleeve, book→spine, toy→box); stock.js
shelfLine builds real atlas-UV cover planes for book/toy shelves
(static, no dig), fail-soft per pack. E's packs live: record 350/6,
book 311/4, toy 273/5 (items/atlases).

C3 — validated: draws ≤350 (record 41, book 42, toy 51), determinism
0 fails, leak-free (0 geo/tex delta ×20; buy-soak 12 visits/5 bought,
leakGeo0/tex0), reload resets wallet, flag-off + ?noassets untouched,
qa.sh --strict GREEN 5/5. Shot: docs/shots/laneC/buyloop_r8.jpg.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 04:33:00 +10:00
m3ultra
f952f513d0 Lane A round 8: OSM to parity + a second town (Katoomba) — carried R7 brief, full
The carried brief (slipped R7) lands complete — all four items, qa.sh --strict GREEN.

1. Selfcheck PARITY: extracted structuralSuite(plan,label) and run the FULL invariant suite
   on every (source, town) — synthetic + both OSM towns get identical coverage (storeys,
   one-shop-per-lot, facing, within/cross-block overlap, corridor coverage, determinism,
   exactly-one-openLate). ALL GREEN 1727/1727 (was 1362; OSM went subset → full ×2 towns).
2. SECOND TOWN: Katoomba (Blue Mountains, 19 shops, op-shop/book heavy) — regional contrast
   to inner-Melbourne. osm_fixture.js → OSM_TOWNS{melbourne,katoomba}+DEFAULT_TOWN;
   generatePlanFor(seed, source, {town}); ?plansrc=osm&town=katoomba. Golden 0x0f652510.
   Melbourne 0x34cfdec0 + synthetic 0x3fa36874 UNCHANGED (town key kept off the plan).
3. "Add a town" recipe in LANE_A_NOTES (R8): extract → OSM_TOWNS → pin golden → tell F.
4. Normalization + LOG: importer bends real data to the contracts (unknown kind→opshop,
   hours-clamp so only one shop is openLate, video-preferred landmark w/ fallback) and logs
   it via {report}; selfcheck prints per-town (e.g. melbourne hoursClamped:5, openLate:video).

For F: three goldens to pin, gate keyed (seed, plansrc, town); selector gained {town} — see
LANE_A_NOTES R8. Screenshots docs/shots/laneA/osm-{melbourne,katoomba}.png.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 04:15:12 +10:00
m3ultra
900b274a9a Lane B round-8: weather (?weather=1) — seeded rain/overcast/clear, exposes PROCITY.weather for D
New js/world/weather.js + a one-line lighting.setSky(). Seeded per citySeed (weatherFor):
~57/24/19% clear/overcast/rain over 400 seeds, deterministic. Rain = ONE draw (camera-following
Points + procedural streak/fall/wind shader) + wet ground (roughness/darken on shared ground mats,
restored on dispose) + matching rainy sky dome via lighting.setSky. Fully procedural (0 depot fetch).

- Exposes window.PROCITY.weather = { state:'clear'|'overcast'|'rain', intensity:0..1 } for Lane D's
  weather-reactive crowds (decision #1). Documented the contract + the exact 3-line shell wiring for F
  in LANE_B_NOTES (I don't touch index.html). ?weather=1 seeded (default town rolls clear);
  ?weather=rain|overcast|clear forces a state for demos/smokes.
- Worst view 141 draws day / 126 night (<=300); composes with ?winmap + night (rain outside a lit
  interior-mapped window = the money shot, screenshotted); deterministic; 0 console errors; flag-off
  byte-identical (shell never constructs it). Deferred cut line: vertex-shader wind sway on
  trees/awnings (touches other lanes' materials) — noted, not done. Tram stretch not attempted.

qa.sh --strict GREEN (5/5).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 02:34:14 +10:00
m3ultra
b94f86b49f Lane F R7 F2: harness → strict + wire ?stock=real (real GODVERSE covers in the crates)
qa.sh: flags harness warn_gate → run_gate — flags-off regression + the 4 existing flags +
all-on combo are now STRICT (a harness FAIL fails qa). New flags stay warn-level in-harness.

?stock=real wiring (F owns the shell + interior bridge): shell preloads the record stock pack
(preloadStockPack('record'), fail-soft, off under ?noassets) + passes stockReal to the bridge.
interior_mode builds makeStockAdapter(getStockPack(shop.type)) and passes it to BOTH buildInterior
(static crate sleeves) and dig.open (riffle) — null pack → parody canvas (Lane C fail-soft).

Harness: added stock=real smoke (assert non-parody = batched userData.isStock atlas meshes > 0;
verified 7 real sleeves in the record shop) + weather=1 smoke (auto-skips until Lane B lands),
both warn-level (decision #4). qa.sh --strict GREEN (5 gates); crates now show real covers.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 01:56:14 +10:00
m3ultra
0b84560457 Lane F R7 F1: roster flip — streamed roster is now the DEFAULT (prime-law amendment)
The first deliberate flags-off baseline change. On D's GO (43edabf: E1 ped sub-mesh merge
447188a validated → ~1 draw/near-rig → full density 241 worst-street draws <=300, leak-free).

index.html: chunk-streamed roster default-on (chunkStream:{radius:2}); ?roster=v1 restores the
old fixed roster (escape hatch); ?roster=stream still accepted (now a no-op). Hours-aware
setNightLivelyChunks keeps the open-late block lively at night.

Flags-off regression baseline RE-PINNED (same commit, prime-law amendment):
  OLD (roster-off, v1.1):        163 draws, 19000 tris
  NEW (roster default-on, R7):   164 draws, ~66000 tris
Draws barely move — E1's merge makes each near-rig ~1 draw (exactly what gated the flip). The
tris jump is the streamed crowd (D worst-view 65,899); it is frame-variable, so the drift WARN
is now DRAWS-ONLY, tris guarded by the STREET_TRIS_MAX hard cap. PLAN GOLDENS UNCHANGED
(synthetic 0x3fa36874, osm 0x34cfdec0).

Also fixed the harness roster probe (read a nonexistent prop c.streaming → was blind to
streamMode) + flipped the assertion to REQUIRE streamMode on default boot + added a ?roster=v1
escape-hatch check. flags_check GREEN; qa.sh --strict green; 0 console errors both modes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 01:41:27 +10:00
m3ultra
3724a65505 Lane C R7 C1: ?stock=real — real GODVERSE sleeves in the crates
The stockAdapter seam built in v1 finally eats. Lane E's stock pack (parody-
transformed Discogs metadata + cover atlas) feeds record-shop bins + the dig
riffle behind ?stock=real. Economy stays a stub (buying = toast).

- Contract handshake (task 1, unblocked E): confirmed E's index schema as-is
  in LANE_C_NOTES (items[{id,title,artist,price,price_band,atlas,uv}]; uv
  origin top-left, C flips V for WebGL; fail-soft; per-type packs).
- stockpack.js (new): preloadStockPack/getStockPack (cached) + makeStockAdapter.
  Atlas texture + material are shared/cached (like depot GLBs); each sleeve is
  a cover PLANE sampling the atlas at its baked UV, so all real sleeves in a
  room batch to ONE draw (record: 59 draws).
- stock.js binFan: real cover planes (else parody canvas). dig.js: riffles real
  covers, pull card shows title/artist/$price/band. interiors.js: opts.stock=
  'real' wires the adapter (warn-once + parody fallback if pack absent). Test
  page reads ?stock=real, preloads record/book/toy, passes the adapter to the dig.

Validated (E's staged 24-sample; real covers drop in unchanged when E gets the
DB): determinism 0/30, leak-free rooms + real dig (0/0 over 25 cycles), draws
<=139 all rooms (record 59), fail-soft on no-pack types, ?dig=1&stock=real
leak-free. Flag-off + ?noassets untouched (procedural path byte-identical).
qa.sh --strict GREEN. F smoke hook + E contract in LANE_C_NOTES. Shot
docs/shots/laneC/stock_real_r7.jpg.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 01:23:23 +10:00
m3ultra
6948372f86 Fable R6 review: land F's refreshed dig shots (re-rendered during harness runs)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 23:47:39 +10:00
m3ultra
c88d8906a2 Lane C R6 C2: map the 3 orphaned fittings (glass_case/magazine_rack/crate_stack)
Published R5, unconsumed until now:
- glb.js KIND_TO_GLB: glassCase->glass_case, magazineRack->magazine_rack,
  and a NEW crateStack primitive (fittings.js — a stack of crates) ->
  crate_stack. yaw 0 (validated on-screen).
- theme.js: crateStack in record + opshop (back-room dressing); glassCase
  added to milkbar; magazineRack added to pawn; milkbar magazineRack moved
  window->wall (dodges the door-counter congestion).
- layout.js: fixed placeNearCounter — it picked one random side and gave up,
  so counter-zone fittings (the glass case) rarely landed. Now it tries both
  sides + offsets, then falls back to a free aisle spot, so a min>=1 fitting
  reliably lands.

Validated (GLB on, baked depot): all 3 load + render planted/scaled/facing
right. Appearance glassCase 12/12 (toy/pawn/milkbar), magazineRack 12/12
(milkbar/pawn), crateStack ~11/12 (record/opshop). drawSweep still <=350
with them on (worst 177 GLB-on / 157 off). Determinism 0 fails, leak-free,
dig (?dig=1) still riffles batched bins (C3 re-verify). Contact sheet
docs/shots/laneC/glb_orphans_r6.jpg. qa.sh --strict GREEN.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 23:19:48 +10:00
m3ultra
24cef5a7bb Lane B round-6: place street_bin + bus_shelter GLBs (on the street graph, collision-verified)
Consumes the two orphaned street GLBs via the use-if-ready furniture path (fail-soft; ?noassets →
primitives, 0 network).

- Bins: genuinely sparse (~1/block, s+=78m, seeded side), decoupled from benches — country town not
  a mall. GLB on its 0.57x0.68 footprint.
- Bus shelters ON THE STREET GRAPH (future tram/bus stops): deterministic rule = midpoint of every
  MAIN edge with hashEdge(id)%3===0, road-side footpath by the kerb, long axis along the edge, open
  front to road -> 1-3/town (2 in seed 20261990). Solid oriented-rect collider (furniture now returns
  colliders; chunks.js merges them into getColliders) -> walk-into-it is blocked. Exported
  busShelterStops(plan) -> [{edgeId,x,z,yaw}] as the stop-list contract for the vehicle loop.
- Perf: worst view WITH rig-fleet citizens 94k tris / 148 draws (<=200k / <=300, big margin);
  deterministic; all-flags-on (winmap+dig+roster) composes clean, 0 errors. street_bin GLB is 3k tris
  -> flagged to Lane E as a decimation candidate (bounded by the sparse cadence for now).

qa.sh --strict GREEN.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 23:04:14 +10:00
m3ultra
52eb1090ef Lane A round 6: second plan source ?plansrc=osm (real-data OSM import) — full seam
The carried-over OSM plan source (no-showed R4–R5) lands complete, invariants green — a
second CityPlan producer behind the same contract, so B–F consume it unchanged.

- osm_fixture.js: 95 REAL inner-Melbourne secondhand/charity/music/book/toy/antique shops,
  extracted deterministically from thriftgod city_source.json (Overpass cache), imported as a
  module ⇒ ZERO network.
- plan_osm.js: generatePlanOSM(seed) — project lat/lon→metres, bin shops into latitude-band
  avenues off a spine (real row + real E–W order preserved), march into a valid non-overlapping
  CityPlan, centre on origin, report true 362×486 bbox, real shop names, one openLate video.
- index.js: generatePlanFor(seed, source) selector — default 'synthetic' BYTE-IDENTICAL
  (golden 0x3fa36874 untouched); 'osm' → the importer. generatePlanOSM exported for F.
- selfcheck.js: parameterized by source — OSM runs the full structural invariant suite
  (frontEdge/facing/no-overlap/chunk-coverage/finite/JSON/determinism/openLate) + its own
  golden 0x34cfdec0; synthetic-only brief checks skipped. ALL GREEN 1362/1362.
- map.html: ?plansrc=osm renders it (reference wiring for F). Screenshot in docs/shots/laneA/.
- CITY_SPEC: plan-source note; LANE_A_NOTES R6: seam + goldens + shape-diffs for F's gate (F2).

Honest cut: street geometry regularized (real row+order drive it, exact metres do not);
name-parody deferred. qa.sh --strict GREEN.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 22:47:38 +10:00
m3ultra
26d68cdb4f Lane F R5 F2: wire ?dig=1 crate-riffle into interior mode
C shipped dig.js + the flag but left the in-game input/mode hook to F (LANE_C_NOTES C2).
interior_mode.js (F-owned): aim at a userData.kind==='bin' fitting + press E -> createDig +
dig.open (per-bin seed binSeed(shop.seed,pos)); the dig owns the frame (renders dig.scene,
suppresses interior walk); WALK OUT/Esc closes back to the room; closed on interior exit.
Shell (index.html): ?dig=1 -> dig: opt; procity:digOpen releases pointer-lock (riffle is
cursor-driven); the unlock->leaveShop guard reads interiorMode.digActive so opening a bin
isn't read as walking out; canvas re-locks for interior walk after close.

Fresh-chromium smoke: E opens the riffle (seeded sleeves + prices render), WALK OUT closes
to the interior, leak-free (steady-state geo/tex flat over 3 open/close cycles), 0 console
errors. Flag off => no listener, dig stays null => byte-identical to v1 (prime law).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 22:03:31 +10:00
m3ultra
8644d3f7ac Lane E round 5 (E3): fal Hunyuan glass_case + bus_shelter + magazine_rack (~$0.64)
The 2 R3 TRELLIS glass rejects + optional magazine-rack, generated on fal.ai
Hunyuan3D v2 (John-authorized, $22 balance). pipeline/gen_props_fal.py drives the
fal operator using the FAL_KEY from MODELBEAST settings (never hardcoded). Frosted/
opaque flux_local concepts gave the reconstructor a surface (clear glass defeated
TRELLIS). glass-case 1 att, bus-shelter 2 att (opaque back wall), magazine-rack 1 att
= ~$0.64 total, guardrail held. All baked to <=8k via bake_lowpoly.py (switched to
EMIT albedo bake — Hunyuan materials bake near-black under DIFFUSE). Verified loading
in vendored GLTFLoader, published, validate --depot 0 err. Manifest 17 fittings + 9
furniture; aliases wire glass_case/glass_cabinets/magazine_rack/fridge/listening_corner.
Costs logged in AUDIT R5. Last 2 primitive-only fittings retired.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 21:20:44 +10:00
m3ultra
7131f530a4 Lane C R5 C2: crate-riffle dig behind ?dig=1 (v2)
Ported 90sDJsim/web/world/dig.js → web/js/interiors/dig.js. Walk to a record
bin, press E, riffle its sleeves (scroll/drag), click the front sleeve to pull
it, BUY IT. Faithful to the source: hinge-forward riffle, pull-and-inspect
panel, procedural fwip/thunk audio.

- Riffle items = seeded procedural sleeves per bin via the stockAdapter(shop,
  'sleeve') seam (parody 90s-AU records now; real GODVERSE records feed the
  same seam in round 6+). Same bin ⇒ same order.
- Buy is STUBBED (toast + remove-from-bin; getCash returns a constant) —
  economy is round 6+ per integrator decision #1.
- Own scene + camera; leak-free: per-open GPU resources (sleeve textures/
  materials, crate parts) freed on every close(), persistent set freed on
  dispose(). Dig soak (20× enter/leave) → leakGeo 0 / leakTex 0.
- Flag-gated (?dig=1): buildInterior is UNTOUCHED, so ?dig=0 boot is
  byte-identical to v1 (prime law). The dig is wired only in the test page via
  an E-key raycast; F owns the shell input/mode seam — hook documented in
  docs/LANES/LANE_C_NOTES.md.

Verified: riffle + pull + buy-stub work; dig soak leak-free; placement
determinism unaffected; close returns to the interior. qa.sh --strict GREEN.
Shot: docs/shots/laneC/dig_riffle_r5.jpg.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 21:11:31 +10:00
m3ultra
93a3168a99 Lane D round-5: chunk-streamed roster (v2) behind ?roster=stream
Implements the R3 design note (was design-only). Default-off; the v1 whole-graph path is
byte-identical when the flag is off (shell citizen-0 signature matches the R4 golden exactly).

- chunk-local identity keyed (seed, chunkKey, i) — same seed + chunk -> same residents,
  independent of town size / visit order; home edge picked from that chunk's edges.
- windowed spawn/despawn: hook-driven via Lane B's onChunkBuilt/onChunkDisposed (sim auto-
  detects and stops polling) + a camera-poll fallback that needs zero Lane B changes.
- global near-cap + mixer stagger + rig pool + impostor layer unchanged, run across live chunks.
- owner-chunk despawn (no cross-boundary re-keying); per-chunk time-of-day thinning (hours-aware).

Proven on a 9x9 fixture grid: constant far-field density (~58-129 within 70m at spawn AND 150m
out, vs v1's uniform ~12-15); deterministic (507 chunk-keyed identities re-derive from seed);
leak-free (2 full grid walks / ~380 chunk cycles -> 0 geom/tex delta, pool capped 30); budget
unchanged (near-cap 24 + 1 impostor draw, 2.31ms/frame). qa.sh --strict GREEN.

Only web/js/citizens/sim.js + web/citizens_test.html changed. Flag + shell call-site documented
in LANE_D_NOTES for Lane F to wire web/index.html.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 21:07:10 +10:00
m3ultra
3a831fe467 Lane F R5 F1: v1.1 — re-capture interior shots on C1 re-map + E1 bake
C1 (aa9c140): record_crate fixed + counter_till re-map. E1 (c522464): 6 hero props baked
288k->48k (<=8k each), live on depot. Verified depot serves baked props (counter_till 7999,
drinks_fridge 8000, listening_booth 7986 tris), glb.js maps them, record/opshop interiors
render the counter_till GLB with keeper stand pose working, no double till, bins upgraded.
Re-captured the 2 interior tour shots (fresh chromium loads the baked props). qa GREEN.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 21:05:11 +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
c52246444d Lane E round 5 (E1): bake 6 hero props to <=8k tris (288k->48k), live on depot
pipeline/bake_lowpoly.py — Blender headless: voxel-remesh -> decimate -> Cycles
base-colour bake onto fresh UVs (R3 lesson: simplify-only floors on TRELLIS
shell-soup; the re-bake is the point). drinks_fridge/milkshake_mixer/arcade_cabinet/
listening_booth/novelty_record/counter_till all 25-77k -> <=8k, ~0.9M each. Every
prop eyeballed (docs/shots/laneE/props_baked.png) + verified loading in vendored
GLTFLoader; footprints unchanged (no C re-map needed). Re-published; validate --depot
0 err. Originals gitignored in pipeline/.props_orig/. Unblocks C's interior re-measure
+ F's v1.1 tag.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 20:56:07 +10:00
m3ultra
aa9c140eca Lane C R5 C1: v1.1 re-map — record_crate (fixed) + counter_till
Round-5 §Lane C task 1 (the v1.1 gate). Map Lane E's R4-late re-exports in
glb.js:

- record_crate FIXED (E stripped sourceless AO/roughness slots) → crate/
  recordBin upgrade to plastic crates with the procedural sleeves inside;
  removed the stale "fails to load" comment.
- counter → 'counter_till' (the real ~1.6m timber counter WITH a modelled
  till; NOT the 4m balcao). Footprint-fit + floor-plant + keeper-stand pose
  unchanged.
- Double-till resolved (documented): counter_till carries its own till, so
  the separate cash_register attach is dropped whenever the counter GLB is
  live (falls back to cash_register on the primitive counter otherwise);
  milkshake_mixer stays on the milk-bar bench, lifted +0.10m onto the taller
  GLB counter.

Validated (GLB on, via depot): sweep+soak {throws 0, path 0, det 0, worst
10.4ms}, 0 rooms with a visible primitive till, leak-free vs a saturated
baseline (the transient 2geo/4tex first-sight is record_crate + counter_till
cache-fill). Primitive path byte-unchanged (glb.js-only edit). qa.sh --strict
GREEN. Contact sheet docs/shots/laneC/glb_v1_1_r5.jpg. → F can tag v1.1
(LANE_C_NOTES.md).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 20:56:00 +10:00
m3ultra
2698b402d1 Lane F R4 finalize: gate table all-6-green + v1 tour shots + interior-shot fix
Gate table (LANE_F_NOTES §4) rewritten to R4 all-green with measured evidence:
 1 determinism (selfcheck 1301/1301, fingerprint 0x3fa36874) · 2 soak (37 chunks/20 shops,
 heap 38->38MB, 0 errors, leak-free) · 3 budget (draws 138/tris 31k, decimated peds) ·
 4 asset-free (heap 13->13MB, 0 net) · 5 selfchecks (qa.sh --strict 4/4, 23 GLBs on depot) ·
 6 shots (10 full-frame 1280x720, no letterbox, night closed-facade + real interiors).

shots.py: interior tour shots (record/opshop) now capture via DBG.enterShop(id) directly —
they were passing {type} to enterShop (needs id) then calling shot() (which forces street
mode), so both showed streets. Now they show the themed interiors with keeper + hero props.

Verified by a 6-auditor adversarial v1-readiness workflow -> GO.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 20:22:23 +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
dafb079ff4 Lane E round 4 (E2): fix record_crate + ship counter-with-till, both live on depot
- record_crate: R3 normalize left a sourceless texture (packed AO/roughness map
  didn't survive WebP export; metallicRoughness+occlusion pointed at it) → three.js
  'undefined uri' crash. New pipeline/fix_glb_textures.py strips material slots that
  reference a sourceless texture. Verified loads in vendored GLTFLoader; re-published.
- counter_till (new fitting): ~2m timber counter + period till, flux_local→trellis_mac
  on-device, 1.61x0.64m / 1.15m tall, 32k tris. Verified loads; published. Lane C maps
  kind counter -> counter_till (balcao 4m 'counter' kept for long-bar use).
- publish.py: --only <name> filter + passwordless tailnet detection (GOD3_DEPOT override).
- manifest rebuilt (15 fittings, alias counter->counter_till); validate --depot 0 errors.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 19:07:15 +10:00
m3ultra
a5e4b64a9d Lane D round-4: in-shell verify (D1) + decimated-ped validation (D2) + impostor tone-map fix (D3)
D1: peds+keepers upgrade placeholder->rig in the shell; 12 enter/exit shops leak-free
(renderer.info.memory back to exact baseline); determinism holds across reload; ?noassets
fully placeholder with zero ped fetches.

D2 (gate-3 critical path): validated Lane E's decimated fleet — all 19 peds <=3k tris
(1564-2805, avg 2450), rigs bind+animate (skinning/skeleton preserved), 0 broken meshes under
eviction churn, silhouettes+identity intact, atlas bakes clean. Near fleet ~59.6k tris at the
24-cap (was ~1.2M) — F clear to re-measure gate 3.

D3: fixed a real bug found only in-shell — the impostor self-tone-mapped (toneMapped:false +
in-shader ACES), correct on the direct-canvas test page but DOUBLE-tone-mapped under the shell's
EffectComposer/OutputPass. Reworked to a standard toneMapped:true material outputting linear via
three's own tonemapping/colorspace chunks, so it matches the near rigs on both render paths.
setExposure is now a no-op (exposure is global). Verified noon+night in-shell.

Only web/js/citizens/impostor.js changed (+ NOTES/progress/R4 shots).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 18:56:28 +10:00
m3ultra
34926324bd Lane C R4: hero props into rooms (arcade/booth/fridge/mixer/register)
Round-4 §Lane C — map the 4 new hero props + cash_register (manifest now
14 fittings), validate, measure, clean up.

- glb.js: map listening_booth→listeningCorner (record), drinks_fridge→fridge
  (milkbar), arcade_cabinet→new arcadeCabinet primitive (video focal prop).
  New attachCounterTop() places cash_register on every counter's till slot
  (hides the primitive till) + milkshake_mixer on the milk-bar benchtop;
  counter primitive + keeper stand untouched. All yaw 0 (no correction).
- fittings.js: new arcadeCabinet primitive (footprint/height matched to the
  GLB); counter exposes counterTop attach points + tags the primitive till.
- theme.js: arcadeCabinet in the video recipe; the 3 focal props (arcade,
  listeningCorner already, +) raised to priority 6 + placed first so the
  door-counter path loop can't pull them → 24/24 appearance.
- interiors.js: thread recipe.key to upgradeRoom (gates milkshake_mixer to
  milk bars).
- interior_test.html: load GLBs via the live depot: path (drop the deleted
  _local_glb localBase shim; ?localdepot=1 still works offline).

Validated (all via live depot): primitive sweep 810 {throws 0, pathFail 0,
detFail 0}; GLB-on soak {throws 0, path 0, det 0, leakGeo 0, leakTex 0,
worst 7.3ms}; all 5 new props render planted/scaled/facing right (contact
sheet docs/shots/laneC/glb_heroprops_r4.jpg). Room tris measured: milk-bar
GLB-on ~468k (drinks_fridge 77k + milkshake_mixer 73k) — reported to Lane E
as the #1 bake-pass target (not fixed, per integrator decision #2; interiors
render one-at-a-time so gate 3 is unaffected). record_crate still broken +
counter still oversized — both await Lane E re-export (C task 5). Deleted the
stale web/assets/_local_glb/ validation copy. qa.sh --strict GREEN.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 18:44:09 +10:00
m3ultra
518678d4e4 Lane E round 4 (E1): decimate 19 ped rigs 924k→46k tris (≤3k each) for gate 3
weld + meshopt simplify (--ratio 0.05 --error 0.12); skinning + skeleton preserved
(65 joints intact), walk/idle clips untouched, silhouettes clean at street distance.
Originals backed up to gitignored pipeline/.peds_orig/. Hands to Lane D (D2) for rig
validation; Lane F re-measures gate 3 (~24-rig cap × ≤3k ≈ ≤67k fleet).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 18:29:50 +10:00
m3ultra
bd40ec7e7a Lane E round 3 (landed by Fable after review): 5 hero props gen'd local + published, local-depot mode, manifest 14 fittings + 8 furniture
- gen_props.py: flux_local -> trellis_mac -> normalize pipeline; 5/8 props kept
  (arcade-cabinet, listening-booth, drinks-fridge, milkshake-mixer, novelty-record)
- magazine-rack -> primitive (thin-wire gotcha); glass-case + bus-shelter -> fal.ai fallback
- cash-register reused from depot; all 22 GLBs live, validate --depot 0/0
- loaders.js ?localdepot=1 + stage_local_depot.py for network-free GLB validation
- qa.sh --strict GREEN 4/4 at commit time

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 18:03:03 +10:00
m3ultra
53f472d0d7 Lane F R3: hours/closed-shops + manifest/rig-fleet/?noassets + --depot + QA harness fixes
§3.5 hours: isOpen() gates enterShop — closed shops locked; at night only the openLate video
rental opens. §3.4: ?noassets (zero-network primitive path, verified via Performance API),
interior fitting GLB upgrades from the 3GOD depot (useGLB), and the rig-fleet upgrade
(models/peds/*.glb) so peds + keepers become shared GLB rigs, leak-free (shared loadGLB cache
proven, not a leak). qa.sh manifest gate now --depot (16 GLBs live) — GREEN 4/4.

Browser QA harness fixes so shots.py/soak.py actually run: DBG async-poll (was racing the async
install), plan via window.PROCITY (DBG.plan unexposed), enterShop bare-id, shop.lot is a lot id,
midday pin (§3.5 else closes shops mid-walk), GLB-cache warmup, budget peaks -> warnings (gate 3
clean pass is authoritative). Gate 2 soak PASS both asset modes; gate 4 asset-free PASS;
docs/shots/v1_tour/ (10 shots) + contact sheet captured.

Findings (LANE_F_NOTES §9): D/E decimate tri-heavy ped GLBs (gate 3 tris ~279k > 200k budget;
draws fine ~200/300). B: add 3 shots bookmark poses, fix headless composer letterbox in
DBG.shot(), render the §3.5 closed-facade visual (predicate window.PROCITY.isOpen).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 17:19:11 +10:00
m3ultra
fe40ea7d0a Lane C: round-3 GLB hero-prop validation (useGLB path)
Validated Lane E's 9 fitting GLBs in real rooms. 5 good, now live behind useGLB (wire_shelf, clothes_rack, bookshelf, cube_shelf_wide, work_table); record_crate broken (won't load) + counter too long/no-till fall back to primitive. Report: docs/LANES/LANE_C_GLB_VALIDATION.md.

glb.js: real-metre scale clamped to footprint, per-kind yaw for Z-major assets (+90deg) per manifest facing convention, manifest.localBase for offline validation, awaitable upgrades. interiors.js: room.glbReady. interior_test.html: GLB toggle.

Soak useGLB on (50 rooms): throws 0, pathFail 0, detFail 0, leakGeo 0, leakTex 0, worst 10.5ms, 256 upgrades. qa.sh --strict green.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 16:18:12 +10:00
m3ultra
aa4ed4fdca Lane F: integration — interiors + keepers + street peds + QA harness
interior_mode.js bridges Lane B's enterShop seam to Lane C buildInterior and Lane D
keepers (spawn at counter keeperStand, greet, leak-free over 5 cycles). CitizenSim
wired into the street loop (pop 140, ~96 active midday, worst ~191 draws). tools/:
qa.sh gate runner (all 4 landed gates GREEN --strict), scaffold/consistency checks,
shots.py + soak.py browser harnesses. docs/shots/ reference tree, LANE_F_NOTES
runbook, V2_IDEAS parking lot.

(F's inline seam edits to index.html/skins.js landed with the Lane B commit.)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 14:29:03 +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
m3ultra
063a959e29 Lane E (assets): pipeline, manifest + 23 on-device facade skins
Audit -> normalize (16 GLBs + thumbs) -> web/assets/manifest.json (the
contract Lanes B/C/D read) -> facade gap-fill.

Step 4 facades generated locally on the M3 Ultra via MODELBEAST
flux_local (FLUX.2-klein-4B / MLX on MPS): 23 skins, free, ~5.7s each,
blank signboard, eyeballed, harvested, mapped to shop types. Every
registry type now has >=3 facades (stall 2->4, closing the Lane A gap).
Corner-lot -side walls tagged face:"side" with empty types so no shop
front ever selects a windowless wall. manifest validates green.

Still gated on John (both optional -- the game runs asset-free):
publish the 16 GLBs to 3GOD (needs GOD3_PW), MeshGod hero props (~$2.70).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 13:48:25 +10:00
m3ultra
9eb1acc61b Lane D (Citizens): deterministic LOD crowd — rigs/impostors/keepers + test page
Populate the town at city scale, on budget, deterministic per-citizen identity:
- rigs.js — ported 90sDJsim rig stack: mixamorig canonicalisation so one shared
  walk clip drives all 19 peds, head-bone height-normalise, feet-plant, pooled
  near-tier actors with walk<->idle crossfade
- impostor.js — 4-yaw sprite-atlas baker + instanced billboards: whole mid crowd
  in 1 draw call, tone-matched to the ACES near rigs
- sim.js — deterministic roster, footpath lanes off the street graph, near/mid/far
  LOD with hysteresis + hard 24-cap, staggered mixer budget, time-of-day density
- placeholder.js — seeded low-poly box humanoids (frame-one population + ?noassets)
- keepers.js — one keeper per shop at the counter, idle + greet-turn
- 21 ped GLBs (byte-identical from 90sDJsim), citizens_test.html harness,
  LANE_D_NOTES.md, 5 beauty shots

Verified in-browser: 200 citizens at max mixer 0.2ms (budget 2ms), near capped 24,
determinism holds (200 identities match seed), no T-pose, ?noassets crash-free.
Consumes Lane A plan.streets with zero adapter. Six adversarial-review bugs fixed
(non-deterministic fleet order, shared-resource disposal on pool eviction,
impostor colour-management).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 13:43:05 +10:00