bb80ac122b
35 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
d14cf7fa6e |
Lane F R41 §41.6: 18 gates green — the deny-list, the wardrobe switch, and no byte-hash goldens
qa.sh --strict: 18 passed · 0 failed · 0 warn · 0 skipped. selfcheck 157,647/157,647, fingerprint 0x5f76e76 unmoved. No tag — John's playtest session rules the epoch. THE FIVE ASKS. [C] wardrobe wired via exported WARDROBE_BASE + stockBaseFor(shop), preloaded inside the existing STOCK_REAL gate: ON under ?stock=real (52 pack items, 69 garment ids on rendered meshes, 1 atlas, exactly 2 requests) and CHEAPER (59->55 draws, 111->100 textures); OFF is what ships by default, A/B'd against a reverted control tree — default arm identical on every counter (160 URLs same hash, 131/18,018 street, 59/28,505 interior). [D] three gates wired (r41_shots.py writes to TMPDIR so gate runs never rewrite committed shots). [E] clips_verify wired — 46 clips / 6 groups / 3,498,124 B. [B's bookmark finding] CONFIRMED AND WIDER: street_noon, shopfront_detail, crossroads_busy AND market_square all give 3 distinct hashes across 3 boots; only night_neon is stable. RULING: no gate pins a screenshot byte-hash on any bookmark — everything R41 asserts is a counter. Filed to B: one await document.fonts.ready in buildings.js. [C's drawSweep] CONFIRMED INDEPENDENTLY with F's own sweep (never calls C's): GLB-on worst 123 @ dept/auto. The phantom control (one stale room left in scene) reads 197 — +74 on every reading — decomposing R39/R40's '188' as 116 real + ~72 phantom. NEW GATES, controls demonstrated. r41_denylist.mjs (ruling 3): 738 files / 197.3 MiB scanned by path AND bytes, 7 banned names, 0 hits; the control plants a banned manifest row every run -> RED on 2 names -> removed -> GREEN. r41_integration.py: wardrobe both arms · interior <=350 on both instruments · ?noassets=1 zero across six fetch classes over a 3-shop walk (control fetches 5/6) · ?clips=0 142 URLs and ?classic=1 125 URLs with zero R41 cargo. BUDGETS. Street: noon 282 · NIGHT 291/120,093 — margin 9, INTACT · classic 269 byte-exact · ?clips=0 NIGHT 291, delta 0. No lane spent a street draw. Interior: true pre-R41 116, R41 123 @ dept/auto, margin 227; over 33 real shops worst 110; pub 49 quiet / 77 gig night. FILED BACK: flags_check's _enter_record_shop went RED on 8 smokes because §41.4's bins put every one of the first six record-shop counters inside 2.6 m — widened to the whole open set, verified not a game defect. smoke_djdance read _actions[0] and D's per-instance clip swapping made the mixer multi-action, so a healthy dancer was called a stall — now follows the clip by name. D's r41_shots.py browse arm is deterministically red here (re-enters the winner after a ~3 s/candidate scan, by which time the occupant has left) — wired WARN-level with the reason at the call site, fix handed to D. F's own r39_transmission.py had an unmeasured 30 s goto default that flaked once under a full strict run; pinned to 90 s. 11 proof frames in docs/shots/laneF_r41/ with sidecars: street_postures (5 rigs, 3 clips playing) against its ?clips=0 control (1 clip) · street_lean · browse_interior · pub_furnished + the honest kit before/after pair · record_dj_booth · opshop_wardrobe on/off · credits_panel with ODbL on screen. Every humanoid frame carries its R10 human-sized line. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
||
|
|
c3384b92c9 |
Lane F R40 §40.6: the notepad — F8, the tour, and the gate that caught the harness
THE PLAYTEST HARNESS, for John's bug-hunt session. F8 anywhere drops a structured note: pos, mode, shop id+name when inside, street/locality via A's address layer, seed, town, clock segment, live flags, fps, draws — plus a screenshot and a typed one-liner (Esc cancels, Enter saves). Notes persist under the delta law (bounded, survive reload, export/import, corrupt store REJECTED WHOLE and loudly) and export as one JSON of tickets, schema documented in LANE_F_NOTES §40. Zero cost when unused; classic-gated by construction. ?bugtour=1 walks the whole game in 11 stops (N advances, each with a caption of what to look at): spawn → street_day → shop_buy → dig → opshop_bin (caption says the contents are deliberately unarmed) → gig_night → tram → rain → night → fog_map → second_town. DBG loads without ?dbg=1 so the tour is one flag. THE GATE CAUGHT THE HARNESS. The first full strict run went RED on exactly one arm — R30c classic purity, because the playtest constructor read localStorage eagerly on ?game=0. Fixed (lazy store), re-verified on the targeted smoke, and the new gate now carries its own instrumented zero-calls arm so it cannot recur. Wave-1 asks, all taken: D's door_footpath_check and B's r40_lane_b wired into qa.sh · D's index.html:433-437 door nudge now derives from buildShopfront's doorRect · A's filed D2 closed (index.html:541 uses the canonical isOpen; remaining divergent call sites listed for their owners) · README's stale ?r=N 307 row and the flags_check label that still called the town selector a debt question, both corrected. qa.sh --strict: 12 passed · 0 failed · 0 warn · 0 skipped. selfcheck 157,647/157,647, 0x5f76e76 unmoved. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
||
|
|
a982f3ce67 |
Lane B R39 (Fable's ruling): THE SIGN — +sin lands; the fourth instance of the -Z/+Z confusion
index.html:428 (Lane D's patronage door points, since R8) and :500 (doorOf, the R32 cluster-pose
spawn) computed the shop front as (-sin ry, -cos ry) — the BACK of the building. buildings.js:410,
:583-597 put the facade, the door and the doorRect at local +Z; dbg.js:53 says so in words;
minimap.js has always drawn its front tick there. Two characters, both sites.
THE PATRONAGE DOOR POINT, on the footpath (registry.js's own roadWidth/vergeBand split, outside the
carriageway, outside every lot):
synthetic 0/493 -> 427/493 median 26.22 m -> 9.40 m from the centreline
katoomba_real 0/72 -> 67/72 19.10 -> 3.90
fitzroy_real 0/139 -> 139/139 19.10 -> 3.90
bowral_real 0/30 -> 28/30 21.10 -> 5.90
Not one door point in the corpus was on a footpath. Lane D's peds ducked into the back fence.
THE SPAWN, booted code both sides (:8702 the fog commit, :8701 the fix, nothing monkey-patched):
synthetic (25.5,-17.9) 3 shops within 25 m, 0 in front, 0 discovered
-> (6.1,-19.8) 4 within 25 m, 4 in front, 4 discovered
katoomba (-219.0,-471.3) 3/0/0 -> (-200.0,-474.4) 4/4/4
And in the picture (docs/shots/laneB_r39/sign-*): katoomba's shipped boot opens STANDING IN A
PADDOCK FACING THE BLANK BACK WALL OF A BUILDING — the R31 playtest's own complaint, the one R32 was
written to fix and, because of the sign, never did.
NO GOLDEN MOVES: SPAWN and the patronage points are runtime pose, computed in the shell from a plan
it never writes. Lane A selfcheck either side: fingerprint 0x5f76e76 -> 0x5f76e76, 157,647/157,647.
?classic=1 never enters the branch and keeps the frozen (-96, 9) pose.
-> LANE F: the R32 cluster-pose spawn gate and the R35 first-five-minutes smoke both photograph this
pose and need re-baselining. The falsifiable arm that needs no picture: at spawn, the count of shops
within 25 m that are IN FRONT of the player must be > 0 (0 on 4/4 towns before, 4 on 4/4 after).
THE LINEAGE, written down as Fable asked — this is the FOURTH instance of the same confusion:
R13 RY_FLIP (the band 180 deg off) · R15 the venue poster on the back wall (15.9 m from the facade,
0.07 m from the back) · R27 every real-town shopfront facing the paddock (dot = -1.000 on 35/35 and
72/72 lots; CITY_SPEC:71 says -Z, :335 says +Z) · R39 these two. Every time the rig/pose convention
is local -Z and the visible front is local +Z, and every time it was caught by a PICTURE or by a
consumer with a different convention — never by a metric. A heading has no falsifiable arm inside
the file that computes it.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
|
||
|
|
0ee7a84710 |
Lane B R39 39.2: THE FOG — the map shows what you walked past, and is finally readable
minimap.js drew every lot in the plan from the first frame (493 shops on the synthetic, one M press, against 5,330 m / 4.8 game-days of walking to earn it). It now draws what has been walked past AND FRAMES ITSELF TO IT — a shop lot goes 0.83x1.11 px -> 29.4x39.2 px on bowral_real, 35.3x. ZERO DRAWS, measured as an A/B: two port-isolated no-store servers, HEAD vs treatment, the same 15 stations x 4 yaws compared as JSON before either sweep runs. Draw calls IDENTICAL on 60/60 samples at noon and at night; with the gig layer off both sides (the venue queue's async rigs were the only noise) NIGHT is identical in draws AND triangles. Map mode cannot cost a draw structurally: the frame loop never calls composer.render() in the map branch. - discovery.js (new): a 25 m PROXIMITY PROBE, not onChunkBuilt (R=2 => the outermost live chunk corner is 181 m out), on a plan-derived spatial hash — 1.09-1.37 us a probe, every 6th street frame = every 0.46 m at WALK. Plus a side test: you must be in FRONT of the shopfront. Control with a red arm: walking the synthetic's two service laneways, radius-only reveals 93 shops, the shipped probe 59 — 34 refused through the back wall; on the arcade it refuses 0 of 17. - save.js: optional `known` block under the delta law, keyed by TOWN (re-derived: 23 caches x 3 seeds, shop/edge ids and lot geometry all identical; the synthetic alone keys @<seed>). Bounded by the plan (max 493 shops / 2,593 edges) at 8,192, 64 towns FIFO, ints only. Whole corpus fully learned = 137,547 B (2.6% of quota); 482 B after a 500 m outing. Eight reject arms demonstrated. - classic BY CONSTRUCTION: createMinimap(plan, null) is the pre-R39 map and the file has no flag test at all. ?classic=1 / ?fog=0 / ?game=0 map canvases are hash-identical to HEAD's. - Lane A's address layer consumed (getTownCache + createAddresses): street names along walked streets, deduped; the synthetic gets district labels from the same line. No town-type branch. FILED, NOT FIXED: index.html:384 (Lane D patronage door points) and :450 (the R32 spawn) use (-sin ry, -cos ry) — the BACK of the building. buildings.js:410/583-597, dbg.js:53 and minimap.js all use local +Z. Measured against each lot's own frontEdge the +sin point is 0.00 m from the kerb and the shipped one 15.25 m the wrong side, 493/493 and 72/72 shops. At the shipped spawn 0 of the shops within 25 m are in front of you on all four towns tested; at the corrected one, all of them. Two characters, but it moves the default boot's opening pose mid-round — Fable's call. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
||
|
|
4514cb94b5 |
Lane B R38 (v8 WAVE 1, INHABITATION): all four runtime items — the whole round costs +1 walked draw
The town is inhabited: 23 towns finally differ, 181 back yards have a Hills Hoist with washing on it, a magpie owns one street for six weeks of the year, and six point sources put a life off-screen. MEASURED, walked, not bookmarked — two port-isolated no-store servers (:8472 = `git archive HEAD`, :8471 = treatment, assets symlinked so E's mid-round wave is identical on both sides), 102 8-metre spine steps at yaw 0, each frame fully streamed, through the shell's own composer: worst draws 224 -> 225 (+1) worst tris 89,502 -> 93,298 (+3,796 of ~75k spare) sum draws over 102 frames 16,676 -> 16,663 (-13) The citizen sim and the tram are hidden identically on both sides, and that IS the measurement: with them live the same step read control 346 vs treatment 232, because peds spawn on wall-clock time. `?yards=0` reproduces HEAD exactly (224 / 89,502 / 16,676). Isolated at a fixed pose: washing +1 draw / +512 tris, magpie +1 draw / +182 tris, every yard box prop +0 draws. §1.2 THE CHARACTER VECTOR — +0 draws, +0 tris, classic byte-identical BY CONSTRUCTION. `townCharacter(null)` returns the frozen v1 literals and a null tint keeps the SAME material cache key, so classic gets the same object, not a copy of it: default-boot ground hashes identical to HEAD mesh-for-mesh, `?classic=1` hashes unmoved from R37. There is no `if (classic)` in the ground path. The sky feeds the BASE skyName, never `setSky` (a one-way latch that would have killed R32's dawn dome on all 23 towns). The vacuous arm is per-town: `newtown_godverse` / `redhill_godverse` carry `state: ''`, so a per-corpus arm would have dropped exactly those two silently. 21 distinct palettes across 23 towns. `gravel` and `reddust` were not unwired but UNWIREABLE — their `use` values named no slot ground.js had; making the slot addressable fixed it at the root, and both are selected now. E's three new grounds landed mid-round and the upgrade was a name change in one table, which is what procedural-first is for. §1.4 BACKYARD AUSTRALIA — inside boxMats, +0 draws. Houses inset off their boundaries so there is a yard; 36 `yard` lots that had rendered as blank shopfront sheds since v1 are now fenced blocks with a hoist, a shed and often a tank. Collision byte-identical (the lot rect is where the fence stands). THE WASHING SHIPS, and I wrote the inverted weight rather than dropping it. The shipped top-weighted mode moves a hem 0.10 cm calm / 0.67 cm gusty; `pegged` gives 4.5 cm / 31 cm — ~52x, and at the hem instead of the pegs. The `canopy` string is byte-for-byte unchanged, so the gum-tree covenant argument is untouched. It is ONE TOWN-WIDE InstancedMesh (1 draw at any N, cap 256, proximity-first off the R37 chunk seam) rather than per-chunk, which would have been +1 x 31 live chunks = 4x the whole margin. Zero on every real town (no hoists ⇒ no mesh) and zero at night. §1.3 THE MAGPIE — +1 draw on screen, exactly 0 otherwise; 182 tris of 900. Territory scales with the road graph: 6 on the 6.78 km synthetic town, 157 on bendigo's 188.6 km / 2,593 edges, nearest 120 m from spawn. The latch sets, the day roll clears it, localStorage gains no key and the save never mentions it. `swoopPos()` is exported and pure. The hat stays cut. MY OWN SEASON MECHANISM WAS VACUOUS AND THE SWEEP CAUGHT IT: keyed on citySeed alone it produced a CONSTANT, because the town key is deliberately off the plan — 24 of 24 towns were 214 days from swooping season, and it would have gated green because `?magpie=1` forces it. Re-keyed on (citySeed, townKey): `newtown_real` is in season on arrival on the default seed, marrickville is 8 days out, and 12.9% of 1,000 seeds put the synthetic default in season against a design ratio of 11.5%. §1.1 THE AUDIO LAYER — six new mixer layers, zero draws, zero tris, seeded anchors, distance falloff, AND A StereoPannerNode PER LAYER, so direction is real (measured spread -0.71..+0.85) instead of a limitation written into the notes. Day-of-week derived locally. All six anchored on the default boot; 3 of 6 report `no-anchor` on real towns rather than being faked onto shopfronts. The falsifiability control — one manifest key renamed away, served from a third port — makes that source report `no-entry`, 0 plays, never `audible`, with the other five unchanged and zero console errors. TWO DEFECTS MY OWN GREEN NUMBERS COULD NOT SEE, both caught by a screenshot: the washing shipped at 256 instances / +1 draw / cap respected and was INVISIBLE behind its own back fence (per-instance peg height, and a fence taller than the hoist), and the magpie perched on THIN AIR over the road. R37's lesson relearned at full price. Fence 1.60 / hoist 2.15 measured against the object; territories now snap to furniture.js's own streetlight rule. LANE E'S PROPS, ADJUDICATED: hoist + aerial permanently primitive (E's spike killed them, and primitive is also the +0-draw mechanism). `paling_fence` at 1,121 tris x 905 runs = 1.01M triangles — no. The `magpie` GLB is HELD FOR THE TINT: it reads as a crow, and a magpie seen for 1.2 s in peripheral vision IS its white bar. My 182-tri bird already carries it, at a fifth of the triangles and no fetch. furniture.js's "novelty_record is 26.5k tris" was stale by six epochs — corrected to 8,000. Zero fetch delta: `?noassets=1` fetches the same 23 assets, same list, on HEAD and on R38. 0 console errors on 10 boots (default, classic, yards=0, washing=0&magpie=0&ambient=0, noassets, magpie=1, darwin, hobart, bendigo, the patched-manifest control) beyond the known PointerLock ones. Shots: docs/shots/laneB_r38/. Detail + every number: LANE_B_NOTES §38. |
||
|
|
55b984e0b0 |
Lane C+B R35 (v7.0 close #2): THE FIRST FIVE MINUTES — arrive hunting, three beats walk the hustle
A FRESH game (day 1 · empty crate · empty auction house) seeds ONE artist want off
rng(citySeed,'firstwant',0) × the parody roster (dig.js ARTISTS exported) — the splash names
the mission before the first step ('You're hunting HILLS HOIST — $191 in your pocket'), and
the keeper rumors point at the same hunt from shop one. Three toast-beats ride EXISTING events
(zero new systems): ① find a record shop (on the go-click) → ② riffle · mind the guide · BUY
(first digOpen) → ③ sell at a counter or ⚖ LIST and sleep (first find, via wallet.onChange) →
the send-off on the first sale-or-listing (the listener removes itself). A returning save gets
its town back, not a tutorial (fresh-detection = state, no save flag — the delta law stays
clean); ?game=0 / ?classic=1 never reach the block. #pc-toast body-mounted (the #pc-game rule):
beats fire INSIDE shops, and a SLEEP taken at a counter now shows its morning paper.
|
||
|
|
e528c92fed |
Lane B R34: ⚖ LIST in the crate · AT AUCTION section · the morning paper rides the toasts
hud.js: every crate find row gains ⚖ (mail-in consignment — very 1996); AT AUCTION section
(non-empty only) shows what hammers tomorrow; the rebuild watcher now folds listings in.
index.html: the wake toast and the travel-arrival toast carry the drained auction news —
'🌅 day 2 · ⚖ SOLD "Cane Toad Blues" — hammer $22, $19 after fees' is the come-back-tomorrow
hook paying off at dawn.
|
||
|
|
7b26e45fa0 |
Lane B R33: THE WANTLIST in the crate panel · the arrival toast · the build-race fix the shot found
hud.js: THE WANTLIST section in the crate (non-empty only — no header over nothing): hunted
rows, ✕ stops hunting, refresh watches wants length so an open panel follows adds/clears.
THE FIX: R32's game surface BUILT only in street update() frames — a door entered fast after
boot had no crate/bar inside at all, and the interior tickGame() refreshed a UI that never
existed. Every gate idles on the street long enough to build, so green gates missed it; the
R33 money-shot script entered faster and exposed it. tickGame() now builds-or-refreshes in
ANY mode (shots are a detector, not decoration — filed in LANE_F_NOTES §33).
index.html: game.traveled at boot → '🚌 <town> — the ride cost a day. Day N' toast (save.js
already charged the fare and re-keyed the week before the shell read game.day).
|
||
|
|
bb30767b62 |
Lane B R32 (§31.6 queue 1–3): the crate lives in shops · cluster-pose spawn · dawn reads dawn
hud.js: #pc-game rides document.body (position:fixed, z 30) instead of the mode-hidden street root — day/cash/CRATE/SLEEP are YOURS inside a shop too (the playtest's 'crate at the counter'). C toggles the crate ANYWHERE; the surface yields to the dig/sell cards and the map (they own the screen). tickGame() exported so the interior/map frame branches keep it live (buys update the count while you shop); dispose removes the body-mounted wrap. index.html: the frozen spawn (-96,9,east) was tuned for the synthetic fixture — on real towns it faced dirt (§31.6-1). Non-classic boots now spawn ON the main-street footpath door-line (block kind 'mainstreet', both generators; every-door fallback) at the door nearest the shop cluster's heart, facing the LONGER run of shopfronts down the strip's dominant axis. Pure plan math, zero draws — no stream moves; ?classic=1 keeps the frozen pose forever. lighting.js: dawnSky opt (shell passes high-cirrus, null under classic) — the DAWN segment swaps the dome off the golden-SUNSET default that read dusk-orange (§31.6-3), and swaps back. setSky() is now an explicit override: weather's rain/overcast dome always wins over base+dawn. |
||
|
|
046668e5af |
feat(gig): club dancers play real dance clips, not procedural sway
loadPedFleet gains dance:!CLASSIC (mirrors the sit/look gate) → fleet.danceClips = 4 mesh-free mixamorig club dances (party/medium/drink/sway). _make picks one per dancer off a fresh gigdance seeded stream (zero impact on existing draws / the same-seed-same-crowd covenant), spawnRig plays it, and update() drops the fake bounce for real-clip dancers (procedural sway stays as the classic/noassets fallback). ?classic fetches nothing, byte-identical. Verified: default boot fetches all 4 dance GLBs (gated load runs), both modules parse + export clean, page boots. Same clips + _canon/_rotOnly/spawnRig proven animating in 90sDJsim (its crowd/rigs.js is this file ported). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
||
|
|
50385c0f08 |
Lane F R31 wave 1 (v7.0-alpha close): THE DIG FLIP — the alpha-blocker Fable's playtest found. DIG_ON = flagOn('dig') (default-ON, ?dig=0 opt-out, ?classic=1 off — the v3.1 pattern; the v2-era opt-in survived 6 epochs past the README's 'dig on' claim because every R30 gate booted dig=1 explicitly: the explicit-flag blindfold). Fenced forever: default_boot_gate asserts dig REACHABILITY on a NAKED boot (E at a bin → digActive true), classic_regression asserts dig INERT at the bin (zero pcdg DOM, measured not assumed). PROCITY.flags gains dig. Splash de-staled ('Every door opens.' — no more '(soon)'; controls line carries E riffle/sell · C crate · SLEEP to save) + README manual row (sell at counter · C crate · SLEEP = save/advance/rotate). PROCITY_QA_PORT env override (flags_check, interior_scale_check, town_matrix) so the suite runs port-isolated instead of silently reusing whatever holds :8130. Verified both ways on :8951 (naked boot digs + closes clean; dig=0 and classic zero dig DOM, classic ZERO storage calls; noassets digs parody, 0 errors). qa.sh --strict --matrix on :8931: 7/0/0/0, flags_check 0 fails 0 warns, MATRIX 10 towns green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
||
|
|
2c9cb94b8e |
Lane F R30 wave 3 (v7.0-alpha ledger #5 + §9.4): THE GATES + the sell routing — E chain aimed-bin→dig · counter+sellable→C's sell card (removeFind-first onSell, veto-safe) · forgiving-bin · shelf; aim-priority amendment measured both ways (counter-adjacent bin sells, wrong-aim bin still digs); 3 shell seams (sellOpen unlock, sellActive guards). Five STRICT suite gates in flags_check: routing live-loop ($9 dig → +$4 sell → HUD $186·CRATE 0), save/load determinism (byte-equal state+export, plan fp unchanged, weekNight re-key), no-pump 5/5 strictly negative (Σ−$30) + C's negative control (wallet.buy invoked-and-false ⇒ recordFind unreachable, positive arm discriminates), classic purity (Storage-prototype instrument, 0 calls classic/game=0, positive control sees procity-save, plan fp game-on==off), rotation over VERTEX DATA (day 1/2/3 distinct, re-entry + cross-boot byte-identical, game=0==day1). qa.sh --strict --matrix: 7 passed · 0 failed · 0 warn · 0 skipped, MATRIX 10 towns green. NO TAG per brief.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
||
|
|
207bcffb54 | Lane F R30 (v7.0-alpha ledgers #1+#3): THE SAVE CORE + SLEEP=SAVE=TOMORROW — save.js (procity-save/1, delta law by shape, loud reject + stash, beforeunload), game-backed wallet facade on the proven seam, buy seams record the collection (type/sku|slotId/title, C's §9 asks), day-salted stock rotation (stk-* seam in interiors/layout [marked], dig binSeed; day 1 = pre-v7, REAL never rotates), gig weekNight = (day-1)%7 (amended from day%7 with the measurement, §30.3), wake at DAWN. classic/game=0: layer never constructed, ZERO storage touches measured. Verified 7 legs green in fresh contexts; qa.sh --strict 6/6, 0 warn | ||
|
|
10025d4082 |
Lane D R29 (v6 Spike 1): look.glb bound and wired — peds glance, feet planted (wave 0)
The spike reaches the game. E's look.glb (mesh-free, 65 joints, 6.5s 'Look') is bound
through the fleet gate; street peds now glance around during window-shop stops. `lean`
is absent and never existed (E's R28 measurement). Goldens untouched — clips sit outside
every plan hash; the synthetic anchor stays R27's amended 0x5f76e76.
WIRED: loadPedFleet(base, {sit, look}) -> fleet.lookClip, the exact twin of the R16 sit
gate; the shell passes look:!CLASSIC so ?classic fetches NOTHING (a raw fetch would have
breached the zero-fetch-delta covenant — E flagged it, the gate is the answer).
makeActor gains lookA, played only on setLooking(true) — crossfaded (0.3s), not snapped
like sit, since idle->idle-variant reads naturally and there's no replant for a fade to
fight. sim.js gains a dedicated `glance` rng stream, rolled ALWAYS (deterministic) but
only flipped when a clip exists => classic inert at the source. Mutually exclusive with
bench-sit (sit rolls first at 35%, glance takes 40% of the rest). RigPool threads
lookClip; release snaps the glance off so no rig is pooled mid-look.
THE FINDING — my own prediction was wrong, and the measurement caught it. I wrote that a
STANDING clip needs no foot replant ("no hip descent to recover — that trap was sit's
alone"). Measured over the full loop: idle keeps the lowest bone within 4cm of the ground
(-0.04..0.00); look.glb ranges -0.009..+0.205 — the ped HOVERS up to 20.5cm, drifting
through the loop. Same trap, different coat: _rotOnly drops the Hips POSITION track for
rig-height independence, so the clip's authored weight-shift dip can't move the hips and
comes out as the FEET RISING. Sit's one-time replant can't fix it — the float varies per
frame.
FIX: plantFeet() — the per-frame twin of sit's replant. Reset to bind plant -> measure
posed feet -> drop inner by float/scale. ABSOLUTE (reset->measure->correct), never
incremental, so it cannot drift. Reproduces the authored motion exactly: the hips dip
relative to the ground instead of the feet leaving it. Scale-aware like sit's. Foot bones
cached once; cost paid only by glancing peds, on frames their mixer ran (both mixer sites
— the drummer's post-mix lean taught that coupling rule).
PROOFS: foot float 0.205m -> 0.000m (pinned); head yaw sweep span 1.735 (-0.85..+0.89) so
the glance still animates; ?classic — no look fetch, no Look action on any rig, glance
never flips (0); identity signature unchanged, no glance term; sit AND glance never
simultaneous (0); 0 NaN; goldens 0x5f76e76 untouched. A glancing ped is NOT tagged
seated/posed — standing pose at standing stature, so F's no-giants gate needs no arm.
D->F: the pose gate HAS ITS SUBJECT — un-SKIP it. Fresh ?localdepot=1 boot shows a ped
glancing on the footpath, head sweeping, feet planted.
Spike 2 readiness: plantFeet() is the general machinery the brief asked for ("data, not
new code") — riffle and wall-lean should land as clip + roll; the lean's wall-contact
placement is the only genuinely new part.
FLAGGED (A's file, A rests): selfcheck.js:301 still says "the synthetic golden above stays
0x3fa36874" while line 267 pins the amended 0x5f76e76. A stale comment, not a rule — but
the same species as the epoch's five holds, so: flagged, not touched.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
|
||
|
|
39cfc3d3ed |
Lane F R27 (v5.0): the tier-2 reader — pick-then-omit, and the server killed mid-session
#2 THE READER, built to C's §8 ruling (direct wire, no hook) and to what the waves measured, not to the brief's letter: · `pack.gone` set, `price` updated IN PLACE — items[] never added to, removed from, or reordered, because its identity AND ORDER are the pick's stability (C §8.3). Filtering the array instead reshuffles the crate: C measured ONE sale changing 21 OTHER records. · fire-and-forget at room build, 1200ms abort, etag-cached, circuit-broken on first failure. The dig never blocks on the network (charter risk #1). No await anywhere near the door. · fires ONLY for a real-sourced shop. G's fence 404s a mint shop, and asking anyway would be R26's blind probe wearing a server. The manifest already knows which is which. TIER 2 IS OPT-IN (`?live=1` / `?live=<url>`; absent → byte-identical to the beta). That is the R26 lesson applied to a server: a default boot that probed for a GODVERSE host would ask a question with no answer on every machine that isn't John's. Tier 2 is a place you go, not a thing that happens to you. Auto-discovery is a v5.x question with a reachability contract. PROVEN IN THE BROWSER (formal smoke class still to land): · sold-means-gone, via G's make-fixture (production `gone` is EMPTY — 0 sales since 2026-07-01 — so a live assert would pass vacuously forever; G built the subject before the gate could be born blind): 3 sold → gone[3] → items[] 120→120 IDENTITY AND ORDER INTACT, 117 survivors, COLLATERAL 0. C called this: both pick-then-omit and filter-the-array hide the sold record, so "the gone item never renders" cannot tell them apart — the obvious assertion is vacuous and goes green. Collateral is the one that discriminates. · KILL THE SERVER MID-SESSION → enter took 13.1ms, worst frame gap 14ms, the crate still renders its own 120 real covers, and ZERO console errors. Charter law #1 proven by execution instead of assertion — the thing A correctly refused to retire from the risk list until this gate went green. Recorded, not hidden: after a mid-session kill the etag-cached `gone` persists for the session, so a killed server does not resurrect sold records mid-walk. That is tier-1-plus-last-known, not tier-1-exactly. It is the honest behaviour (a network blink must not re-stock a shop) and a server-down BOOT is still pure tier 1 — but it is a nuance the brief's "degrades to tier 1 exactly" doesn't cover, so it goes in writing rather than in the gaps. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
||
|
|
528829eeba |
Lane F R26 (v5.0-beta): the manifest consumed, the tolerance retired — tag HELD on the mint-id rule
EVERY CRATE IS DIFFERENT, and F measured it rather than taking G's 15/15 on trust — from the indexes of record, not by entering one lucky shop: 15 keyed crates, 105 pairs, 0 sharing a title; 0 crates overlap the generic v2 pack; 0 ids reused across crates (G's sku fix holds at scale — the R24 vacuity dead at the source, not papered over in F's gate). 4 crates in Red Hill + 11 in Newtown = the manifest's 15 exactly, and the manifest lists nothing not on disk. SOURCING, NOT TIER — C was right and the gate follows C. `tier` is the charter's ladder rung and a mint atlas is ALSO rung 1: still a file, still offline, still deterministic. What differs is where the stock came from. 15/15 indexes declare sourcing, every one agrees with the manifest, a mint crate can never report as real, and the gate PRINTS it per room — provenance a human never reads isn't doing anything (R24's licence lesson, one round on). THE 404 TOLERANCE IS DELETED, NOT TUNED. R24 probed every keyed shop and ate a 404 per atlas-less one; F's smoke could only cope by NAMING them, and a tolerance is a confession. F filed the real fix as a contract ask rather than inventing it; G built the manifest; F now consumes it — the shell asks for nothing unlisted. Zero 404s because nothing absent gets asked for, not because the gate stopped looking. AND DELETING IT IMMEDIATELY CAUGHT A LEFTOVER: F had wired the boot preload but left a second blind probe at the door, 404ing on every keyed-but-unfetchable shop. While the gate said "8 probes, expected", a ninth was invisible too. A named exception starts protecting new bugs the moment the real fix exists. F's beta gate GREEN: distinctness · sourcing (real + mint rooms) · soft fall silent · ZERO 404s · 0 console errors, no attribution exceptions. Selfcheck ALL GREEN 156,212/156,212. TAG HELD — atlas-QA FAIL, 14 errors, and it is not the product. E's SLOT_ID_PREFIX = "sku_" (validate_atlas.py:73) applies to every pack; E reads `sourcing` at :178 but the slot-id check is sourcing-blind. All 14 mint crates fail; the real crate passes. A mint crate HAS no POS sku — it was never in that shop's till — so the rule demands what cannot exist, the same shape as R24's sweep demanding a cafe carry a godverseShopId. F measured the rule's intent and it holds: mint_<dealgod listing id>, non-positional, sorted by it, seeded bake, 0 ids reused across all 15 crates. Only the literal prefix fails. And G refused to go green the easy way for the best reason — F's own R24 collision grown up: a POS sku and a dealgod listing id are different id spaces, and filing one under `sku_` recreates that bug INSIDE the economy, where tier-2's sold-means-gone looks up POS skus. R24's collision entered the wrong shop; the same collision in the money layer sells the wrong record. F did not fix E's one line: E's file, C's contract, C's call as its author (the principle Fable ratified when C overruled `tier`) — and F is the party that benefits, since that line is the only thing between F and the tag. Cost of waiting: one line. Cost of F being quietly wrong: a gate that green-lights id-space collisions in the layer that moves money. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
||
|
|
29942002eb |
Lane F R24 (v5.0-alpha): THE CRATE WALKS — the per-shop wire + a gate that can't lie
You can boot redhill_godverse, walk down Musgrave Road into Monster Robot Party, riffle its own real crate and buy a real record. Proven falsifiably, not by eyeball: base assets/stock_godverse/3962749/ (its own, not the town-wide) TITLES 120/120 the shop's atlas · 0/120 the generic pack TEXTURES 2 from stock_godverse/3962749/*.webp · 0 generic — the pixels' own file BUY rec_0000 "Abstract Latin Lounge II (Part II)" @ $15 → cash 191→176, exact REBOOT 191/0 restored — gone-this-session, back next boot Ladder: ?noassets → ZERO network requests · keyed-but-atlas-less shop → 404 → parody, live · newtown_real → base null, 350 items: the wire is a NO-OP off the godverse path. flags_check GREEN (0 fails, 0 warns). #6a THE WIRE: godverseBaseFor(shop), exported and used by BOTH the shell's boot preload and the room's lookup — C's cache identity is the LITERAL (type, base) pair, so two sides building that string differently would drop a real shop to parody, a bug indistinguishable from "no stock" by eye. One function, one string, one key. Gated on stockReal, never the id alone. #6b THE GATE: smoke_real_crate + DBG.stockInfo() — permanent, and it cannot pass without touching its subject (SKIPs with a printed reason when the town/atlas is absent). FINDING — THE BRIEF'S OWN HONEST-GATE SPEC WAS VACUOUS. It specified id equality. Both packs number items POSITIONALLY (rec_0000…), so all 120 atlas ids are generic-pack ids too: an id-equality gate goes GREEN on the generic pack — the exact failure the vacuous-gate law was written to stop, reproduced inside its first application. Ids there are slot numbers, not identity. Titles (0 overlap) and the texture URL discriminate; F asserts on those. FINDING — THE ID SPACES COLLIDE, and it bit F's own selector inside the anti-vacuous gate. Plan ids (1..N) and godverse ids (31, 767, 3962749) share a numeric space: Silky Oak's godverse id is 31 and another shop's PLAN id is 31, so enterShop(31) silently entered "Wholefood Cafe" and the soft-fall assertion PASSED ON AN UNKEYED CAFE. Fixed both ends: 'g:<n>' selects a godverse id explicitly, a bare number stays the plan id and now REPORTS the collision, and the smoke asserts it landed in the shop it asked for before asserting anything about it. FINDING — F'S OWN GATE CRIED THE LOUDEST WOLF WE OWN. classic_regression reported "plan fingerprint != golden 0x3fa36874 — determinism/prime-law broken" while the covenant was provably intact. F wrote it in R16 as `hash_ok and returncode == 0` — two assertions, ONE verdict, reported with the fingerprint's message — so any unrelated selfcheck red screamed that the byte-identical-forever covenant had broken. Two assertions, two verdicts now. It isn't enough to fail for a reason; you have to fail for YOUR reason. FINDING — fail-soft-by-404 vs the 0-console-errors law. The boot preload must resolve a keyed shop's pack before the door opens (getStockPack is sync), so it probes blind: 9 of Red Hill's 10 keyed shops have no atlas → 404 → parody. That IS fail-soft working, and it is also 8 console errors no .catch() can suppress. Fix is not to loosen the law but to stop probing for what isn't there: an atlas index in G's namespace (or hasStock on the cache entry, A+G). Filed as a contract ask, not invented. Until then the smoke counts and NAMES the probes and fails on any other error — tolerance stated out loud. Verified the lift is clean: cache 10 keyed → plan 9 keyed, every one a real secondhand shop. No cafe keyed, zero duplicate ids — there is no mis-stocking. F did NOT touch A's identity sweep or E's validator. F was the party that would benefit, and changing a red gate to green in another lane's file to unblock F's own tag would retroactively devalue every green F has ever reported. Filed instead — and R25 has since landed A's reconciliation and the six pins, which is the right hands doing it. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
||
|
|
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> |
||
|
|
e6fcb7b365 |
Lane F R19 (v4.0-alpha): B's BIG_CITY one-liner — big-graph towns stream like big cities
Real towns can have FEW shops but a HUGE road graph (real Katoomba: 20 shops / 799 edges / 5 km), so the shop-count-only heuristic left them on small-town streaming and blew the tri budget (280k > the 200k gate). Extend the trigger to the graph: BIG_CITY = shops>120 || edges>200. B proved the effect; landed EARLY so D/B's post-fix re-measures see it (per the R19 order). Verified: katoomba_real 799 edges -> BIG_CITY -> 61 draws / ~12k tris (was 280k), 0 errors. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
||
|
|
e4a49b5bc8 |
Lane F R17 (v3.2): real towns boot in the engine + the town-matrix scout gate (ledger #7)
F wired the last mile of the real-map scout and gated the whole matrix. - index.js barrel re-exports registerTownCache/validateTownCache; the shell fetches + registers assets/towns/<key>.json before generatePlanFor when the town isn't a checked-in fixture — so ?plansrc=osm&town=bendigo_real boots a REAL AU town in the engine (the gap: E's caches were on disk + in the node selfcheck, but the shell never loaded them → silent Melbourne fallback). Fail-soft (404 / invalid / ?noassets -> fixture fallback); opt-in, never on the default or ?classic path. - tools/qa/town_matrix.py (opt-in qa.sh --matrix): boot / determinism / budget / district / ?noassets across 10 towns (2 synthetic hero seeds + 3 osm fixtures + E's 5 real AU caches). ALL 5x10 GREEN — Castlemaine at the 6-shop floor still lands a 3-venue district. The existing CityPlan contract eats real Australian geography: the evidence John charters v4 = THE REAL MAP on. - docs: LANE_F_NOTES §17 (the town x gate table), README real-town row, F-progress R17. qa.sh --strict --soak GREEN 7/7. Verified: ?plansrc=osm&town=bendigo_real -> Bendigo, 9 shops, 3 venues, 0 errors. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
||
|
|
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>
|
||
|
|
687d23f654 |
Lane F R15 (v3.0): identity continuity — wire D's tonight-roster into the crowd (ledger #3)
The ped you followed into a venue now turns up in its crowd. D published the seam in R14; F wires the three touches:
- interior_mode.js: crew.spawn({ roster: rosterOf(shop.id) }) — the front crowd slots become tonight's roster
- index.html: rosterOf=(id)=>citizens.tonightRoster(id) into interior_mode; onAdmit=(e)=>citizens.recordVenueEntry(id,e)
on the queue (each admit relays into the roster); the clear is automatic on the existing setGig(id,false)
- flags_check.py: smoke_continuity — asserts the seam (crowd includes roster-cap, pedIndex in tonightRoster),
empty-roster injects nobody (shell side of D's byte-identical law), + ledger #5 settled-tris honesty
Verified: 2 queue admits carry into the crowd; empty roster 0-injected; settled interior 71k->182k tris
(C's finding — interior gate is draws <=54, no violation). 0 console errors.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
|
||
|
|
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> |
||
|
|
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>
|
||
|
|
f7dd44f55a |
Lane B (Streetscape): round-11 audio — WebAudio engine (street side)
- web/js/world/audio.js: one AudioContext unlocked on first gesture; day/night ambience crossfade, rain (weather.intensity), footsteps, shop-door music spill (nearest open music-shop, distance-gain), tram rumble+bell, enterShop SFX. Consumes Lane E manifest.audio (3x retry). Self-ticks off window.PROCITY.
- House audio law verified live: silent pre-gesture (0 fetches), ?mute=1 silent surface (0 fetches), ?noassets=1 zero audio/manifest fetches, lazy-load (8.7MB<=25MB), no per-frame alloc.
- window.PROCITY.audio for Lane F: playInterior({musicKey,toneKey})/stopInterior (street beds duck while inside), playSfx, setMasterGain, mute, state diag. Confirms Lane C room.audio={musicKey,toneKey} contract.
- Small guarded [Lane B R11 audio] loader in index.html.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
|
||
|
|
5a24f8aa52 |
Lane F R9 F1+F2: interior presence + tram + buy-anywhere wiring; harness graduated + new smokes
Wiring (F owns index.html + interior_mode.js): • Interior presence (C->D->F seam): occupancyOf closure -> interior_mode spawns browser rigs at C's room.browsePoints (one per patronage occupant, cap 3); freed by exit()'s keepers.disposeAll. Door points now carry shopId for D's occupancy truth. • Tram (Lane B, ?tram=1): createTram + update in loop (2 draws, non-blocking). • Buy-anywhere (Lane C C2): E aimed at a book-spine/toy-box buyMesh buys over the same wallet (collapseBuyItem + toast); preload book+toy packs too. Records keep the dig. Harness: graduated buy-v0 / patronage / book-toy stock warn->STRICT (katoomba golden already strict). New warn smokes: interior presence (browsers==min(occ,3), dispose clean), shelf-buy (book spine bought, cash drops), tram (present). Book-stock check now counts isStock OR buyMesh (C2 tags book spines buyMesh, not isStock). flags_check GREEN 0/0; qa.sh --strict GREEN 5/5. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
||
|
|
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>
|
||
|
|
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>
|
||
|
|
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 ( |
||
|
|
781baea4e2 |
Lane F R6 F2: wire ?plansrc=osm shell selector + pin osm golden + dig nearest-bin fallback
A landed the plansrc seam (
|
||
|
|
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> |
||
|
|
aad9baa584 |
Lane F R4: gate 3 PASS (draws 138/tris 31k) + remove dead setExposure call
Gate 3 (budget) official re-measure vs committed decimated peds (E1 |
||
|
|
9416d0ae08 |
Lane F R4: wire citizens.setExposure (F1) + permittedMax storeys-checker fix (F2)
F1: pass renderer.toneMappingExposure into CitizenSim each street frame so mid-tier impostors track the animated day/night exposure (per LANE_D_NOTES). Verified: boots clean, 0 console errors, exposure animates night 1.18 <-> midday 0.98. F2: scope the consistency storeys check to permittedMax = max>=2 ? min(max+1,3) : max (Lane A's corner-anchor rule, LANE_A_NOTES R3). Consistency now 0 warnings across 6 seeds; a single-storey type at >1 still trips. qa.sh --strict GREEN 4/4. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
||
|
|
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> |
||
|
|
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> |