Commit Graph

10 Commits

Author SHA1 Message Date
m3ultra
fafd5a700a Lane B (Streetscape): round-3 — scene.environment for PBR peds + budget re-measure with citizens
- lighting.js sets scene.environment (neutral PMREM sky->ground gradient, no asset) in attachRenderer, before CitizenSim constructs; Lane D rig-fleet peds bake their impostor atlas from it and render dark if null. Verified set in street/night/interior + after interior-return.
- Re-measured worst continuous-walk view WITH citizens (pop 140, 125 active peds) via window.DBG: 263 scene / 275 total midday, 275 night -- <=300 everywhere. Radius-2 auto already the spawn default.
- Round-3 task 3 (furniture GLB footprints) standby: Fable s3.4 manifest upgrade not yet landed.
- Docs: LANE_B_NOTES.md + B-progress.md round-3 updates.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 16:00:22 +10:00
m3ultra
0985b05790 Lane D (Citizens): round-3 support — setExposure day/night hook + design notes
Fable round-3 §Lane D (all three tasks):
- sim.js: add CitizenSim.setExposure(e) passthrough so mid-tier billboards track the
  shell's per-segment renderer.toneMappingExposure (lighting.js animates it); stored so it
  survives the placeholder->rig atlas re-bake. Verified: uniform tracks 0.55<->2.3 and
  persists across the fleet upgrade.
- Keeper GLB-rig upgrade contract verified leak-free (my side): 15 enter/exit cycles with a
  fleet-backed rig keeper leave renderer.info.memory geo/tex exactly at baseline. Enabling it
  in the shell is one arg (pass `fleet` to KeeperManager) once F's §3.4 lands.
- LANE_D_NOTES: exact Lane F call sites for setExposure + keeper fleet-upgrade, and the
  chunk-streamed roster v1.5 design note (chunk-local identity, windowing, ownership/hand-off,
  budget, opt-in migration) — design only, no implementation.

Code touches only sim.js; no sibling files edited. Determinism still passes, near cap 24,
mixer 0.3ms, no console errors.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 15:55:25 +10:00
m3ultra
918a968185 Lane A: add LANE_A_NOTES.md — answer Lane F's storeys-warning + hours contract questions
Cross-lane note (ROUND3 process rule: notes for other lanes go in docs/LANES/):
qa.sh's storeys warnings are benign corner anchors (finding #5 stale), with the
exact permittedMax rule for Lane F to scope its checker; openLate/hours contract
confirmed ready for §3.5.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 15:54:16 +10:00
m3ultra
862bbcd8de Lane E publish landed: 16 GLBs + thumbs live on 3GOD depot; pipeline fixes
Depot publish executed over the new passwordless tailnet path (allowlist auth,
GOD3_DEPOT=http://100.94.195.115:8788). Two contract bugs fixed en route:
- publish.py: /api/thumb wants JPEG keyed by the GLB name (was posting PNG keyed
  by a .png name -> 404 that mislabelled successful GLB uploads as ERR); thumb
  push now isolated per the MESHGOD house contract (cosmetic, never fails publish).
- validate_manifest.py: send a custom User-Agent (Cloudflare 403s Python-urllib
  on the public path) + honor GOD3_DEPOT override like publish.py.

validate_manifest.py --depot -> 0 errors, 0 warnings. qa.sh --strict all green.
_published.json records the 16 published assets.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 15:35:28 +10:00
m3ultra
ae6017ca11 Fable (integrator): round-3 update — publish authorized, hero props go local
John authorized origin push (done) + depot publish (he runs it; GOD3_PW stays out of
agent hands). Hero props switch from the gated $2.70 fal.ai batch to the free
MODELBEAST path: sf3d + TRELLIS.2 weights verified already cached on-device (the
round-2 'HF-gated, setup needed' note was stale) — flux_local concepts -> trellis_mac
GLBs -> normalize.py, fal.ai only as per-reject fallback.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 14:41:50 +10:00
m3ultra
90bd06c328 Fable (integrator): round-3 lane instructions + archive round-1 lane prompts
Round-2 close-out: all lane work landed on main (C keeper-stand re-land, B streetscape,
F integration), stray lane-c/keeper-stand branch deleted (content identical), QA strict
green. ROUND3_INSTRUCTIONS.md assigns the polish/validation round: F leads (manifest
+ hours + QA gates), B shaves the spawn draw budget, C+E validate the GLB path via a
local depot mode, A verifies one stale finding, D supports. priorwork/ archives the
original per-lane prompts.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 14:30:36 +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
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
jing
a702a69f1e PROCITY scaffold: spec, research, 6 Opus lane prompts, core modules, vendored three r175, 69 inherited skins
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 10:46:40 +10:00