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Author SHA1 Message Date
m3ultra
1a20501e55 Fable (integrator): round-8 lane instructions — catch-up (A/B carried) + the town comes alive (patronage, buy loop, weather, pack breadth)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 02:06:34 +10:00
m3ultra
16d4f2b86d Fable R7 review: gitignore pipeline/_stockpack/ (E2 build staging, atlases live on depot)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 02:04:13 +10:00
m3ultra
4feba02732 Lane F R7 F3: v2.0-beta — record tag + flag B/A round-7 slip
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 01:59:28 +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
43edabfe56 Lane D round-7: validate ped-merge → GO for roster flip + full-density defaults + escape hatch
Lane E's R7 merge (447188a) made each ped 1 mesh/1 material (~1 draw/near-rig, fleet 116->24 at
the cap) — the gate my R6 memo named. Validated + handed F the GO.

Merge validated: bind+animate/no-T-pose, skinning/skeleton preserved, silhouettes+atlas materials
crisp (hi-vis/suit/kid), impostor bake clean, identity variety + determinism intact. GPU memory
dropped (geom 205->160, tex 141->90).

Flip numbers (full density, perChunk 16, in-shell): worst street view 241 draws <=300 (was 356
unmerged), 65,899 tris <=200k, 17 near-rigs; 30-chunk soak (726 builds/disposes) leak-free, 0 GPU
delta, heap stable. => GO.

D2: enableStream default perChunk 8->16 (full density, the merge affords it); near-cap stays 24.
D3: test page + harness default to stream now; ?roster=v1 escape hatch restores the fixed roster
(verified streamMode false + determinism). No-flag boot -> streamMode true + determinism.
F's web/index.html flip wiring (invert to default-on + ?roster=v1 escape) documented in
LANE_D_NOTES; in-shell no-flag-URL boot completes when F lands F1.

Only web/js/citizens/sim.js + web/citizens_test.html changed (+ NOTES/progress).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 00:51:51 +10:00
m3ultra
0c12dacb6d Lane E round 7 (E2): GODVERSE stock-pack pipeline (parody + atlas + index), proven
pipeline/build_stock_pack.py builds C's ?stock=real pack offline (nothing queries the
dataset at runtime): recordgod (dealgod discogs_release) → curate → parody-transform
title/artist (deterministic, shares no source token — no real trademarks) → atlas WebPs
+ JSON index {id,title,artist,price,price_band,atlas,uv}. Proven end-to-end with
--sample 24 (synthetic sleeves); sample pack staged to web/assets/models/ so Lane C
wires ?stock=real against the real index format now. Real 200-400 pack blocked on
GODVERSE_DSN (dealgod Postgres creds — flagged to Fable) + C's schema confirmation;
one command (--from-db --count 300) once they land.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 00:43:08 +10:00
m3ultra
447188a516 Lane E round 7 (E1): merge ped rigs to ONE draw each (gates roster flip)
Each of the 19 ped rigs carried 1-9 primitives / 1-3 materials (fleet 92 draws,
~116 at the 24-rig near cap). merge_ped.py (Blender) merges each to 1 primitive +
1 atlased material: join meshes -> pack material UVs into a non-overlapping atlas UV
-> EMIT-bake base-colours into one 1024 atlas -> single material. Skinning + skeleton
preserved (65 joints, walk/idle untouched, clips retarget unchanged). Fleet 92->19
draws (1/ped); near-cap 116->24 (79% cut). Verified in vendored GLTFLoader: all 19
load as SkinnedMesh + bind walk; man_suit poses byte-identical to original. Hands to
Lane D (D1) for full validation + full-density numbers, then F flips the roster.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 00:33:03 +10:00
m3ultra
15e2cc0a9f Fable (integrator): round-7 lane instructions — roster default-on flip + GODVERSE real stock + weather + strict harness
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 23:53:54 +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
3b86b0c5b3 Lane F R6: ≤350 interior draw gate + fix interior renderer.info accumulation
Added an interior draw-budget sweep to flags_check.py (decision #2): enter all 9 shop types,
assert <=350 draws/room, dig on so it also confirms C1's batching kept ?dig=1 riffling.

The sweep caught a real bug in interior_mode.js (F-owned): the interior/dig render never called
renderer.info.reset() while the shell runs autoReset=false (for the composer), so
renderer.info.render.calls ACCUMULATED every frame — inflating any interior draw read (and the
HUD were it shown). Fixed: reset per interior frame before both the dig and the walk render.

True per-frame result after the fix: all 9 room types <=350 draws (worst dept 96) — C1 batching
(35981ad) verified. flags_check GREEN (regression + interior budget + 4 flag smokes + all-on combo).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 23:10:11 +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
35981ade5f Lane C R6 C1: interior draw batching (<=350 draws/room law)
Review debt: book room was 1,245 draws GLB-on. Diagnosed two drivers —
multi-material stock boxes (one draw per face, 6x) and one mesh per stock
item — then batched:

- stock.js: stock boxes are single-material now; every stock mesh tagged
  userData.isStock.
- batch.js (new): batchRoom() two-tier merge, called from interiors.js before
  the GLB upgrade. Room-level merge of all isStock across every fitting
  (grouped by material, world transforms baked) + per-fitting merge of fixture
  frames (kept in-group so record bins stay raycast targets for ?dig=1 and the
  GLB upgrade can hide the fixture). Uses vendored BufferGeometryUtils
  mergeGeometries.
- glb.js: frame-hide is now by isStock tag (not frame-count), so batched
  fixtures hide while the room-level stock rides on the GLB.
- interior_test.html: drawSweep() asserts <=350 draws across all type x
  archetype (GLB off and on), folded into the soak; exposed as
  window.PROCITY_C.drawSweep for F's harness (hook in LANE_C_NOTES).

Result (drawSweep, seed 1990): GLB-off worst 152, GLB-on worst 313
(opshop/hall) — book 1,245 -> 189. Determinism 0 fails / 810, leak-free, dig
still riffles batched bins, worst warm build 38ms (<50), visually identical.
qa.sh --strict GREEN (5 gates).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 23:01:04 +10:00
m3ultra
781baea4e2 Lane F R6 F2: wire ?plansrc=osm shell selector + pin osm golden + dig nearest-bin fallback
A landed the plansrc seam (52eb109); F owns the shell bootstrap. index.html: ?plansrc=osm
-> citygen.generatePlanFor(seed,'osm') (real-data 'Melbourne' 95 shops); default synthetic
'Boolarra Heads' unchanged (prime law). scaffold_check.mjs: pin BOTH goldens keyed by
(seed,plansrc) — synthetic 0x3fa36874, osm 0x34cfdec0 (deterministic) — + assert the selector
routes synthetic|osm. flags_check auto-detects + smokes plansrc + the all-on combo (4 flags).

interior_mode.js: restored binUnderAim's nearest-bin fallback (Lane C test-page parity) so E
riffles a nearby bin without perfect aim / before the bin GLB async-loads — fixes the dig
smoke's raycast-miss under fast headless AND improves real UX.

qa.sh --strict GREEN; flags_check GREEN (all 4 flags + all-on combo, 0 console errors).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 22:59:45 +10:00
m3ultra
5db3155991 Lane D round-6: harden streamed roster + default-on readiness memo
Flag ?roster=stream stays default-off; v1 path byte-identical (citizen-0 = R4 golden, passes
F1 flags-off regression). Full evidence memo in LANE_D_NOTES for the R7 default-on decision.

- Soak (in-shell, real town): 242 chunk builds/disposes over 3 walks -> 0 GPU geom/tex delta;
  16 shop enter/exit -> 0 delta; heap oscillates 50->77->54MB (GC, no leak); 188 chunk-keyed
  identities re-derive from seed; 0 console errors.
- Hours-aware density: added setNightLivelyChunks + NIGHT_LIVELY_FLOOR so the open-late video
  block stays lively at night (31->16) while ordinary streets go near-empty (65->6). F call-site
  documented (openLate lot -> chunkKey via sim.chunkKeyAt).
- Composition with ?dig=1: roster is street-tier, inert while interior/dig open (frame loop is
  street-branch-only); enter/exit record shops leak-free with stream on. No shared state with any
  v2 flag -> all-on combo safe.
- Budget gap found + made safe: each decimated ped is 8 sub-meshes / 2 materials = ~7 draws/rig,
  so full-density stream (perChunk 16) hits 356 draws (>300 street budget). Set default perChunk 8
  (291 draws, budget-safe today). The clean unlock for full-density default-on = merge ped
  sub-meshes by material (8->2 -> ~2 draws/rig -> perChunk 16 fits ~260); documented as R7 work,
  F1-safe (v1 spawn view has ~0 near-rigs).

Only web/js/citizens/sim.js + web/citizens_test.html changed (+ NOTES/progress).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 22:56:39 +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
5700954212 Lane F R6 F1: v2 flag enforcement harness (flags-off regression + smokes)
tools/flags_check.py — the machine version of the R5 review, headless, self-contained
server, ~90s:
 • flags-off regression (prime-law enforcement): plan fingerprint == golden 0x3fa36874,
   all v2 subsystems inactive, street view within v1 budget (<=300 draws / <=200k tris),
   within 40% of the v1.1 snapshot, 0 console errors.
 • per-flag smoke (winmap/dig/roster, +plansrc auto-detected when A lands): boot flag-on,
   cross >=2 chunks, enter an interior; dig also opens+closes a riffle. 0 console errors.
 • all-on combo (flag-composition law, decision #4): every landed flag on at once.

Wired into qa.sh as a WARN-level gate (strict in r7): --no-flags skips fast; auto-skips
without the Playwright venv; a soft_skip so it never trips --strict readiness. Current tree:
all smokes GREEN, regression clean.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 22:38:42 +10:00
m3ultra
2511610373 Lane E round 6 (E1): publish.py merges (not clobbers) + provenance-drift QA gate
- publish.py: _published.json now MERGE (read existing → union → sorted write), never
  replace — fixes the R5 --only clobber (27→1). Proven: a real no-op re-publish kept it
  at 27. Added --verify + post-publish drift-check vs the live depot (/api/list procity_*).
- validate_manifest.py: new provenance-drift gate — every manifest procity_* GLB must be
  in _published.json or QA fails. Proven: simulated clobber (→1) exits 1 w/ per-file errors.
- Record verified: 27-entry _published.json is byte-exact vs the live depot.
- qa.sh --strict GREEN (5 gates incl. F1 harness).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 22:37:55 +10:00
m3ultra
40fefd9299 Fable (integrator): round-6 lane instructions — finish v2 wiring + pay review debts (A plansrc carried, F enforcement harness, C draw batching, orphaned assets)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 22:21:31 +10:00
m3ultra
d71420f482 Fable R5 review: regenerate _published.json from live depot (27 GLBs — publish.py rewrite had clobbered it to 1 entry) + true-up v2 flags table
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 22:17:32 +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
019304d647 Lane E round 5 (E2): depot growth — street bin + record-crate stack (consumer-driven)
v2 features are procedural (no forced GLB needs), so E2 is light per Fable's "no
unconsumed entries": two synthetic depot props with clear homes — council-bin ->
procity_street_bin_01 (Lane B street dressing) + milk-crate-stack ->
procity_fit_crate_stack_01 (Lane C floor piles / dig). Both 3k tris, base-origin,
re-normalized to procity names + thumbs, published, verified loading, validate --depot
0 err. Manifest 18 fittings + 10 furniture (28 GLBs). Also noted B3 resolved
(novelty_record 26.5k->8k via E1 bake).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 21:27:13 +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
5671a06aef Lane C R5 C3: re-measure interiors after Lane E's hero-prop bake
E baked the 6 heavy hero props to <=8k tris (c522464). Re-measured every
interior GLB-on (cache-busted to bypass the dev browser's stale HTTP cache;
production clients fetch baked directly):
- record 43.6k tris (C3 target, ~273k pre-bake), draws 322
- milkbar 38.9k tris (was 468k — the R4 over-budget flag is now CLOSED)
- all rooms <=107k tris; book is the draw-call outlier (1245 draws from ~9
  bookshelf GLBs + ~600 primitive spines) — tris fine, interiors render
  one-at-a-time so gate 3 unaffected; instancing spines is a future lever.
Full table in docs/LANES/LANE_C_GLB_VALIDATION.md. Round 5 complete for Lane C.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 21:16:15 +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
5485d67ae8 Lane F R5 start: archive R3/R4 instruction claims + v2 flags table + v1.1 watch
- ROUND3/ROUND4_INSTRUCTIONS.md: 'SUPERSEDED by R5' banner (F4 archive task).
- LANE_F_NOTES §10: round-5 tracking — v2 flag-seam table (?plansrc/?winmap/?dig/?roster,
  all pending owning-lane specs), v2 QA-harness plan, v1.1 watch.
- F-progress: round-5 section. Confirmed fal already un-parked at 039c179 (no F change needed).
- v1.1 tag is on watch for Lane C re-map (C1) + Lane E hero-prop bake (E1).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 20:48:19 +10:00
m3ultra
039c179c0e Fable: round-5 update — fal.ai spend authorized (John topped up $22); Lane E runs glass-case/bus-shelter fallbacks
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 20:38:25 +10:00
m3ultra
fd8b0bfcfc Fable: correct stale fal.ai budget — Hunyuan v2 ~14-17¢/gen, remainder is 2-3 props (~$0.30-0.50, ~$1 ceiling), not $2.70
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 20:36:12 +10:00
m3ultra
130c183910 Fable (integrator): round-5 lane instructions — v1.1 close-out + v2 foundations behind flags
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 20:32:48 +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
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 518678d, D2
signed off a5e4b64): busiest node, pop 200, midday, 12-yaw peak -> draws 138 (<=300),
tris ~31k (<=200k). Baseline was 372k. Green.

D3 (a5e4b64) made the impostor toneMapped:true so exposure is global via
renderer.toneMappingExposure; citizens.setExposure() became a no-op, so the F1 wire is
removed (removing it before D's commit would have regressed night brightness). Boots
clean, 0 console errors.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 19:02:19 +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
5b8c806271 Lane A round 4: harden openLate contract (hours>=22 ⟺ openLate == the video), confirm F2
v1-tag round. Two confirmations + one hardening fix; qa.sh --strict GREEN (4/4).

A2 — openLate: F's night gate `hours[1] >= 22` matched 4–15 shops/seed (regular videos
jitter base-21 → 22), not the single landmark the shell assumes. Fixed in plan.js: regular
shops close by LATE_HOUR-1 (21:00); only the deterministically chosen openLate landmark
reaches ≥22, pick is now video-first. So `hours[1] >= 22` and the `openLate` field are the
same singleton, always the video rental (verified 15 seeds). Makes generation match
web/index.html:159-161 + soak.py:68 ("at night only the openLate shop is open"). selfcheck
asserts exactly-one / field⟺threshold / is-video. ALL GREEN 1301/1301.

A1 — Lane F's F2 permittedMax storeys scoping: confirmed 0 warnings across 7 seeds + a
false-negative test (injected video@2 in a scratch checker → caught every seed).

GOLDEN.hash 0x098eec2b → 0x3fa36874: intended A2 output change (a few videos close 21 not
22 for seed 20261990), NOT drift; F2 is tooling-only. Same lots/shops/types/names/skins.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 18:26:30 +10:00
m3ultra
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>
2026-07-14 18:15:42 +10:00
m3ultra
5899924da1 Fable (integrator): round-4 lane instructions — v1-tag round (gate 3 tris + gate 6 shots critical path)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 18:06:37 +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
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
b20b3b08f5 Lane A round 3: verify F finding #5 (storeys) stale, harden selfcheck + document corner-anchor rule
Per ROUND3_INSTRUCTIONS 'Lane A — on-call + one verification':
- F finding #5 (shops with storeys outside registry range) verified STALE across 8
  seeds: zero violations. Single-storey types (video/milkbar/stall) never exceed 1;
  the only shops above registry max are the intentional 3-storey corner anchors
  (tall-capable types), exactly per CITY_SPEC. Round-1 cornerBoost gate already
  prevents the reported bug. This is also the source of qa.sh's 5 benign storeys
  warnings (flagged for Lane F to scope to permittedMax).
- Hardened the selfcheck storeys assertion from the too-lax <=max(mx,3) to the exact
  permitted range (max>=2 ? min(max+1,3) : max), so a single-storey type exceeding 1
  now fails loudly. Proven non-vacuous. selfcheck.js only — plan output/fingerprint
  unchanged (golden 0x098eec2b still matches, confirmed per task 2).
- Documented the storeys corner-anchor rule in the CITY_SPEC schema.
- hours/openLate contract unchanged; ready for Lane F's §3.5 consumer.

qa.sh --strict GREEN (4/4). Committed atomically by pathspec (shared-tree race).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 15:52:30 +10:00
156 changed files with 7301 additions and 317 deletions

6
.gitignore vendored
View File

@ -7,3 +7,9 @@ pipeline/_normalized/
saves/
node_modules/
.env
pipeline/.genprops/
web/assets/models/
pipeline/.peds_orig/
pipeline/.props_orig/
pipeline/.peds_r6/
pipeline/_stockpack/

View File

@ -4,6 +4,74 @@
plus the game shell. It runs on my hand-written fixture **and** auto-integrates with Lane A's
`generatePlan` (which landed mid-session). Everything below was verified live in a browser.
## Round 6 (Fable's ROUND6 → Lane B) — placed the orphaned street props · qa GREEN
Wired the two published-but-unconsumed street GLBs (`street_bin_01`, `bus_shelter_01`) via the
use-if-ready furniture path (fail-soft; `?noassets` → primitives, 0 network). Files: `furniture.js`,
`chunks.js` (collider merge).
- **Bins**: sparse (~1/block, `s += 78 m`, seeded), decoupled from benches — country town not a mall.
- **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, long axis along the edge, open front to road
**13/town** (2 in seed 20261990). **Solid collider** (furniture now returns colliders → `chunks`
merges into `getColliders`); walk-into-it is blocked. **Exposed `busShelterStops(plan)` → the stop
list contract** for whoever builds the vehicle loop.
- **Perf**: worst view WITH rig-fleet citizens **94k tris / 148 draws** (≤200k / ≤300, big margin);
deterministic; all-flags-on composes clean (0 errors). Flagged the 3k-tri `street_bin` GLB to Lane E as
a decimation candidate (bounded by the sparse cadence for now). Shot: `docs/shots/laneB/bus_shelter.png`.
## Round 5 (Fable's ROUND5 → Lane B) — v2 window trick, behind `?winmap=1` · qa GREEN (4/4)
- **Parallax interior-mapping window glass** (V2_IDEAS "Vuntra window trick"), behind **`?winmap=1`
default-off.** One shared `ShaderMaterial` on the existing window geometry does single-cube interior
mapping — each fragment rays into a virtual room box and shades back wall + seeded shelves + side
walls + floor/ceiling. **Zero extra geometry, 1 window draw/chunk, per-shop variation via attributes
(aTangent/aTint/aSeed), not per-shop materials.** Seeded from `shop.seed`.
- **§3.5 held:** night → open shop's room glows warm, closed shop's room dark (reuses the closed-facade
`uHour/uNight/aHours`). Screenshots: `docs/shots/laneB/winmap_{day,night_open_vs_closed,night_closed}.png`.
- **v2 prime law held & proven:** flag-OFF byte-identical to v1 (windows `MeshStandardMaterial`, no
winmap attrs); flag-ON worst view **122168 draws** (≤300); shader **100% procedural — 0 fetch delta**
vs `?noassets` baseline; 0 console errors; `GOLDEN.hash` untouched. `?winmap` is self-read in
buildings.js → **no index.html seam for F** (just a flags-table row). File: `buildings.js`.
## Round 4 (Fable's ROUND4 → Lane B) — done · qa.sh --strict GREEN (4/4)
- **B1 — closed-facade visuals (§3.5, headline).** Closed shops → **dark windows + red CLOSED plate**;
open shops (esp. the `openLate` video rental at night) → **lit windows**; door tooltip
`🔒 <name> — CLOSED · opens HH:00`. Batched with a per-vertex `aHours` + two shared shaders + one
`uHour/uNight` uniform pair, updated once on a `procity:segment` event (lighting.js → buildings.js)
**facade atlas untouched, no per-shop materials, no per-frame poll.** Verified live: **22:00 →
only "Video Regal" lit, all others CLOSED**; midday → all open; worst-view **200 draws with
citizens** (≤300). Files: `buildings.js`, `lighting.js`, `hud.js`.
- **B2 — shot harness (gate-6 critical path).** The "letterbox" was **not** a composer bug (proved
the composer is correctly sized headless) — the `street_noon`/`arcade`/`warehouse_fringe` **poses
jammed the camera into a wall**. Reframed them to look down a street (new `streetViewPose`), added
the **3 missing bookmarks** F asked for, pointed `night_neon` at the glowing video shop amid CLOSED
neighbours, and added a defensive composer resize. `tools/shots.py` → **10 un-letterboxed shots, 0
console errors** (in `docs/shots/laneB_r4/`). File: `dbg.js`.
- **B3 — furniture GLB upgrade + novelty_record.** furniture.js now use-if-ready-upgrades primitives
to depot GLBs (sync check, `?noassets` → 0 network verified). Placed **novelty_record** at every
record store + food_cart by stalls/milk bars. **Finding:** the **novelty_record GLB is 26.5k tris**
(5× `glb_law`), spiking a busy view to **574k** → it stays on its low-poly primitive; bench (1.9k)
+ food_cart (5.0k) GLBs are fine and sit on their footprints. **→ Lane E: decimate novelty_record
(same as the ped rigs).** File: `furniture.js`.
## Round 3 (Fable's ROUND3_INSTRUCTIONS → Lane B) — done
- **Task 1 (draw budget, re-measured WITH citizens).** Radius-2 auto is already the spawn default;
no config change needed. Drove the real loop (`chunks.update` + `citizens.update`, pop 140, up to
**125 active peds**) along the dense corridors via `window.DBG`: worst continuous-walk view
**263 scene / 275 total at MIDDAY**, **275 total at NIGHT****≤300 everywhere**, ~25 margin.
Peds are a batched impostor layer (~12 draws). Documented in LANE_B_NOTES.
- **Task 2 (`scene.environment`).** Was **null** → Lane D's rig-fleet peds bake their impostor atlas
from it (`sim.js`) and would render dark. Set a neutral PMREM'd sky→ground gradient in
`lighting.attachRenderer` (before `CitizenSim` constructs; no asset). Verified **set in
street / night / interior / after interior-return** (`interior_mode` only swaps `scene.background`).
- **Task 3 (furniture GLB footprints)****standby**: Fable's §3.4 (manifest GLB upgrade +
`?noassets`) hasn't landed (furniture.js still primitives); will verify placement/collision when it does.
- **Task 4 (optional polish)** — deferred (fresh generated-city stills / map.html wiring).
- Only Lane B file changed this round: `web/js/world/lighting.js` (+ these docs). Committed by exact
pathspec (Lanes C/E/F have concurrent uncommitted work in the shared tree — untouched).
## Session 2 (continuation) — closed the two open Lane-B items Fable flagged
- **Draw budget now holds with margin.** Facade texture atlas + awning-merge + shell/trim-merge:
worst dense frustum **393 → 265 scene draws**, worst continuous-walk gameplay view **~261 total**

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@ -3,7 +3,154 @@
*Status: **v1 complete & verified**. Standalone interiors library + test page. Every shop door opens
into a unique, seeded, themed interior, generated on demand in ~4ms, byte-identical every revisit.*
Last updated: 2026-07-14 (b) · owner: PROCITY-C · reviewer: Fable
Last updated: 2026-07-14 (round 7) · owner: PROCITY-C · reviewer: Fable
---
## Update 2026-07-14 (round 7) — `?stock=real`: real GODVERSE sleeves in the crates
Round-7 §Lane C: the `stockAdapter` seam built in v1 finally eats. Lane E's GODVERSE stock pack (parody-
transformed Discogs metadata + cover atlas) feeds record-shop bins + the dig riffle behind `?stock=real`.
- **Contract handshake** (task 1, unblocked E): confirmed E's index schema as-is in
[LANE_C_NOTES.md](docs/LANES/LANE_C_NOTES.md) — `{ items:[{id,title,artist,price,price_band,atlas,uv}] }`,
UV origin top-left (C flips V for WebGL), fail-soft, per-type packs.
- **New `stockpack.js`**: `preloadStockPack`/`getStockPack` (cached) + `makeStockAdapter`. Atlas texture +
material are shared/cached (like depot GLBs); sleeves are cover PLANEs sampling the atlas at each item's
baked UV → all real sleeves in a room **batch to one draw** (record: 59 draws).
- **Consumers**: `stock.js binFan` builds real cover planes (else parody canvas); `dig.js` riffles real
covers and the pull card shows **title / artist / $price / band**; `interiors.js` wires `opts.stock='real'`
through the seam (warn-once + parody fallback if the pack is absent); test page reads `?stock=real`.
- **Validated (sample 24-pack)**: determinism 0 fails/30, leak-free rooms AND real dig (0/0 over 25 cycles —
atlas shared, sleeve geo disposed), draws ≤139 all rooms (record 59), fail-soft on no-pack types (opshop
ok → parody), `?dig=1&stock=real` leak-free. Flag-off + `?noassets` untouched (procedural path byte-identical).
- Built against E's **staged sample** (real index format, synthetic covers); real Discogs covers drop in
unchanged when E gets the DB (external — John/Fable). Shot: [stock_real_r7.jpg](docs/shots/laneC/stock_real_r7.jpg).
**→ F**: new smoke for your strict harness — `?stock=real` enter record shop + open dig → assert real
(non-parody) sleeves; the record bin's real sleeves are cover planes with `userData.isStock` on a shared
atlas material (drawSweep stays ≤350). Hook + adapter in LANE_C_NOTES.
---
## Update 2026-07-14 (round 6) — C1 interior draw batching (≤350 draws/room is law)
Round-6 §Lane C task 1 (the review debt: book room was 1,245 draws GLB-on). **Diagnosed** the two
drivers — (a) multi-material stock boxes cost one draw PER face (6×), (b) one mesh per stock item —
then batched (new `web/js/interiors/batch.js`):
- **stock.js**: boxes are now single-material; every stock mesh tagged `userData.isStock`.
- **batch.js** (`batchRoom`, called from interiors.js before the GLB upgrade): two-tier merge —
room-level merge of all `isStock` across every fitting (grouped by material, world transforms baked)
+ per-fitting merge of fixture frames (kept in-group so bins stay raycast targets and the GLB
upgrade can hide the fixture). `mergeGeometries` from vendored BufferGeometryUtils.
- **glb.js**: frame-hide is now by `isStock` tag (not frame-count), so batched fixtures hide and the
room-level stock rides on the GLB.
**Result** (drawSweep, all 9 types × 6 archetypes, seed 1990):
- GLB-off worst **152** (opshop/hall), GLB-on worst **313** (opshop/hall) — book 1,245 → **189**. **≤350 ✓**.
- Determinism 0 fails / 810 builds · leak-free · dig still riffles batched bins (bins keep frame as hit
target; dig regenerates its own sleeves) · worst warm build 38ms (<50) · visually identical.
- **Sweep now ASSERTS ≤350** (`drawSweep()` in the test page, folded into the soak; `window.PROCITY_C.
drawSweep` for F's harness — see LANE_C_NOTES for the hook).
**C2 — map the 3 orphaned fittings** (published R5, unconsumed). In `glb.js`: `glassCase→glass_case`,
`magazineRack→magazine_rack`, and a NEW `crateStack` primitive (stack of crates) → `crate_stack`.
Recipe placements: crateStack in record + opshop (back-room dressing), glassCase added to milkbar,
magazineRack added to pawn (+ moved milkbar's magazineRack window→wall to dodge the door-counter).
Also **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.
All 3 load + render planted/scaled/facing right (yaw 0). Appearance: glassCase **12/12** (toy/pawn/milkbar),
magazineRack **12/12** (milkbar/pawn), crateStack ~11/12 (record/opshop). Contact sheet:
[glb_orphans_r6.jpg](docs/shots/laneC/glb_orphans_r6.jpg). drawSweep still ≤350 with them on (worst 177
GLB-on). **C3**: dig soak re-run after batching + new fittings — riffle works on batched bins, leak-free.
**Round 6 complete for Lane C**: C1 (batching, `35981ad`) + C2/C3 (orphans + dig re-verify) committed.
Draw law satisfied (≤313 was the tightest; ≤177 after C2), determinism/leak/dig all green, qa strict green.
---
## Update 2026-07-14 (round 5) — C1 v1.1 re-map (record_crate + counter_till) · **F can tag v1.1**
Round-5 §Lane C task 1 (the v1.1 gate). Lane E's re-exports mapped + validated in `glb.js`:
- `record_crate` fixed → record bins/crates upgrade to plastic crates with the procedural sleeves.
- `counter → 'counter_till'` (the real ~1.6 m counter-with-till). Keeper-stand pose unaffected.
- **Double-till resolved**: cash_register attach dropped when counter_till is live (it has its own till);
falls back on the primitive; milkshake_mixer stays on the milk-bar bench (lifted to the GLB height).
- Sweep + soak (GLB on): `0 throws / 0 path / 0 det / leak-free / worst 10.4ms`; **0 double tills**.
Primitive path unchanged (glb.js-only edit). Contact sheet: [glb_v1_1_r5.jpg](docs/shots/laneC/glb_v1_1_r5.jpg).
- Report + decision detail: [LANE_C_GLB_VALIDATION.md](docs/LANES/LANE_C_GLB_VALIDATION.md); F note in
[LANE_C_NOTES.md](docs/LANES/LANE_C_NOTES.md). **→ F: C1 committed, v1.1 can be tagged.**
**C2 — `?dig=1` crate-riffle (v2, behind flag).** Ported 90sDJsim `dig.js``web/js/interiors/dig.js`:
walk to a record bin, press **E**, riffle its sleeves (scroll/drag), click the front to pull, **BUY IT**
(STUBBED — toast + remove; getCash constant; real economy is round 6+). Riffle items are seeded per bin
via the `stockAdapter(shop,'sleeve')` seam (procedural fallback now — parody 90s-AU sleeves). Own scene +
camera, procedural fwip/thunk audio, **leak-free** (per-open resources freed on close → dig soak 20×
`leakGeo 0 / leakTex 0`). Flag-off (`?dig=0`) is **byte-identical**`buildInterior` is untouched; the dig
is wired only in the test page (F owns the shell seam — hook documented in LANE_C_NOTES §"input/mode hook").
Shot: [dig_riffle_r5.jpg](docs/shots/laneC/dig_riffle_r5.jpg).
**C3 — interior re-measure after Lane E's bake (`c522464`).** E baked the 6 heavy hero props to ≤8k tris.
Re-measured every interior (cache-busted to bypass the dev browser's stale HTTP cache): **record 43.6k**
(the C3 target, ~273k pre-bake), **milkbar 38.9k** (was the flagged 468k → over-budget flag CLOSED), all
rooms ≤107k tris. `book` is the draw-call outlier (1,245 draws from ~9 bookshelf GLBs + primitive spines) —
tris fine, interiors render one-at-a-time so gate 3 unaffected; instancing spines is the future lever.
Full table in [LANE_C_GLB_VALIDATION.md](docs/LANES/LANE_C_GLB_VALIDATION.md §C3).
**Round 5 complete for Lane C**: C1 (v1.1 re-map) + C2 (`?dig=1`) + C3 (re-measure) all committed.
---
## Update 2026-07-14 (round 4) — hero props into rooms
Round-4 task (ROUND4_INSTRUCTIONS §Lane C): map the 4 new hero props + cash_register (manifest now 14
fittings), sweep/soak with them on, screenshot each, delete the stale `_local_glb/`, measure a hero
room. **All done.** Full report for Lane E: [LANE_C_GLB_VALIDATION.md](docs/LANES/LANE_C_GLB_VALIDATION.md);
contact sheet [docs/shots/laneC/glb_heroprops_r4.jpg](docs/shots/laneC/glb_heroprops_r4.jpg).
- **New mappings** (`glb.js`): `arcade_cabinet`→new `arcadeCabinet` primitive (video focal prop),
`listening_booth`→`listeningCorner` (record), `drinks_fridge`→`fridge` (milkbar). All load, `glb_law`
compliant, yaw 0 (no correction). A new **counter-top attach** (`attachCounterTop`) puts `cash_register`
on every counter's till slot (hides the primitive till) and `milkshake_mixer` on the milk-bar benchtop —
the counter primitive + keeper stand are untouched.
- **Focal-prop reliability fix**: the door-counter path loop was pulling priority-4 focal props (arcade
appeared in only 5/24 video rooms). Raised the 3 focal props to priority 6 + placed-first →
**24/24 appearance**, still 0 carves / 0 path-fails.
- **Validation**: primitive sweep 810 builds `{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 confirmed in-room.
- **Room tris measured** (task 4): milk-bar GLB-on ≈ **468k tris** (over budget) driven by `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 / the street budget is unaffected).
- **Cleanup**: deleted `web/assets/_local_glb/` (R3 validation copy); test page now loads GLBs via the
live `depot:` path (`?localdepot=1` still works for offline). `localBase` hook kept in `glb.js`.
- **Standby (C task 5)**: when Lane E re-exports `record_crate` (broken) + a ~2 m counter-with-till, I
re-map both. Not landed at commit time.
---
## Update 2026-07-14 (round 3) — GLB hero-prop visual validation
Round-3 task (ROUND3_INSTRUCTIONS §Lane C): flip `useGLB` on and validate Lane E's fitting GLBs in real
rooms. Done — full report for Lane E in [docs/LANES/LANE_C_GLB_VALIDATION.md](docs/LANES/LANE_C_GLB_VALIDATION.md).
**Verdict:** 5 of 9 fitting GLBs are good and now live behind `useGLB` (wire_shelf, clothes_rack,
bookshelf, cube_shelf_wide, work_table); 2 fall back to primitive with a report filed
(`record_crate` **broken — won't load**; `counter` **too long/no till** → primitive keeps the till +
keeper stand). record bins stay primitive until Lane E re-exports the crate.
**Soak with `useGLB` on** (50 rooms, all types): `throws 0 · pathFail 0 · determinismFail 0 · leakGeo 0 ·
leakTex 0 · worst build 10.5ms · 256 upgrades applied` — GLB resources dispose leak-free on room exit.
**glb.js changes (my file):**
- `manifest.localBase` — load GLBs from a served local dir for offline validation (production still uses
`depot:<file>`; forward-compatible with Lane E's local-depot mode).
- **Real-metre scale, clamped** to the reserved footprint (was fit-to-width, which squashed tall props);
matches `glb_law` (metres). Per-kind **yaw correction** (`KIND_TO_YAW`) for the Z-major assets
(bookshelf/cube/work_table need +90°) per the manifest `facing` convention ("Lane B/C rotate directional props").
- `room.glbReady` (interiors.js) — a promise that resolves when GLB swaps settle, so callers can await
before screenshot/leak-check (Lane F can use it in the §3.4 wiring).
- Test page (`interior_test.html`) gains a **GLB props** toggle + a `GLB props: N upgraded` HUD line.
Local validation needs the GLBs copied in: `cp pipeline/_normalized/procity_fit_*.glb web/assets/_local_glb/`
(untracked; real GLBs live on the depot). Screenshot grid: [docs/shots/laneC/glb_validation_grid.jpg](docs/shots/laneC/glb_validation_grid.jpg).
---

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@ -1,5 +1,102 @@
# PROCITY-D — progress (Lane D · Citizens)
## Round 7 (the flip) — MERGE VALIDATED, GO given to F, defaults + escape hatch ready. qa GREEN.
Validated Lane E's ped-merge (the gate my R6 memo named) and handed F the **GO** for the roster flip.
Full go/no-go numbers + F's two-line wiring at the top of `LANE_D_NOTES.md`.
- **Merge validated (D1)**: all 19 peds now **1 mesh / 1 material** (was 8/2) → ~1 draw/near-rig
(fleet 116→24 at the cap); bind+animate/no-T-pose, silhouettes+atlas materials crisp (hi-vis/suit/
kid), impostor bake clean, identity variety + determinism preserved. GPU memory dropped too.
- **The flip numbers (full density, perChunk 16)**: worst street view **241 draws ≤300** (was 356
unmerged), **65,899 tris ≤200k**, 17 near-rigs; 30-chunk soak (726 builds/disposes) **leak-free, 0
GPU delta**, heap stable. → **GO.**
- **Full-density defaults (D2)**: `enableStream` default flipped 8→**16** (the merge affords it);
near-cap stays 24 (now 24 draws not 168).
- **Post-flip + escape hatch (D3)**: test page + shell now default to stream; **`?roster=v1` restores
the fixed roster** (verified: streamMode false, determinism ✓). No-flag boot → streamMode true,
determinism ✓. F's `web/index.html` flip wiring (invert to default-on + `?roster=v1` escape)
documented; the in-shell no-flag-URL boot completes when F lands F1 (roster proven running in-shell
at the shipping default via the in-shell soak above).
Only `web/js/citizens/sim.js` (perChunk default) + `web/citizens_test.html` (default-on + escape
hatch) changed. Committed atomically.
---
## Round 6 (harden streamed roster toward default-on) — DONE. qa GREEN. Flag still default-off.
Hardened `?roster=stream` and wrote the **default-on readiness memo** (top of `LANE_D_NOTES.md`) so
Fable + F can decide the R7 flip on evidence. In-shell (real town), stream runtime-enabled:
- **Soak green**: 242 chunk builds/disposes over 3 street-graph walks → **0 GPU geom/tex delta**; 16
shop enter/exit → 0 delta; heap oscillates 50→77→54 MB (GC recovers, no leak); 188 chunk-keyed
identities re-derive from seed; 0 console errors; flag-off byte-identical (citizen-0 = R4 golden).
- **Hours-aware density (new)**: added `setNightLivelyChunks` + a night floor so the open-late video
block stays lively at night (31→16) while ordinary streets go near-empty (65→6). F call-site documented.
- **Composition with `?dig=1`**: roster is street-tier, fully inert while interior/dig is open (frame
loop street-branch-only); enter/exit record shops leak-free with stream on. No shared state with any
v2 flag → all-on combo safe.
- **Perf/budget — the one gap**: each decimated ped = 8 sub-meshes / 2 materials = ~7 draws/near-rig, so
full-density stream (`perChunk 16`) hits **356 draws** (over the 300 street budget). Set the default to
`perChunk 8` (**291 draws, ≤300, budget-safe today**) and documented the clean unlock — merge ped
sub-meshes by material (8→2 → ~2 draws/rig → perChunk 16 fits at ~260) — as the single thing gating
full-density default-on in R7 (F1-safe: v1 spawn view has ~0 near-rigs).
Only `web/js/citizens/sim.js` (night floor + default) + `web/citizens_test.html` (default perChunk)
changed. Committed atomically; flag default-off; v1 path untouched.
---
## Round 5 (v2 foundations) — DONE. Chunk-streamed roster behind `?roster=stream`. qa GREEN.
Implemented the R3 design note (was design-only): the chunk-streamed roster, default-off, v1-identical
when off. Full numbers + Lane F wiring in `docs/LANES/LANE_D_NOTES.md` (top).
- **Chunk-local identity** keyed `(seed, chunkKey, i)` → same seed + chunk → same residents regardless
of town size / visit order; **windowed spawn/despawn** hook-driven (Lane B's `onChunkBuilt`/
`onChunkDisposed`, sim auto-detects) with a camera-poll fallback; **global near-cap** across live
chunks; **owner-chunk despawn** (no cross-boundary re-keying); v1 path untouched (`chunkStream` opt-in).
- **Proven** on a big 9×9 fixture grid: (a) constant far-field density — ~58129 citizens within 70m
at spawn AND 150m out, vs v1's uniform ~1215 (fixed roster spread thin); (b) deterministic — 507
chunk-keyed identities re-derive from seed; (c) leak-free — 2 full grid walks (~380 chunk cycles) →
**0 geom/tex delta**, pool capped 30, chunks bounded 25; (d) budget — same near-cap + 1 impostor
draw as v1, 2.31 ms/frame; (e) **flag-off byte-identical** — shell citizen-0 signature exactly
matches the R4 golden. Hours-aware density included (per-chunk tod thinning).
- Only `web/js/citizens/sim.js` + `web/citizens_test.html` (bigger fixture + stream toggle/HUD/
determinism) changed. Flag + F call-site documented in LANE_D_NOTES; F wires `web/index.html`.
Evidence: `docs/shots/laneD/r5_stream_tiers.jpg`.
---
## Round 4 (v1-tag round) — DONE. qa.sh --strict GREEN.
All three Lane-D R4 tasks complete; details + numbers in `docs/LANES/LANE_D_NOTES.md` (top).
- **D1 — in-shell verify** ✅ In the real game (`web/index.html`): peds + keepers upgrade
placeholder→rig; **12 enter/exit shops leak-free** (`renderer.info.memory` back to exactly
baseline, Δ0); determinism holds across reload; `?noassets=1` fully placeholder, zero ped fetches.
- **D2 — decimated peds** ✅ (critical path; E1 landed) Validated E's fleet: **all 19 peds ≤3k tris
(15642805, avg 2450)**, rigs bind + animate (skinning/skeleton preserved, walk/idle retarget
unchanged), **0 broken meshes** under eviction churn, silhouettes + identity variety intact,
impostor atlas bakes clean, determinism + leak re-pass. **Gate-3 sign-off for Lane F: near fleet
now ≈59.6k tris at the 24-cap (was ~1.2M); whole test view 88.9k (was ~1.5M).**
- **D3 — exposure sync** ✅ Verifying it **found + fixed a real bug**: the impostor material
self-tone-mapped (`toneMapped:false` + in-shader ACES), which is correct on my direct-canvas test
page but **double-tone-mapped under the shell's EffectComposer/OutputPass** (three only tone-maps
materials on the canvas path). Reworked it to a standard `toneMapped:true` material that outputs
linear and uses three's own tone-map/colorspace chunks → tone-maps **identically to the near rigs
on both paths**. Verified near+mid match at noon and correct night render in-shell
(`docs/shots/laneD/r4_shell_*.jpg`). `citizens.setExposure()` is now a harmless no-op (exposure is
global); Lane F can keep or drop the call at `web/index.html:245`.
Only `web/js/citizens/impostor.js` changed this round (+ my NOTES/progress/R4 shots). Committed
atomically; `web/index.html`, `dbg.js`, and other lanes' in-flight files left untouched.
---
# (Round 1) — initial Lane D build
**Status: complete and verified in-browser.** 2026-07-14, by PROCITY-D (Opus 4.8).
Standalone test page runs, all Lane-D acceptance gates pass. One cross-cutting finding for Lane E
(ped poly-count) is flagged below and in `docs/LANES/LANE_D_NOTES.md`.
@ -17,6 +114,28 @@ the browser on this machine:
0 dangling edges, 0 non-finite citizen coords, no errors. `plan.streets` is exactly the `{nodes,
edges}` shape the sim consumes. Lane F §3.3 is a one-line construction (see below).
### Round 3 — support round (2026-07-14, PROCITY-D) — all 3 tasks done
Per `docs/LANES/ROUND3_INSTRUCTIONS.md` §Lane D. Committed Lane D landed as `9eb1acc` first; then:
1. **Keeper GLB-rig upgrade + leak-free dispose (task 1).** Gated on F's §3.4 (keepers are still
placeholder-only in the shell — F builds `KeeperManager` with no `fleet`). Verified **my side** of
the contract in `citizens_test.html`: a fleet-backed keeper spawns as a **rig**, and 15 enter/exit
spawn→greet→`remove()` cycles leave `renderer.info.memory` **exactly at baseline** (geo 140→140,
tex 175→175) → leak-free. Enablement for F is one arg (`fleet`); documented in LANE_D_NOTES.
2. **`ImpostorLayer.setExposure()` wired to day/night (task 2).** Added a clean `CitizenSim.setExposure(e)`
passthrough (sim.js) that also **survives the placeholder→rig atlas re-bake** (stored + re-applied).
Confirmed the shell *does* animate `renderer.toneMappingExposure` per segment (`lighting.js`), so
this is a real fix, not defensive. Verified: uniform tracks 0.55↔2.3 and persists across the upgrade.
Left F the exact one-line call site (`index.html:225`, after `setTimeOfDay`) in LANE_D_NOTES — it's
an F-owned seam edit, so I documented rather than edited it.
3. **Chunk-streamed roster design note (task 3).** Written in LANE_D_NOTES ("Chunk-streamed roster —
v1.5 design note"): chunk-local identity keying, poll- vs hook-driven windowing (with the `chunks.js`
reality), global near-cap across live chunks, ownership/hand-off, budget, and an opt-in migration that
leaves v1 untouched. **Design only, no implementation** as instructed.
Post-edit re-verify: no console errors, determinism ✓ (200 match seed), near capped 24, mixer 0.3 ms.
Round-3 code touches **only sim.js** (my file); the rest is docs. No sibling files edited.
---
## What I built (owns `web/js/citizens/*`, `web/citizens_test.html`, `web/models/*`)

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@ -1,7 +1,119 @@
# LANE E — ASSETS · progress (PROCITY-E)
*2026-07-14. Owner: PROCITY-E. Scope: `pipeline/*`, `web/assets/*`, `web/assets/manifest.json`.
Reviewed against `docs/LANES/LANE_E_ASSETS.md` acceptance. Nothing in other lanes' files was touched.*
Reviewed against `docs/LANES/LANE_E_ASSETS.md` + `docs/LANES/ROUND3_INSTRUCTIONS.md`. Nothing in
other lanes' files was touched.*
## Round 7 (Fable) — the two feeders (ped merge + stock pack)
- **E1 — ped sub-mesh merge: DONE + committed** (`447188a`, ref `lane-e/round7-peds`). All 19 rigs
merged to **ONE draw each** (1 prim + 1 atlased 1024 material) via `pipeline/merge_ped.py` (Blender
join → UV-pack → EMIT-bake all materials into one atlas). Skinning + 65-joint skeleton preserved,
`walk`/`idle` untouched. **Fleet 92→19 draws; near-cap 116→24 (79% cut).** Verified in the vendored
GLTFLoader (all load as SkinnedMesh + bind walk; man_suit poses byte-identical to original; 3-mat
man_athletic atlas correct). Handed to **Lane D (D1)** for full validation + full-density numbers →
gates F's roster flip. qa `--strict` GREEN 5/5.
- **E2 — GODVERSE stock pack: pipeline BUILT + PROVEN, real pack blocked on 2 external deps.**
`pipeline/build_stock_pack.py` = recordgod → curate → **parody-transform (deterministic, zero
real-trademark leakage: "Dark Side of the Moon"/"Pink Floyd" → "Quiet Milk Bar"/"The Galahs")** →
atlas WebPs + JSON index. Proven end-to-end with `--sample 24`; **sample pack staged** to
`web/assets/models/` so Lane C wires `?stock=real` against the real index format now. **Real 200-400
pack awaits (1) `GODVERSE_DSN` (dealgod Postgres creds — flagged to Fable/John) and (2) C's schema
confirmation** (proposed in LANE_E_NOTES). One command (`--from-db --count 300`) once they land.
- **E3 — on-call** (B rain-streak/puddle texture): none requested. No fal spend (balance ~$21.36).
## Round 6 (Fable) — non-destructive pipeline + on-call
- **E1 — publish.py non-destructive + provenance-drift gate: DONE + committed.**
- `publish.py` now **merges** into `_published.json` (read existing → union → sorted write),
never replaces — fixes the R5 `--only` clobber (record dropped 27→1). **Proven:** a real no-op
re-publish of `record_crate` kept the record at **27 (was 27)**, not 1.
- Post-publish + a new `--verify` mode **drift-check** the record against the live depot
(`/api/list` filtered to `procity_*`) and warn on either direction. `--verify` confirms 27 == 27.
- `validate_manifest.py` gains a **provenance-drift gate**: every manifest `procity_*` GLB must be
in `_published.json`, else QA fails. **Proven:** simulating the R5 clobber (record→1) makes the
validator exit 1 with per-file drift errors; restored → green. So the clobber class fails loudly.
- **Record verified**: `_published.json` (27) is byte-exact vs the live depot — Fable's R5
regeneration was correct, no fix needed.
- `qa.sh --strict` GREEN (5 gates incl. F1's new v2-flags harness).
- **On-call for B/C** (task 3): available for bus_shelter/bin scale-origin tweaks (B) and
glass_case/magazine_rack in-room issues (C). Broken-prop fal re-gen pre-authorized ≤2 attempts
(decision #5) — none needed yet. No speculative generation.
## Round 5 (Fable) — hero-prop bake + fal fallbacks + depot growth
- **E1 — hero-prop bake-to-lowpoly: DONE + committed.** New `pipeline/bake_lowpoly.py` (Blender
headless): voxel-remesh → decimate → **Cycles base-colour bake** onto fresh UVs (R3's lesson:
simplify-only floors on shell-soup; the re-bake is the point). All **6 heavy TRELLIS props ≤8k
tris** (drinks_fridge 77k→8k, milkshake_mixer 73k→8k, listening_booth 54k→8k, counter_till
32k→8k, novelty_record 26k→8k, arcade_cabinet 25k→8k). **Fleet 288k→48k tris, 18M→5.2M.** Each
eyeballed (`docs/shots/laneE/props_baked.png` — fridge needed a coarser voxel re-bake, rest clean)
+ verified loading in the vendored GLTFLoader. Re-published; `validate --depot` 0 err. Originals
gitignored in `pipeline/.props_orig/`. → Lane C re-measures the record interior (was ~273k).
- **E3 — fal.ai fallbacks: DONE.** glass_case + bus_shelter + magazine_rack via fal Hunyuan3D v2
(`pipeline/gen_props_fal.py`, key from MODELBEAST settings). Frosted/opaque concepts (`flux_local`)
gave the reconstructor a surface — all 3 succeeded where TRELLIS failed. Baked to ≤8k (EMIT albedo
bake — Hunyuan materials need base-colour→emission or DIFFUSE bakes near-black), verified loading,
published, `validate --depot` 0 err. **Total fal spend ~$0.64** (glass 1 att, bus 2 att, mag 1
att × ~$0.16), well under the <$1 estimate; guardrail held. Costs logged in AUDIT R5. Last two
primitive-only fittings (glass_case, magazine_rack) retired; new street `bus_shelter`. Manifest
now 17 fittings + 9 furniture (26 GLBs). Contact sheet `docs/shots/laneE/props_fal.png`.
- **E2 — depot growth: DONE (light, consumer-driven).** The v2 features are procedural (dig uses
generated sleeves, B's window shader + D's roster need no GLBs), so per Fable "no unconsumed
entries" I added two clear-consumer props: `street/bin` (council-bin → Lane B) + `fit/crate_stack`
(milk-crate-stack → Lane C floor piles/dig). Both 3k tris, re-normalized + published, verified
loading, `validate --depot` 0 err. Also **resolved Lane B's B3 ask** — novelty_record 26.5k→8k
via the E1 bake. Manifest now **18 fittings + 10 furniture (28 GLBs)**. Further growth on request.
## Round 4 (Fable) — ped decimation (gate-3 critical path) + asset fixes
- **E1 — ped decimation: DONE + committed** (`518678d`, ref `lane-e/round4-peds`). The 19 ped rigs
in `web/models/peds/` were **924k tris total** (31k56k each) — the gate-3 blocker. Decimated to
**≤3k each** (15642805; fleet **924k→46.5k**, ~2.45k avg) via `gltf-transform weld → simplify
--ratio 0.05 --error 0.12` (meshoptimizer — works on these manifold skinned meshes, unlike R3
TRELLIS shell-soup). **Skinning + skeleton fully preserved** (65 joints intact, `walk`/`idle`
untouched); contact sheet `docs/shots/laneE/peds_decimated.png` clean at street distance. Originals
gitignored in `pipeline/.peds_orig/`; per-ped in `pipeline/_peds_decim.json`. → **Lane D validates
(D2)** then **Lane F re-measures gate 3** (~24-cap × ≤3k ≈ ≤67k fleet contribution).
- **E2a — `record_crate` FIXED, verified + published.** Lane C's `undefined 'uri'` crash was a
**sourceless texture** (packed AO/roughness map failed WebP encode; material's metallicRoughness+
occlusion slots pointed at it). New tool `pipeline/fix_glb_textures.py` strips those slots (three.js
loads textures lazily → no crash). **Verified it loads in the real vendored `GLTFLoader`** (meshes=1,
tris=5000). **Re-published to the depot** (the fixed version is live, tex refs all-sourced).
- **E2b — counter-with-till (~2 m): LIVE.** New `counter_till` fitting
(`procity_fit_counter_till_01.glb`, **1.61 × 0.64 m, 1.15 m tall**, 32k tris) — timber counter +
cabinet doors + period till. Generated on-device (`flux_local` concept → `trellis_mac`, 3 concept
rolls to land the ~2:1 aspect), normalized to house law, **verified loads in `GLTFLoader`**, and
**published**. Non-destructive (keeps the balcao long-counter as `counter`); manifest
`fittingAliases.counter``counter_till`; Lane C re-maps kind `counter``counter_till` in `glb.js`.
- **Publish: DONE** (John approved). Both re-exports live; **manifest `validate --depot` GREEN
(0 err, 23 GLBs live)**. `publish.py` gained an `--only <name>` filter + tailnet-passwordless
detection (`GOD3_DEPOT=http://100.94.195.115:8788`, decision #4).
- **Not doing** (per Fable decisions): fal.ai spend (glass-case/bus-shelter parked); hero-prop
bake-to-lowpoly.
## Round 3 (Fable) — hero props on MODELBEAST + local-depot mode
- **Hero props, free & on-device** (`pipeline/gen_props.py`): `flux_local` concept image → `trellis_mac`
image→GLB (1024_cascade) → `normalize.py` → thumbs → manifest. **5 generated + kept**
(listening_booth, drinks_fridge, arcade_cabinet, milkshake_mixer, novelty_record — contact sheet
`docs/shots/laneE/props_gen_local.png`), **cash_register reused** from the depot
(`vintage-cash-register.glb`). 3 didn't make it: **magazine_rack** → in-engine primitive (112k-tri
wire, the thin-wire gotcha); **glass_case + bus_shelter****fal.ai fallback list** (TRELLIS can't
do transparent glass; sf3d gives a featureless blob) — gated on John, ≤$2.70, both have primitive
fallbacks. Every kept thumbnail eyeballed; no legible branding (see AUDIT provenance).
- **Local-depot mode** (`core/loaders.js` `?localdepot=1` + `pipeline/stage_local_depot.py`): resolves
`depot:<file>` to `web/assets/models/` served by the dev server, so Lanes B/C/F validate GLB loading
**with no network / before publish**. Verified live in-browser (loads a `depot:` GLB, CDN path intact).
- **Manifest**: 14 fittings + 8 furniture (5 hero + cash_register added); `validate_manifest.py`
green (0 err). Provenance recorded in `AUDIT.md` (props are 100% synthetic/local — cleanest in the set).
- **Known tradeoff**: TRELLIS meshes are dense shell-soup — decimate floors 2577k tris (heavier than
the ≤5k library law). Accepted for focal/optional/LOD-able props; texture-bake-to-lowpoly is a follow-up.
- **Published (self-serve, John's go 2026-07-14)**: the 5 prop GLBs + thumbs pushed to the depot via
the passwordless tailnet path (decision #4); all 22 GLBs re-verified live. **`qa.sh --strict` GREEN**
(4/4 gates; manifest validator 0 err / 0 warn with the props live). Provenance was recorded first.
- **Not committed**: this round is **held for Fable review** (per John) — all Lane E round-3 changes are
in the working tree, uncommitted. GLB binaries stay git-ignored/staged; the depot has them.
## Status at a glance
@ -11,7 +123,8 @@ Reviewed against `docs/LANES/LANE_E_ASSETS.md` acceptance. Nothing in other lane
| 2 Normalize | `pipeline/normalize.py`**16 GLBs** + 16 thumbs, verified | ✅ done (local); ⛔ **publish gated on `GOD3_PW`** |
| 3 Manifest | `web/assets/manifest.json` + `validate_manifest.py` (+ `build_manifest.py`) | ✅ done, validates green |
| 4 Facade skins | `gen_skins.py` **`--local`** backend + 23-skin gap pack | ✅ **DONE — 23 skins generated on-device, free, harvested + mapped** |
| 5 Hero props | `MESHGOD_BATCH.md` + `meshgod_batch.json` (9 solids) | ✅ spec'd; ⛔ **not run (John's go, ~$2.70)** |
| 5 Hero props | round-3 `gen_props.py` (MODELBEAST, free) → **5 local** + cash-register reuse | ✅ **DONE local** (see Round 3 above; 2→fal, 1→primitive) |
| 6 Local-depot | `loaders.js ?localdepot=1` + `stage_local_depot.py` | ✅ **DONE, verified in-browser** |
| — | `pipeline/README.md` + contact sheets in `docs/shots/laneE/` | ✅ done |
**Step 4 no longer costs anything.** The 23 facades were generated **locally on the M3 Ultra**

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@ -4,7 +4,101 @@
---
## TL;DR
## Round 7 (the flip round → v2.0-beta) — IN PROGRESS
Critical path resolved: E1 ped-merge (`447188a`), E2 stock pack (`0c12dac`), **D's GO** (`43edabf`),
C1 `?stock=real` (`3724a65`) all landed. F executes flip → strict harness → tag.
| task | status |
|---|---|
| **F1 — roster flip (prime-law amendment)** | ✅ **DONE + verified.** `index.html`: streamed roster is now the **default** (`chunkStream:{radius:2}` per D's spec); `?roster=v1` = escape hatch (fixed roster); `?roster=stream` still accepted (no-op). Hours-aware `setNightLivelyChunks` on the open-late block. **Same commit** re-pins the flags-off baseline: **old (163 draws/19k tris, roster-off) → new (164 draws/~66k tris, roster-on)** — draws barely move (E1's merge = ~1 draw/rig, the whole point), tris = the crowd (D worst-view 65,899; drift-WARN now draws-only, tris under the hard cap). **Plan goldens UNCHANGED (`0x3fa36874`).** Also fixed the harness's roster probe (was reading a nonexistent prop → blind) + flipped the assertion to require streamMode ON + added an escape-hatch check. Verified: default boot streamMode:true (146150 active), `?roster=v1` streamMode:false (96), both render, 0 errors, ≤300 draws, harness GREEN. |
| **F2 — harness to strict + new-flag smokes** | ✅ **DONE + verified.** `qa.sh` flags gate `warn_gate → run_gate` — the harness (flags-off regression + 4 existing flags + all-on combo) is now **STRICT** (a FAIL fails qa). Wired **`?stock=real`** (F owned the seam): shell preloads the record pack + passes `stockReal`; `interior_mode` builds `makeStockAdapter(getStockPack(shop.type))` and passes it to **both** `buildInterior` (static crate sleeves) and `dig.open` (riffle) — fail-soft to parody if the pack's absent. Added `stock=real` + `weather=1` smokes at **warn-level** (decision #4). Verified: crates show **real GODVERSE covers** (smoke: 7 real atlas sleeve meshes, non-parody batched); weather auto-skips (Lane B not landed); `qa.sh --strict` GREEN (5 gates). |
| **F3 — tag v2.0-beta** | ✅ **TAGGED** (no-hostage rule). Criteria met: roster default-on + escape hatch ✓, harness strict+green ✓, `?stock=real` real sleeves ✓, qa strict green ✓. |
| **⚠ schedule-harness flag** | **B (`?weather=1`) and A (osm parity + 2nd town) did NOT land round-7** — no commits, tree clean. Both are additive (not headline keys); tagged v2.0-beta without them per the no-hostage rule. Weather smoke is in the harness ready to graduate the moment B ships. Flagging for Fable: two lanes slipped this round. |
---
## Round 6 (finish v2 wiring + pay review debts → v2.0-alpha) — DONE ✅ (v2.0-alpha tagged)
Sequencing (Fable): **F1 enforcement harness lands FIRST** (protects the round), then F re-smokes as
lanes land, adds C's ≤350-draw interior assertion when C1 lands, extends the determinism gate if A's
`?plansrc` lands, and tags `v2.0-alpha` when all-green (3 flags acceptable if A no-shows).
| task | status |
|---|---|
| **F1 enforcement harness** | ✅ **DONE + wired.** `tools/flags_check.py` (self-contained server, headless, ~90s): **flags-off regression** (golden hash `0x3fa36874` + subsystems-inactive + ≤300/≤200k budget + ±40% snapshot + 0 errors) · **per-flag smokes** (winmap/dig/roster: cross ≥2 chunks + enter interior; dig opens+closes a riffle) · **all-on combo** (flag-composition law, decision #4). Wired into `qa.sh` as a **warn-level gate** (`--no-flags` skips fast; auto-skips without the Playwright venv). Current: **all smokes GREEN**, regression clean. |
| **F2 plansrc** | ✅ **DONE + verified.** A landed the full seam (`52eb109`). Wired the shell bootstrap (`index.html`, F-owned): `?plansrc=osm``citygen.generatePlanFor(seed,'osm')` → real-data town **"Melbourne", 95 shops** (synthetic default = "Boolarra Heads" unchanged). Pinned **both goldens** in `scaffold_check.mjs`: synthetic `0x3fa36874`, **osm `0x34cfdec0`** (deterministic, 2 runs). Harness auto-detects plansrc + smokes it (enters OSM shop "Mui Karaoke Rooms") + includes it in the all-on combo. Also restored `binUnderAim`'s **nearest-bin fallback** (matches C's test page) so E riffles a nearby bin without perfect aim / before the bin GLB finishes loading. Synthetic golden frozen (selfcheck 1362/1362). |
| **≤350 interior draw assertion** | ✅ **DONE.** C1 batching landed (`35981ad`). Added an interior draw-budget sweep to `flags_check.py` (enter all 9 shop types, assert ≤350 draws/room, dig on so it also confirms batching kept riffling). **Caught a real bug in my own `interior_mode.js`**: it rendered the interior without `renderer.info.reset()` while `autoReset=false`, so draws *accumulated* per frame (inflated 864/644/…). Fixed (reset per interior frame, both dig + walk render). True per-frame result: **all 9 room types ≤350 (worst dept 96)** — C's batching verified. |
| **F3 tag `v2.0-alpha`** | ⏳ all landed flags smoke-green + regression green + qa strict green → tag (3 flags OK if A no-shows). |
Base: v1.1 (`3a831fe`), HEAD `40fefd9`. `qa.sh --strict` GREEN.
---
## Round 5 (v1.1 close-out + v2 foundations) — DONE ✅ (v1.1 tagged; ?dig=1 wired)
Lane F role: **v1.1 watch** + v2 flag-seam wiring + QA-harness-for-v2 + shared-tree marshal.
Full tracking in [`LANE_F_NOTES §10`](docs/LANES/LANE_F_NOTES.md).
| task | status |
|---|---|
| **fal un-park check** | ✅ Verified already done — `039c179` un-parked fal in Lane E's brief (decision #4 + Lane E task 3: glass-case + bus-shelter + optional magazine-rack, ≤2 attempts, costs logged in AUDIT.md). **Nothing for F to change.** |
| **archive R3/R4 instruction claims** (F4) | ✅ Added "SUPERSEDED by R5" banner to `ROUND3_INSTRUCTIONS.md` + `ROUND4_INSTRUCTIONS.md`. |
| **v2 flags table** (F4) | ✅ Scaffolded in LANE_F_NOTES §10 (`?plansrc=osm` A, `?winmap=1` B, `?dig=1` C, `?roster=stream` D) — all pending owning-lane specs. |
| **F1 tag v1.1** | ✅ **TAGGED.** C1 (`aa9c140`: record_crate fixed + counter_till re-map) + E1 (`c522464`: 6 hero props baked 288k→48k, ≤8k each, live on depot) landed. Verified: depot serves baked props (counter_till 7999, drinks_fridge 8000, listening_booth 7986 tris ≤8k), C's `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 → baked props). qa GREEN. `git tag v1.1` (local). |
| **F2 wire `?dig=1`** | ✅ **DONE + verified.** C shipped `dig.js` + the flag but left the in-game input/mode hook to F (LANE_C_NOTES §C2). Wired the consumer pattern into `interior_mode.js` (F-owned): aim at a `userData.kind==='bin'` fitting + press **E**`createDig`/`dig.open` (per-bin seed via `binSeed(shop.seed,pos)`); the dig owns the frame (render `dig.scene`, no interior walk); WALK OUT / Esc closes → back to the room. Shell seam (`index.html`): `?dig=1``dig:` opt; `procity:digOpen` releases pointer-lock (riffle is cursor-driven); unlock→leaveShop guard reads `interiorMode.digActive` so opening a bin ≠ leaving. **Fresh-chromium smoke:** E opens riffle (seeded sleeves + prices render), WALK OUT closes to interior, **leak-free** (steady-state geo/tex flat over 3 cycles), **0 console errors**. Flag off ⇒ no listener/no dig ⇒ byte-identical to v1. |
| **F2 — other v2 seams** | B `?winmap` / D `?roster=stream` are self-contained (no shell input hook needed); smoked clean (boot, 0 errors, budget OK). A `?plansrc` not taken. |
| **F3 v2 QA harness** | ⏳ determinism gate (first-interior-hash per seed) · flags-off regression check (v2-prime-law enforcement) · v2 smoke → qa.sh warn-gate. Build as flags land. |
Base state: v1.0 (`2698b40`), `qa.sh --strict` GREEN 4/4, tree clean.
---
## Round 4 (v1-tag round) — DONE ✅ (all 6 gates green; v1.0 tagged)
Executed Fable's `ROUND4_INSTRUCTIONS.md` Lane F tasks. All lanes committed R4; a 6-auditor
adversarial v1-readiness workflow returned **GO**; `v1.0` tagged locally on the F finalization commit.
| task | status |
|---|---|
| **F1 setExposure** | ✅ Wired (`9416d0a`) **then correctly removed** (`aad9baa`): D3 (`a5e4b64`) made the impostor `toneMapped:true`, so `citizens.setExposure()` became a no-op tone-mapped globally via `renderer.toneMappingExposure`. Removed only *after* D committed (removing earlier would regress night brightness). Final state: no dead call. |
| **F2 storeys-checker** | ✅ `permittedMax = max>=2 ? min(max+1,3) : max` (Lane A's rule, `9416d0a`). Consistency **0 warnings** across 6 seeds; single-storey-type-at-2 still trips. **A confirmed** (`5b8c806`). |
| **F3 gate-3 budget** | ✅ **PASS.** E1 decimated peds (`518678d`, 924k→46k, ≤3k each) + **D2 sign-off** (`a5e4b64`, fleet ≈59.6k at 24-cap). Official measure: busiest node, pop 200, midday, 12-yaw peak → **draws 138 (≤300) · tris ~31k (≤200k)**. Baseline 372k. |
| **F4 gate-6 shots** | ✅ **PASS.** Against committed B2 (`6323d58`, `dbg.js` letterbox+poses): `shots.py v1_tour`**10 full-frame 1280×720, no letterbox**; §3.5 **night closed-facade** (CLOSED plates + lit openLate video "VIDEO REGAL") + real **record/opshop interiors** (keeper + hero props). Fixed `shots.py` so interior shots capture via `enterShop(id)` (were falling back to a street bookmark). |
| **F5 tag v1.0** | ✅ **TAGGED** on the F finalization commit (gate table all-green + shots committed). Local only — John pushes. |
| **audit** | 6-auditor v1-readiness workflow: 5 GREEN (gates 1/3/5/6 + release hygiene) + 1 procedural "land finalization commit first" → resolved. GO. |
---
## Round 3 (lead lane) — DONE, verified live
Executed Fable's `ROUND3_INSTRUCTIONS.md` Lane F tasks. All wiring verified in-browser on seed 20261990.
| task | result |
|---|---|
| **§3.5 hours / closed shops** | `isOpen()` gate on `enterShop`. Midday: open. **Night (22:00): all closed except the openLate video rental** (Video Regal [11,23]) — verified toy shop blocked, video enters. |
| **§3.4 `?noassets`** | **Zero network** (Perf API: 0 GLB/depot/manifest/ped-model requests); 100% primitive, legible. |
| **§3.4 interior GLB** | `useGLB` → fitting GLBs load from the **3GOD depot** (bookshop shelves, +8 meshes, visually confirmed). |
| **§3.4 rig fleet** | 19 ped GLBs → peds **and** keepers upgrade placeholder→**GLB rigs**; **leak-free** (shared-cache proven, cycle2/3 flat). |
| **`--depot` on qa.sh** | `validate_manifest.py --depot` = 0 err (16 GLBs live). **qa.sh GREEN 4/4.** |
| **Gate 2 soak** | **PASS** both modes — assets: 20 interiors leak-free (+GLB-cache warmup), heap 98MB stable; noassets: 37 chunks, heap 15MB. 0 console errors. |
| **Gate 4 asset-free** | **PASS.** |
| **Gate 6 shots** | `docs/shots/v1_tour/` (10 shots) + contact sheet captured; letterbox + 3 fallback bookmarks are Lane B dbg.js. |
**Findings → other lanes** (details in [`LANE_F_NOTES §9`](docs/LANES/LANE_F_NOTES.md)):
- **D/E:** rig ped GLBs are **tri-heavy** (~45k each) → gate 3 tris **~279k > 200k** budget (draws fine ~200/300).
Decimate the ped GLBs; F holds `?pop=140` until then.
- **B:** add 3 shots bookmark poses; fix the headless composer letterbox in `DBG.shot()`; render the §3.5
closed-facade visual (dark windows + CLOSED plate; predicate `window.PROCITY.isOpen`).
- Fixed **5 F-owned harness bugs** so `shots.py`/`soak.py` actually run (DBG async-poll, `DBG.plan`→`PROCITY.plan`,
`enterShop` bare-id, `shop.lot` is an id, midday-pin + GLB-cache warmup + budget→warning).
**Git:** working tree synced to canonical `main` (862bbcd) mid-session — my R2 work is committed as `aa4ed4f`.
R3 edits below are staged by pathspec (see Housekeeping). Nothing pushed.
---
## TL;DR (round 2 — for context)
All five lanes (AE) landed; F stood up the QA harness, **adversarially reviewed and fixed its own
tooling**, then wired the lanes into **a walkable, living town** — interiors, shopkeepers, and street

View File

@ -1,9 +1,56 @@
# LANE A — CITYGEN · progress (PROCITY-A)
*Status: **all deliverables landed; self-check all-green (1283/1283); round-2 cross-lane requests from
B/E/F closed** (see bottom). Awaiting Fable review.*
*Status: **all deliverables landed; self-check all-green (1362/1362); rounds 26 closed** (see below).
`qa.sh --strict` GREEN.*
*Date: 2026-07-14 · owner: PROCITY-A (Opus 4.8)*
## Round 6 (2026-07-14) — the second plan source (`?plansrc=osm`), FULLY LANDED
The carried-over OSM plan-source seam (no-showed rounds 45) is **done** — not the escape-hatch
partial, the whole thing, invariants green. A second CityPlan producer behind the same contract, so
Lanes BF consume it unchanged.
- **`osm_fixture.js`** — 95 REAL inner-Melbourne secondhand/charity/music/book/toy/antique shops
(book 36, toy 14, opshop 13, record 12, video 11, pawn 9), extracted deterministically from
thriftgod's `city_source.json` Overpass cache. Checked in, imported as a module → **zero network**.
- **`plan_osm.js`** — `generatePlanOSM(seed)`: projects real lat/lon → metres, bins shops into
latitude-band avenues off a spine (real row + real eastwest order preserved), marches them into
a valid, non-overlapping CityPlan, centres on origin, reports its true 362×486 bbox. Real shop
names kept ("Central Catholic Bookshop"). Exactly-one-openLate-video rule matches synthetic.
- **`index.js`** — `generatePlanFor(seed, source)` selector; default `'synthetic'` is byte-identical
(golden `0x3fa36874` untouched). `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 (market/arcade/dept/milkbar) deliberately skipped.
- **`map.html`** — `?plansrc=osm` renders it; screenshot `docs/shots/laneA/osm-melbourne.png`.
- Seam + goldens + shape-differences documented for F's determinism gate in `LANE_A_NOTES.md` (R6).
**Verified**: 95/95 shops placed, 0 bad frontEdges / 0 overlaps / 0 backwards / full chunk coverage,
deterministic, synthetic path byte-identical. Self-check **ALL GREEN 1362/1362**; `qa.sh --strict` GREEN.
Honest cut (documented): street geometry is regularized (real row+order drive it, exact projected
metres do not) and shop-name parody is deferred.
## Round 4 (2026-07-14) — v1-tag round: 2 confirmations, 1 hardening fix
**A1 — storeys checker (post-F2): CONFIRMED.** `tools/qa/consistency_check.mjs` `permittedMax` scoping
(Lane F's F2, matching my R3 spec) gives **0 storeys warnings** across 7 seeds; `qa.sh --strict` GREEN
(4/4). False-negative test: injected a real `video@2` into a scratch copy of the checker's input →
caught on every seed. No benign-anchor false positives, no real-drift false negatives.
**A2 — openLate contract: AUDITED + HARDENED.** F's night gate `hours[1] >= 22` was matching 415
shops/seed (regular videos jittered from base-21 to 22), not the single landmark it assumes. Fixed in
plan.js so `hours[1] >= 22``openLate` (exactly one, always the video rental): regular shops close
by 21:00; only the deterministically-chosen video landmark reaches ≥22 (`LATE_HOUR`). This also makes
the generator finally match what `web/index.html:159-161` and `soak.py:68` already assumed
("at night only the openLate shop is open"). Added selfcheck assertions; verified across 15 seeds.
**⚠ GOLDEN.hash: `0x098eec2b``0x3fa36874`** — intended output change from the A2 fix (not drift;
F2 is tooling-only and didn't touch generation). Same lots/shops/types/names/skins; only a few videos'
close hour moved 22→21. Details for Fable in `LANE_A_NOTES.md` (round 4).
**Self-check:** `✓ ALL GREEN — 1301/1301` (was 1283; +18 are the new openLate exactly-one / field⟺threshold
/ is-video assertions). Seed 20261990 → "Boolarra Heads": 681 lots, 493 shops, unchanged.
> **⚠ Fable — commit-label mixup (no action needed on the code):** my round-2 changes are committed
> and correct, but a shared-working-tree race landed them under Lane C's message —
> commit **`4235060` "Lane C: keeper stand pose…" actually contains only my 5 Lane A files** (a
@ -167,3 +214,34 @@ stall facades now appear in the market square.
single reference for Lane C/E when modelling facades. No code change; it works.
- **Still-open design questions from round 1** (retail density ~493/core vs Lane B's draw budget; true
closed residential ring) remain parked for your call — both are one-constant tunes, not rework.
## Round 3 — verification round (2026-07-14, per ROUND3_INSTRUCTIONS "Lane A — on-call + one verification")
Small round as briefed. All three tasks done; `bash tools/qa.sh --strict` **GREEN** (4/4 gates,
selfcheck 1283/1283, manifest 0 errors).
**1. F finding #5 — "shops with storeys outside the registry type range" → verified STALE / CLOSED.**
Scanned every shop across 8 seeds against the *correct* permitted range. Result: **zero violations.**
`video`/`milkbar`/`stall` (registry `[1,1]`) are observed at 1 storey only (e.g. 412 video shops, none
at 2 — so F's specific "video at 2" case does not occur). The only shops above their registry `max`
are the tall-capable types (`record`/`opshop`/`toy`/`book`/`pawn` `[1,2]`, `dept` `[2,3]`) reaching 3
via the intentional **corner anchor** — exactly the CITY_SPEC "occasional 3-storey corner anchor". My
round-1 `cornerBoost` gate (only boosts registry max ≥ 2) already prevents the reported bug.
- **This is the source of `qa.sh`'s 5 consistency warnings** ("N shops have storeys outside their
registry range … ask Lane A"). **They are benign** — all intended corner anchors, not plan↔registry
drift. *Lane F: you can silence them by scoping the check to `permittedMax = max≥2 ? min(max+1,3) : max`
instead of the strict registry `max`.*
- **Hardened anyway** (the finding's real lesson): the selfcheck's storeys assertion was too lax
(`<= Math.max(mx,3)` would have passed a video at 3). Tightened to the exact permitted range, so a
single-storey type exceeding 1 (or any type past `min(max+1,3)`) now fails loudly. Proved non-vacuous
(rejects `video@2`, `record@4`, `dept@1`; allows `record@3`). Documented the `storeys` rule in the
CITY_SPEC schema so the intended-vs-drift question can't recur.
**2. Golden fingerprint confirmed.** Committed `GOLDEN.hash = 0x098eec2b` matches the current selfcheck
fingerprint on main. No output drift. (selfcheck.js assertion tightening doesn't touch the plan, so the
hash is unchanged.)
**3. Hours / `openLate` contract — ready for its first real consumer (Lane F §3.5).** No changes needed:
`hours=[open,close]` (24h ints, `0≤open<close≤23`), **exactly one `openLate:true` landmark per town**
(closes ≥22:00, video/milkbar, never a stall). ROUND3_INSTRUCTIONS §Lane F restates it correctly, so
F's night-gate wiring can consume it as-is. Full contract in CITY_SPEC schema + the round-2 notes above.

View File

@ -73,6 +73,10 @@ Schema v1 (Lane A owns it; extend, don't break):
// frontEdge: id of the street edge this lot fronts (guaranteed to exist and be geometrically adjacent).
shops: [ { id, lot, type, name, sign, seed, facadeSkin, storeys, hours: [open, close], openLate? } ]
// type: see SHOP TYPES below. hours: [open, close], 24h integers, 0 ≤ open < close 23.
// storeys: integer in [registryMin, permittedMax] where permittedMax = registryMax≥2 ? min(registryMax+1,3)
// : registryMax. The "+1 (cap 3)" is the CITY_SPEC "occasional 3-storey corner anchor" — it fires ONLY
// for tall-capable types (registry max ≥ 2); single-storey types (video/milkbar/stall, [1,1]) are NEVER
// boosted. So `storeys > registryMax` on a corner anchor is EXPECTED, not plan↔registry drift.
// openLate: present and `true` on EXACTLY ONE shop per town — the designated late-night landmark
// (closes ≥ 22:00; a naturally-late type, video rental or milk bar, never a market stall). Absent
// on every other shop. Lane B lights it after dark; Lane F's night gate keys off this field
@ -97,6 +101,17 @@ Schema v1 (Lane A owns it; extend, don't break):
> furniture never resolves to a chunk that omits its edge; strictly JSON round-trippable (all finite
> numbers, no stray keys).
> **Plan sources (round 6).** A CityPlan can come from two producers behind this one contract, chosen
> via `generatePlanFor(seed, source)` (`web/js/citygen/index.js`) — the shell selects with `?plansrc=`:
> - `'synthetic'` (default) — `generatePlan(seed)`, the procedural town. Byte-identical, golden `0x3fa36874`.
> - `'osm'``generatePlanOSM(seed)`, a real-data import from a **checked-in fixture** (`osm_fixture.js`,
> real AU shops from thriftgod's OSM cache; **zero network**). Golden `0x34cfdec0`.
>
> An `'osm'` plan sets `source:'osm'`, reports its **real bounding-box `size`** (not 1024²), and contains
> **only real retail types** — no synthetic market square, arcade, dept anchor, milk bars, or stalls.
> All structural invariants above hold identically. Consumers that assume a synthetic-only feature
> (dept/market/milkbar/stall) must guard on `source`. The invariant suite is parameterized by source.
Chunk key: `cx = floor(x/64)`, `cz = floor(z/64)`. **Chunk size 64m.** Lane A ships a
`chunkIndex(plan)` helper: chunk key → { lots, shops, edges } touching it. Edges are bucketed across
the full road **corridor** (centreline ± `width/2`), so anything placed in the verge (street furniture,

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@ -0,0 +1,95 @@
# LANE A — NOTES (cross-lane answers from CityGen)
Durable answers to questions other lanes raised against Lane A. Full status in `A-progress.md`.
## Round 6 (2026-07-14)
### → Lane F (F2): the `?plansrc=osm` plan-source seam is LANDED — wire + pin
The second plan producer is live behind the same CityPlan contract. Full seam, invariants green
(not a partial). What F needs to wire the shell bootstrap + extend the determinism gate:
- **Selector API** (`web/js/citygen/index.js`):
`generatePlanFor(seed, source)``source==='osm'` → real-data importer, anything else →
the byte-identical synthetic generator. Also exported: `generatePlanOSM(seed)`,
`generatePlan(seed)` (synthetic, unchanged). Unknown source falls back to synthetic.
- **Shell wiring** (in `web/index.html`, F-owned — one line): read `?plansrc`, then
`const src = new URLSearchParams(location.search).get('plansrc')==='osm' ? 'osm' : 'synthetic';`
and call `citygen.generatePlanFor(seed, src)` where it currently calls `generatePlan(seed)`.
`map.html` already does exactly this (reference impl).
- **Determinism gate**: pin BOTH goldens, keyed by (seed, plansrc), seed 20261990:
- synthetic `0x3fa36874` (unchanged this round)
- **osm `0x34cfdec0`** (`xmur3(JSON.stringify(generatePlanOSM(20261990)))`)
`selfcheck.js` already asserts both; the smoke can just hash-compare.
- **Zero network**: the fixture is `web/js/citygen/osm_fixture.js` (95 real inner-Melbourne
shops from thriftgod's Overpass cache), imported as a JS module — no fetch/XHR at runtime.
**⚠ OSM plans differ from synthetic in shape (by design — real towns aren't the synthetic template):**
- `plan.source === 'osm'` is set; `plan.size` is the real bounding box (~362×486), **not** 1024².
- **No synthetic districts/types**: an OSM town has NO market square, arcade, dept anchor, milk
bars, or stalls — only the real retail types (record/opshop/toy/book/video/pawn). Any code that
ASSUMES a dept/market/milkbar exists must guard on `plan.source !== 'osm'` (or just not assume).
- Everything BF actually consume is identical: nodes/edges/blocks/lots/shops schema, `ry`/
`frontEdge` semantics, `chunkIndex`, hours + the exactly-one-openLate-video rule all hold.
- Shop `name`s are the REAL OSM names (e.g. "Central Catholic Bookshop"); `sign` is derived.
Parody-transform of names is a documented deferred nicety, not a blocker.
## Round 4 (2026-07-14)
### → Lane F (A1): storeys checker (F2) confirmed — 0 warnings, no false negatives
`tools/qa/consistency_check.mjs` `permittedMax` scoping (your F2) is **correct**. Verified this round:
- `node tools/qa/consistency_check.mjs` across 7 seeds → **0 storeys warnings**; `qa.sh --strict` GREEN (4/4).
- **False-negative test**: injected a real `video@2` (registry `[1,1]`) into a scratch copy of the
checker's plan input (NOT plan.js) across 5 seeds → the storeys gate still fired every time. So the
scoping suppresses benign 3-storey corner anchors without hiding real single-storey-type drift. ✓
### → Fable / Lane F (A2): openLate contract HARDENED — `hours[1] ≥ 22` now ⟺ `openLate` (and it IS the video)
Your night gate `plan.shops.some(s => s.hours[1] >= 22)` was matching **415 shops/seed**, not one:
regular video rentals (base close 21) jittered up to 22. That contradicted the shell's own contract
(`web/index.html:159-161`: "exactly one openLate landmark, always the video rental… at night only the
openLate shop is open") and `soak.py:68`. Rather than ask you to change the gate, I made reality match it:
- **plan.js**: regular shops now close by `LATE_HOUR-1` (21:00); only the deterministically-chosen
`openLate` landmark reaches ≥22. The openLate pick is now **video-first** (milk-bar / any-non-stall
only if a town somehow has no video — never happens in practice).
- **Result (verified 15 seeds)**: exactly ONE shop has `hours[1] ≥ 22`, it is exactly the `openLate`
shop, and it is always the video rental. `{s: s.hours[1] >= 22}` and `{s: s.openLate}` are now the
same singleton — **gate on either**, they agree.
- selfcheck.js asserts all of this now (exactly-one, field⟺threshold, is-video).
**⚠ GOLDEN.hash changed: `0x098eec2b``0x3fa36874`.** This is the *intended* consequence of the A2
plan.js fix (a handful of video shops now close at 21 instead of 22 for seed 20261990). It is **not**
drift, and **F2 (your tooling change) did not touch generation** — that half of A1 holds. selfcheck.js
carries the new golden and is GREEN. Nothing else in a plan changed (same lots/shops/types/names/skins).
## Round 3 (2026-07-14)
### → Lane F: the `qa.sh` "storeys outside registry range" warnings are BENIGN (finding #5 closed)
Your consistency gate prints ~5 warnings per run:
`"N shop(s) have storeys outside their registry type range … else a plan↔registry drift — ask Lane A"`.
**Verified across 8 seeds: they are all the intended "occasional 3-storey corner anchor" (CITY_SPEC),
never drift.** Evidence:
- Single-storey types (`video`/`milkbar`/`stall`, registry `[1,1]`) are observed at 1 storey ONLY —
e.g. 412 video shops, none at 2. So the specific "video at 2" example does **not** occur.
- The only shops above their registry `max` are tall-capable types (`record`/`opshop`/`toy`/`book`/`pawn`
`[1,2]`, `dept` `[2,3]`) reaching 3 via the corner anchor. Round-1's `cornerBoost` gate only boosts
types with registry max ≥ 2, so it can't over-raise a single-storey type.
**To silence the warning correctly**, scope your check to the *permitted* max, not the strict registry max:
```
permittedMax(type) = registryMax >= 2 ? Math.min(registryMax + 1, 3) : registryMax
// flag only shops with storeys < registryMin || storeys > permittedMax → that IS real drift
```
This rule is now documented in `docs/CITY_SPEC.md` (Layer-1 shops schema, `storeys` line) and enforced
by `web/js/citygen/selfcheck.js` (tightened this round — a single-storey type exceeding 1 now fails loudly).
### → Lane F: `hours` / `openLate` contract is ready for your §3.5 wiring (no changes)
`hours = [open, close]`, 24h integers, `0 ≤ open < close ≤ 23`. **Exactly one shop per town** has
`openLate: true` (closes ≥ 22:00; a video rental or milk bar, never a market stall); the field is absent
on all others. Gate on the field — `plan.shops.find(s => s.openLate)` — not a magic hours threshold.
Your ROUND3_INSTRUCTIONS §Lane F states it correctly, so consume as-is.

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@ -1,5 +1,99 @@
# LANE B — NOTES (measured)
## Round 6 (Fable's ROUND6 → Lane B) — place the orphaned street props
Placed the two published-but-unconsumed street GLBs (`procity_street_bin_01`, `procity_street_bus_shelter_01`)
via the existing use-if-ready furniture GLB path (fail-soft to primitives; `?noassets` → primitives,
**0 network** verified). All in `furniture.js` (+ a 3-line collider merge in `chunks.js`).
- **Bins** — genuinely sparse now (one loop, ~1 per block: `s += 78 m`, seeded side per edge), a country
town not a mall. Decoupled from benches. GLB (3.0k tris) on its 0.57×0.68 footprint, primitive fallback.
- **Bus shelters — on the street graph, and this is the future tram/bus-stop contract.** Deterministic
rule: **the midpoint of every MAIN edge whose `hashEdge(id) % 3 === 0`, on the road-side footpath by the
kerb, long axis along the edge, open front to the road** — yields **13 per town** (2 in seed 20261990).
The GLB (2.33×2.4×1.41, 8.0k tris) gets a **solid oriented-rect collider** so the player rounds it
(furniture now returns `colliders`; `chunks.js` merges them into `getColliders`). Collision-verified: a
straight walk into it is blocked.
- **→ whoever builds the V2 tram/bus loop:** call **`busShelterStops(plan)`** (exported from
`furniture.js`) → `[{ edgeId, x, z, yaw }]`. It re-derives the stops from the exact same rule the
shelters are placed by — pure function of the plan, zero side effects. That is the stop list; don't
re-invent it. To move/space stops, change the one rule + `busShelterStops` together.
- **Perf (measured, worst view WITH the rig-fleet citizens, midday):** **94k tris · 148 draws** — both
well under the ≤200k / ≤300 gates (~100k tri and ~150 draw margin). Determinism holds (seed → same
props). All-flags-on (`?winmap=1&dig=1&roster=stream`) composes clean, 0 console errors. Shot:
`docs/shots/laneB/bus_shelter.png`. `qa.sh --strict` GREEN.
- **→ Lane E (decimation candidate, not blocking):** the `street_bin` GLB is **3.0k tris** — heavy for
a prop placed ~15×; I bounded it with the sparse cadence, but a decimate to ~500 tris would give back
tri headroom if the combined-lane budget tightens. (Same class as the deferred `novelty_record`.)
---
## Round 5 (Fable's ROUND5 → Lane B) — v2: the Vuntra window trick, behind `?winmap=1`
- **Parallax interior-mapping glass** (V2_IDEAS "window trick"). Behind **`?winmap=1`, default-off.**
Single-cube interior mapping in one shared `ShaderMaterial` on the existing window geometry: each
glass fragment casts the view ray into a virtual room box and shades the surface it hits (back wall
+ seeded shelf silhouettes with product blocks, side walls, floor/ceiling) — a plausible room with
real parallax, **zero extra geometry, still 1 window draw/chunk**. Per-shop variation rides
attributes (`aTangent` = window right vector, `aTint` = seeded room colour, `aSeed` = shelf
variation), **not per-shop materials**. Verified live: rooms are visible through the glass with
parallax day + night.
- **§3.5 respected** via the same `uHour/uNight` + `aHours` the closed-facade system uses: at night an
**open shop's room glows warm** ("Video Regal" lit), a **closed shop's room is dark** ("Second Time"
dark) — screenshots in `docs/shots/laneB/winmap_*.png`.
- **v2 prime law held.** `WINMAP` is read straight from the URL in **buildings.js** — **no shell seam,
so F only needs a flags-table row, no `index.html` wiring.** Flag-OFF path is byte-identical to v1:
`windowQuad` collapses to the v1 `hoursQuad` (no extra attributes) and the finalize uses the v1
`windowMaterial()` — verified: flag-off windows are `MeshStandardMaterial` with no `aTangent`;
flag-on are the interior `ShaderMaterial` with `aTangent`. Seeded from `shop.seed` (deterministic).
- **Budget + fetches:** flag-on worst continuous-walk view with citizens **122168 draws** (≤300);
the shader is **100% procedural** — measured **0 fetch delta** vs the `?noassets` baseline (both 22
= the pre-existing facade/ground skin JPEGs). `?noassets=1&winmap=1` adds no network. **0 console
errors** in all modes. `qa.sh --strict` GREEN (4/4); `GOLDEN.hash` untouched (no plan change).
**→ Fable (F2 flags table):** `?winmap=1` — owner Lane B — state landed, default-off — needs **no
index.html wiring** (self-read in buildings.js). Smoke: boot `?winmap=1`, walk a block, glass shows
rooms; night open=warm / closed=dark.
---
## Round 4 (Fable's ROUND4 → Lane B) — done
- **B1 — closed-facade visuals (§3.5, the headline).** Closed shops now render **dark windows + a
red CLOSED plate**; open shops (esp. the one `openLate` **video rental** at night) render **lit
windows**; the door tooltip reads `🔒 <name> — CLOSED · opens HH:00` on aim. **Batched — the facade
atlas is untouched:** per-shop open/closed rides on a per-vertex `aHours` (vec2 = the shop's
`[open,close]`) feeding TWO shared shaders (window emissive gated by *open AND night*; plate alpha
gated by *closed*), driven by ONE pair of shared uniforms (`uHour/uNight`) updated **once per
day-segment change** — no per-shop materials, no per-frame poll. lighting.js dispatches a
`procity:segment` event (numeric hour matching Lane F's `currentHour()`); buildings.js listens and
calls `setFacadeHours`. Verified live: **22:00 → only "Video Regal" lit, every other facade CLOSED**;
midday → all open, no plates; tooltip correct. **Worst view with citizens: 200 total draws** (≤300).
- **B2 — shot harness (gate-6).** (a) **Letterbox "fixed":** the bars were **not** a composer bug (I
proved the composer/renderer/camera are correctly 1280×720 in headless at every stage) — they were
`street_noon`/`arcade`/`warehouse_fringe` poses **jamming the camera against a big building wall**.
Reframed those bookmarks to look *down a street* (`streetViewPose`), so all 10 tour shots now fill
the frame. Also added a defensive `composer.setSize` sync in `DBG.render` per F's request. (b) Added
the **3 missing poses** F listed (`crossroads_busy`, `residential_collar`, `warehouse_fringe`) —
resolved from the live plan (busiest node / house-or-backstreets lot / outer-ring street), always a
valid full-frame pose. `night_neon` now frames the open video shop glowing amid its CLOSED
neighbours (the §3.5 money shot). `tools/shots.py` → 10 un-letterboxed shots, **0 console errors**.
- **B3 — street-furniture GLB upgrade + `novelty_record`.** furniture.js now upgrades primitives to
depot GLBs via a **synchronous use-if-ready** check at chunk-build (no async write into a live
chunk; `?noassets` → primitives, **0 network** verified). Placed the **novelty_record** landmark on
the footpath in front of every record store (and a food_cart by market stalls / milk bars).
**⚠ measured GLB tris:** bench **1.9k** ✓, food_cart **5.0k** ✓, streetlight **5.0k** ✓, but
**novelty_record is 26.5k** (5× the ≤5k `glb_law`) — × many instances it spiked the busiest view to
**574k tris**. So novelty_record stays on its **low-poly primitive** (giant vinyl disc, budget-safe)
until Lane E decimates the GLB — **same treatment the ped rigs need (→ Lane E)**. With that, the
bench GLB verified sitting on its exact footprint (0.44×1.21), tris back to ~25k.
`bash tools/qa.sh --strict` **GREEN** (4/4) after these changes. Round-4 files: `dbg.js`, `buildings.js`,
`lighting.js`, `hud.js`, `furniture.js` (+ these docs, + `docs/shots/laneB_r4/`).
---
Streetscape + game shell. Files: `web/index.html`, `web/js/world/*`, `web/js/world/fixture_plan.js`.
All numbers measured in-browser (Chromium, M-series) via `renderer.info`, 1280×720-ish viewport.
`renderer.info.autoReset` is off and reset once/frame, so **draws/tris are the true per-frame
@ -30,8 +124,14 @@ denser than the fixture the ≤300 gate was sized against.
Streetscape numbers below are **buildings + ground + furniture only** (what Lane B owns), measured by
a scripted continuous walk (real streaming + disposal, so ≤25 live chunks — no orphan-chunk inflation).
Lane F's citizens add on top; Fable measures the *integrated* worst main-street view (pop 140) at
**~191 draws**, also under gate.
**Round-3 re-measure WITH Lane D citizens (pop 140, the shipped default).** Driving the real loop
(`chunks.update` + `citizens.update`) along the dense corridors via `window.DBG`, up to **125 active
peds** at midday: worst continuous-walk view **263 scene / 275 total** at **MIDDAY** and **275 total
at NIGHT** — **≤300 everywhere**, ~25 draw margin. Peds are a batched impostor layer (~12 draws for
the whole near tier), so they cost far less than their count. Radius-2 auto is already the spawn
default for a big city; no config change was needed. (Fable's independent integrated read is ~191 on a
typical main-street view.)
| metric | measured | gate | status |
|---|---|---|---|
@ -85,6 +185,11 @@ exceeds the radius-2 set. Verified day + night, facades still textured, awning c
- **Night lighting is faked** (Vuntra-style): window + streetlamp **emissive** toggled by a night
flag, plus bloom — no per-streetlight real lights. `ChunkManager.setNight()` re-applies to chunks
streamed in while already night.
- **`scene.environment` is set** (round 3, `lighting.attachRenderer`): a neutral PMREM'd sky→ground
gradient (no asset). Lane D's rig-fleet peds bake their impostor atlas from `scene.environment`
(`sim.js`) and go dark if it's null; set here *before* `CitizenSim` constructs. One env for all
segments (the atlas bakes once; the mostly-non-metal streetscape is barely affected). Verified set
in street/night/interior + after interior-return (`interior_mode` only swaps `scene.background`).
- **Shared materials, city-wide** (`skins.js`). Facades share **one atlas material** (all skins in a
2048² atlas); shells + parapets + posts are **one** InstancedMesh/chunk (per-instance colour); all
awning/canopy skins are **one** InstancedMesh/chunk (per-instance colour). Signs are a per-chunk

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@ -0,0 +1,157 @@
# LANE C — GLB validation report → for Lane E + Fable
## ROUND 5 / v1.1 (2026-07-14) — record_crate fixed + counter_till mapped
Lane E's R4-late re-exports validated and mapped (LANE_E_NOTES → C). Contact sheet:
[`docs/shots/laneC/glb_v1_1_r5.jpg`](../shots/laneC/glb_v1_1_r5.jpg).
- **`record_crate` FIXED** (E stripped the sourceless AO/roughness texture slots) — loads in the vendored
GLTFLoader (0.46·0.41·0.63 m, minY≈0, 5,000 tris). `crate`/`recordBin` now **upgrade** to plastic
crates with the procedural sleeves inside (was fail-soft to primitive). Removed the stale comment.
- **`counter_till` MAPPED** (`counter → 'counter_till'` in `KIND_TO_GLB`) — the new ~1.6 m timber counter
WITH a modelled till (1.61·1.15·0.64 m, minY≈0, 32k tris). Footprint-fit + floor-plant work unchanged;
yaw 0. Keeper-stand pose is a room-local pose, unaffected by the geometry swap (verified in HUD).
- **Double-till resolved (decision, documented in glb.js):** because `counter_till` carries its own till,
the separate `cash_register` counter-top attach is **dropped whenever the counter GLB is live** (falls
back to cash_register on the primitive counter if `counter_till` is ever absent). `milkshake_mixer`
stays on the milk-bar bench, lifted +0.10 m to sit on the taller GLB counter. Soak: **0 rooms with a
visible primitive till** (no double till).
- **Sweep + soak (GLB on)**: `throws 0 · pathFail 0 · determinismFail 0 · worst 10.4 ms`. Leak: 0/0
against a saturated baseline (the transient 2 geo / 4 tex on first sight is `record_crate` + `counter_till`
cache-fill, bounded — confirmed by a double-soak). Primitive path unchanged by C1 (glb.js-only).
Still open: nothing blocking. The `counter_till` material reads over-shiny in some lighting (TRELLIS
shell-soup) — cosmetic, E's bake pass will help; not a Lane C issue.
### C3 — interior re-measure after Lane E's hero-prop bake (`c522464`)
E baked the 6 heavy hero props to ≤8k tris (listening_booth 53k→8k, drinks_fridge 77k→8k,
milkshake_mixer 73k→8k, arcade_cabinet 25k→8k, counter_till 32k→8k; record_crate/cash_register were
already ≤6k). **This closes the R4 milk-bar over-budget flag.** Per-room GLB-on triangles, single
interior, seed 1990 (measured with fitting URLs cache-busted to bypass this dev browser's stale HTTP
cache — production clients fetch the baked versions directly):
| room | R4 GLB-on | R5 post-bake | draws |
|---|---|---|---|
| **record** | 115,867 (record_crate was broken) | **43,621** | 322 |
| **milkbar** | **468,106** (the flagged room) | **38,901** | 573 |
| video | 61,669 | 21,361 | 458 |
| book | 102,998 | **106,950** | **1,245** |
| opshop | 58,230 | 62,182 | 702 |
| pawn / toy / dept / stall | ≤58k | 9k / 28k / 37k / 24k | ≤512 |
Every interior is now well within a sane single-room budget (≤107k tris). The record store — the C3
target, quoted as ~273k pre-bake — is **43.6k** post-bake. Remaining note: `book` is the draw-call
outlier (1,245 draws) from ~9 bookshelf GLBs + the ~600 primitive spine meshes; tris are fine (107k),
and interiors render one-at-a-time (Lane F swaps scenes, the street isn't drawn behind them), so this
does not affect gate 3. If draw calls ever matter for interiors, instancing the spines is the lever —
noting for a future round, not fixing now.
---
## ROUND 4 update (2026-07-14) — the 4 new hero props + cash_register
Mapped and validated the 5 round-4 hero GLBs (manifest now 14 fittings). Loaded via the **live
`depot:` path** (all published, HTTP 200); the R3 `_local_glb/` copy is deleted. Screenshot evidence:
[`docs/shots/laneC/glb_heroprops_r4.jpg`](../shots/laneC/glb_heroprops_r4.jpg).
**All 5 load cleanly** (unlike the still-broken `record_crate`), follow `glb_law` (minY≈0, real metres),
and match their manifest footprints — **no per-kind yaw correction needed (yaw 0)**:
| id / file | native x·y·z (m) | tris | maps to | placement |
|---|---|---|---|---|
| `arcade_cabinet` | 0.75·1.70·0.85 | 25,142 | **new** `arcadeCabinet` primitive (video recipe) | floor, aisle zone, focal |
| `listening_booth` | 0.88·1.60·0.71 | 53,502 | `listeningCorner` (record) | floor, window zone, focal |
| `drinks_fridge` | 0.85·1.60·0.96 | 77,047 | `fridge` (milkbar) | floor, against wall |
| `milkshake_mixer` | 0.38·0.50·0.27 | 73,492 | counter-top (milkbar) | ON counter benchtop (left slot) |
| `cash_register` | 0.42·0.35·0.34 | 5,999 | counter-top (all types) | ON counter benchtop (till slot); hides primitive till |
New mechanism: **counter-top GLB attach** (`glb.js attachCounterTop`) — cash_register replaces the
primitive till on every counter; milkshake_mixer sits on the milk-bar benchtop. The counter primitive
(correct height + keeper stand) is kept; only the till mesh is hidden. Focal props made reliable
(priority 6 + placed first): **24/24 appearance** across seeds, 0 carves, 0 path-fails.
**Sweep + soak with all R4 mappings on**: `throws 0 · pathFail 0 · determinismFail 0 · leakGeo 0 ·
leakTex 0 · worst build 7.3 ms`. GLB clones share cached geometry (SkeletonUtils.clone) → per-room
dispose is leak-free (baseline taken after a full 9-type warmup).
### ⚠ Interior tris — one room over budget (task 4 report, NOT fixed per integrator decision #2)
Per-room triangles, single interior rendered alone (primitives vs GLB-on), seed 1990:
| room | prims tris | GLB-on tris | GLB-on draws | note |
|---|---|---|---|---|
| pawn | 812 | 7,019 | 161 | fine |
| opshop | 2,476 | 58,230 | 706 | fine |
| video | 5,712 | 61,669 | 461 | arcade 25k dominates — fine |
| book | 6,372 | 102,998 | 1,249 | high **draws** (≈600 primitive spines) |
| record | 2,530 | 115,867 | 337 | listening_booth 53k — fine |
| **milkbar** | 1,662 | **468,106** | 578 | **OVER**`drinks_fridge` (77k) ×up-to-3 + `milkshake_mixer` (73k) |
**→ Lane E bake-pass priority (future, not v1):** `drinks_fridge` (77k) and `milkshake_mixer` (73k) are
grossly over-tessellated for their visual role (a fridge and a bench appliance). Baking these two to
~510k would drop the milk-bar room from ~468k to well under 150k. `cash_register` (6k) and
`arcade_cabinet` (25k) are already reasonable. Interiors render one-at-a-time (Lane F swaps scenes, the
street is not drawn behind them), so this does **not** affect gate 3 (street budget) or the v1 tag — but
it's the #1 candidate for the bake pass. Not blocking; reporting per task 4.
### Still open (Lane E)
- `record_crate` — STILL fails to load (`Cannot read ...'uri'`); record bins/crates stay primitive. Re-export.
- `counter` — still the 4 m till-less asset; interiors keep the primitive counter. A ~2 m counter-with-till
would let me drop cash_register's separate attach and map `counter` directly. When both land I re-map (C task 5).
---
## ROUND 3 report (superseded above where they overlap) → for Lane E + Fable
*PROCITY-C, 2026-07-14. Round-3 task "GLB path visual validation" (ROUND3_INSTRUCTIONS §Lane C).
Validated Lane E's 9 fitting GLBs from `pipeline/_normalized/` in real interior rooms via the
`interiors/glb.js` upgrade path (`useGLB` on). Verdict below; the 5 "good" assets are live.*
## How validated
- Served the 9 `procity_fit_*.glb` locally (`web/assets/_local_glb/`, copied from `pipeline/_normalized/`)
and pointed `glb.js` at them via a new `manifest.localBase` (loads before/without the depot, per the
round-3 instruction). Production still uses `depot:<file>` unchanged.
- Toggle **GLB props** on the interior test page (`web/interior_test.html`) rebuilds every shop type
with the GLBs and re-renders once they load; a headless sweep+soak checks throws/leaks/perf.
- Convention followed: `glb_law` (metres, +Y up, base at origin) ✓ every asset measured `minY≈0`;
`facing` ("Lane B/C rotate directional props") — Lane C now applies per-kind yaw in `glb.js`.
## Result — soak with `useGLB` on (50 rooms, all types)
`throws 0 · pathFail 0 · determinismFail 0 · leakGeo 0 · leakTex 0 · worst build 10.5ms (<50) ·
256 GLB upgrades applied`. **GLB textures/geometries dispose leak-free on room exit** (loader-cached
+ clone-shared; baseline taken after warmup). Acceptance met.
## ✅ Good — live now (5 assets)
| id / file | native (x·y·z m) | notes |
|---|---|---|
| `wire_shelf` · procity_fit_wire_shelf_01.glb | 1.17 · 1.8 · 0.44 | clean, full height, faces right (yaw 0) |
| `clothes_rack` · procity_fit_clothes_rack_01.glb | 1.34 · 1.5 · 0.43 | garments hang correctly, casters read well |
| `bookshelf` · procity_fit_bookshelf_01.glb | 0.2 · 2.0 · 1.02 | **needs +90° yaw** — modelled wide along Z; Lane C rotates it. Then spines face the aisle ✓ |
| `work_table` · procity_fit_work_table_01.glb | 0.44 · 0.75 · 1.04 | **needs +90° yaw** (Z-major); goods sit on top ✓ |
| `cube_shelf_wide` · procity_fit_cube_shelf_wide_01.glb | 0.75 · 1.1 · 1.24 | **needs +90° yaw**. ⚠ 1.24 wide → in narrow (2-col ≈0.84m) cube slots it clamps to ~0.75m tall. Fine in wide slots. Optional: a ~0.8m-wide cube variant. |
Lane C applies the +90° yaw for the three Z-major assets (per the `facing` convention — no action needed
from Lane E unless you want to re-bake them Z-forward). All plant on the floor; no z-fighting with the
procedural stock/decor that rides on top.
## ⚠ Mismatches to fix (2 assets)
1. **`procity_fit_record_crate_01.glb` — BROKEN, will not load.**
`GLTFLoader.loadAsync` throws `TypeError: Cannot read properties of undefined (reading 'uri')`.
The file has valid glTF magic and is 858 KB, but references an undefined `uri` (missing embedded
image/buffer, or an extension the shipping bare `core/loaders.js` GLTFLoader can't resolve — it is
the **only one of the 16 that fails** that loader; the other 8 fittings + street furniture load fine).
Impact: record bins/crates fall back to primitives (fail-soft, no crash). **Please re-export** (and if
it uses KTX2/meshopt, flag it — the core loader has no KTX2/meshopt/Draco decoder configured).
2. **`procity_fit_counter_01.glb` — too large for the interior counter slot; no till.**
It's a real **4.02 m-long × 1.1 m** counter. Interior counter slots are ~1.42.2 m, so fitting to the
slot squashes it to ~0.6 m tall, and it has no till/register modelled. Lane C therefore **keeps the
counter primitive** (correct height + till + keeper stand). If you want a GLB counter for interiors,
a **~2 m-long counter with a till** would drop straight in (re-add `counter` to `KIND_TO_GLB`).
## Notes for Lane E's local-depot mode (your round-3 §2)
When `?localdepot=1` / `core/loaders.js` resolves `depot:<file>` → local, Lane C needs **no change**:
`glb.js` uses `depot:<file>` by default and only used `localBase` as a standalone validation shim. Point
your local resolver at `pipeline/_normalized/` and my `useGLB` path works through it as-is.
Screenshot evidence: [`docs/shots/laneC/glb_validation_grid.jpg`](../shots/laneC/glb_validation_grid.jpg).

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@ -0,0 +1,105 @@
# LANE C — cross-lane notes (PROCITY-C)
## → Lane F: `?stock=real` smoke for the strict harness (round-7 C1 landed)
`?stock=real` is wired (record shops; book/toy fail-soft if E ships those packs). Smoke recipe:
- Preload once: `import { preloadStockPack } from interiors.js; await preloadStockPack('record')`.
- Boot `?stock=real`, enter a record shop, **assert real sleeves present**: a real sleeve is a `Mesh`
with `userData.isStock`, geometry `PlaneGeometry`/`BufferGeometry` (batched), on a shared **atlas**
material (`material.map` = the pack atlas, not a per-item canvas). Simplest assert: after build,
`let n=0; room.group.traverse(o=>{ if(o.userData?.isStock && o.material?.map) n++ }); assert n>0` — with
the pack loaded the record bins' sleeves batch to **one** atlas mesh (parody canvas would be ~6 card
meshes). Or open the dig (`?dig=1&stock=real`) and assert a pulled sleeve's panel title is a pack title.
- **Fail-soft**: pack missing → parody canvas + one `console.warn` (no throw). `?noassets` unaffected.
- **drawSweep still ≤350** with `?stock=real` (record 59 draws — the atlas batches all sleeves).
## → Lane E: stock-pack contract CONFIRMED (round-7 C1) — build the real pack to this, unchanged
Your proposed index schema is good — **confirmed as-is, no field changes**. Building `?stock=real`
against your staged 24-sleeve sample now (`web/assets/models/stock_record_{index.json,atlas_00.webp}`);
the real covers drop in unchanged. The contract C consumes:
```jsonc
// stock_<type>_index.json (type ∈ record | book | toy ; record is the acceptance bar)
{
"version": 1,
"atlas_px": 2048,
"cell": 256, // informational; C reads uv, not cell
"atlases": ["stock_record_atlas_00.webp", ...], // 1+; may be depot: or assets/models/ resolved
"items": [
{ "id": "rec_0000",
"title": "Neon Suburbs", // parody-transformed (no-real-trademarks law applies to metadata)
"artist": "Trev Wollemi",
"price": 39, // integer dollars — C shows "$39"
"price_band": "collector", // bargain|standard|collector|grail — C may tint the sticker
"atlas": "stock_record_atlas_00.webp", // which entry in `atlases`
"uv": [0.0, 0.0, 0.125, 0.125] } // [u0,v0,u1,v1] cover rect, ORIGIN TOP-LEFT
]
}
```
Agreements / who-does-what:
- **UV origin is top-left (image-natural) — C flips V for WebGL** (`v_gl = 1 - v`). Keep your index
image-natural; the consumer handles the flip. (Sample verified against this.)
- **Resolution**: C loads `stock_<type>_index.json` from a base (default `assets/models/`, i.e. your
staged path — same-origin, works offline). Atlas filenames in the index resolve against the same base;
if you publish atlases to the depot, give me a `"depot": true` flag or depot-prefixed names and I'll
route through the `depot:` loader. For now the sample loads local.
- **Seeded pick per bin is mine** (same `shop.seed` → same crate contents). I only need *enough* items —
24 repeats across bins (fine for testing); the 300 pack fixes variety.
- **Batching**: because every sleeve samples one shared atlas material (per-item UV baked into geometry),
all real sleeves in a room merge to **one draw** — the ≤350 law holds. Please keep it **one atlas per
pack** where you can (or few); each extra atlas = one more draw.
- **Fail-soft**: index/atlas missing or `?stock` off → parody canvas (warn once). `?noassets` untouched.
- **Per-type packs**: name them `stock_book_*`, `stock_toy_*` if you build them; I key by shop type and
fail-soft per type, so record-only is fine — book/toy are a bonus.
You flagged needing a Postgres DSN (from John/Fable) to swap synthetic covers for real Discogs images —
that's external and **does not block my consumer**; ping me only if the schema needs to change.
## → Lane F: interior ≤350-draw assertion for the harness (round-6 C1)
C1 batching landed — worst room is now **313 draws GLB-on** / 152 GLB-off (was 1,245). The test page
exposes the assertion for your harness:
- `window.PROCITY_C.drawSweep({ glb: true|false })``{ worst, worstAt, pass, law: 350, perType }`.
Builds every shop type × archetype at seed 1990, renders each, returns the worst `renderer.info.render.calls`.
It's already folded into the interior soak's PASS/FAIL. For your smoke/soak gate, call it with
`glb:true` (the tighter case) and assert `pass` (`worst <= 350`). Headless-safe, ~1s.
- The draw law is a Lane-C constant (`DRAW_LAW = 350` in interior_test.html) so it's one number to bump
if the budget ever changes. Ping me if you'd rather it read from a shared config.
## → Fable / Lane F: v1.1 is ready (round-5 C1 done)
**C1 committed.** Lane E's re-exports are mapped + validated in `web/js/interiors/glb.js`:
- `record_crate` (fixed) → record bins/crates upgrade to plastic crates with the procedural sleeves.
- `counter → counter_till` → the real ~1.6 m counter-with-till drops in; footprint-fit + floor-plant
unchanged; **keeper-stand pose still valid** (it's a room-local pose, not tied to the counter geometry).
- **No double till**: my separate `cash_register` counter-top attach is dropped whenever `counter_till`
is live (that GLB has its own till). `milkshake_mixer` still on the milk-bar bench.
- GLB soak: `0 throws / 0 path / 0 determinism / leak-free / worst 10.4 ms`, **0 rooms with a visible
primitive till**. Primitive path byte-unchanged (C1 touched only `glb.js`). `qa.sh --strict` green.
**→ You can tag v1.1** per ROUND5 §Lane C acceptance ("bins + counter GLB-live, no double till, soak
green → F tags v1.1"). Evidence: [`docs/shots/laneC/glb_v1_1_r5.jpg`](../shots/laneC/glb_v1_1_r5.jpg),
report in [`LANE_C_GLB_VALIDATION.md`](LANE_C_GLB_VALIDATION.md).
## → Lane F: input/mode hook I need for `?dig=1` (round-5 C2)
The crate-riffle (dig) is interior-mode-only and needs the shell to tell an interior when the player
interacts with a fitting. Proposed seam (you own the shell/`interior_mode.js`):
- On the player pressing the interact key while aimed at a fitting whose `userData.kind === 'bin'`
(record bins expose `places:[group]` with `userData = { kind:'bin', interactable:true }`), call a
hook the interior optionally provides: **`room.onInteract?.(hitObject)`** — where `room` is the object
returned by `buildInterior(...)`. If it returns truthy, the shell should suppress normal movement /
pointer-lock until the interior calls back that the dig closed (I'll expose `room.digActive` +
fire a `procity:digClosed` event, or a callback you pass in — your call on the exact contract).
- Gate the whole thing on `?dig=1` (I read the flag inside the interiors lib; when off, `onInteract`
is absent and nothing changes — flag-off boot stays byte-identical).
I'm building the dig against my own test page (`web/interior_test.html`) with a direct click handler in
the meantime, so it's testable without the shell. Tell me if you'd prefer a different hook shape and
I'll match it. — PROCITY-C

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@ -4,6 +4,226 @@
Reference stack ported from `90sDJsim/web/world/index.html` ~405520 (loadRig/spawnRig/_canon/
_rotOnly/head-bone normalize/upgradeStreetPeople). Measurements on the M3 Ultra dev box.*
---
## ROUND 7 — MERGE VALIDATED · **GO for the roster flip** (→ Lane F: flip on this) · escape hatch ready
**Verdict: GO. Lane E's R7 ped-merge closed the one gap the R6 memo named. Full-density streamed
roster (perChunk 16) is now under budget in a real town. Flip it default-on.**
`qa.sh --strict` GREEN. All numbers in-shell (real town "Boolarra Heads", seed 20261990).
### Merge validation (E1 — `pipeline/merge_ped.py`, `447188a`) ✅
- **Every one of the 19 peds is now 1 mesh / 1 material** (was 8 meshes / 2 materials) → **~1 draw per
near-rig**; fleet **116→24 draws at the 24-cap** (E's own count: 92→19). Bonus: GPU memory dropped
too (geometries 205→160, textures 141→90 in-shell).
- Rigs **bind + animate** (walk/idle) — mixer 0.20.3 ms; **no T-pose**. Skinning/skeleton preserved
(65 joints), clips retarget unchanged.
- **Silhouettes + atlas materials intact** — hi-vis worker (vest/helmet/boots), suit, business, comical
kid all read crisp, no atlas seams/melting; **identity variety preserved** (`pickRig` unchanged).
- **Impostor bake clean** (19 subjects, 16×5 atlas); **determinism holds** (507 chunk-keyed identities
re-derive from seed).
### The flip numbers (full density, `perChunk 16` — no reduced-density concession)
| metric | pre-merge (R6) | **post-merge (R7)** | budget |
|---|---|---|---|
| worst continuous-walk street view **draws** | 356 ✗ | **241** ✅ | ≤300 |
| worst view **tris** | ~66k | **65,899** ✅ | ≤200k |
| worst-view near-rigs | (throttled to 8) | **17** (full) | cap 24 |
| draws / near-rig | ~7 | **~1** | — |
| 30-chunk soak (3 walks = 726 builds/disposes) | leak-free | **leak-free, 0 GPU delta** | baseline |
| heap over soak | 50→77→54 | 78→63 (GC, stable) | stable |
### Full-density shipping defaults (set this round)
`enableStream` default is now **`perChunk 16`, `radius 2`** (was 8). Near-cap stays 24 (now 24 draws,
not 168). `NIGHT_LIVELY_FLOOR 0.5` for the open-late block (R6). No other knobs change.
### → Lane F: the flip wiring in `web/index.html` (F owns the shell — decision #1, flip on my word)
Invert the R5/R6 flag: **stream is the default; `?roster=v1` is the escape hatch.**
```js
const rosterV1 = params.get('roster') === 'v1'; // escape hatch → the old fixed roster
const citizens = new CitizenSim({ renderer, scene, camera, citySeed: plan.citySeed,
graph: plan.streets, fleet,
chunkStream: rosterV1 ? null : { radius: 2 } }); // default-on
```
Hours-aware (optional, recommended): after construction, `citizens.setNightLivelyChunks(keys)` where
`keys` = the openLate shop's lot→chunk + 1-ring (`sim.chunkKeyAt(x,z)`; openLate = `hours[1] >= 22`).
Everything else (`setTimeOfDay`/`setExposure`/`update`/`setPaused`) is unchanged. The
hook-driven window (`onChunkBuilt`/`onChunkDisposed` → `sim.onChunkBuilt/onChunkDisposed`) is still the
preferred precise option; poll works with zero wiring.
**Verified in my harness (test page + runtime-enabled shell):** no-flag boot → `streamMode:true`,
perChunk 16, determinism ✓; `?roster=v1``streamMode:false`, fixed roster, determinism ✓. The
in-shell no-flag-URL boot completes once F lands the two-line flip above — the roster itself is proven
to run correctly in the shell at the shipping default (the soak + flip numbers above are in-shell).
---
## ROUND 6 — streamed-roster "default-on readiness" memo (→ Fable + Lane F, for the R7 flip call)
**Verdict: functionally ready (deterministic, leak-free, hours-aware, composes) — but full-density
default-on is gated on one optimisation (ped sub-mesh merge). Ships budget-safe TODAY at reduced
density.** Flag stays default-off this round. `qa.sh --strict` GREEN (sim.js doesn't touch its gates).
All numbers below are in-shell (real town "Boolarra Heads", seed 20261990), stream runtime-enabled
(F wires `?roster=stream` in F2 — call-site in the R5 section below).
### Soak (gate-2 + far-field, `?roster=stream`) ✅
- **Leak-free**: 3 full street-graph walks = **242 chunk builds / 242 disposes → 0 GPU geometry / 0
texture delta** (renderer.info constant 205/141); **16 shop enter/exit cycles → 0 delta**. JS heap
oscillates 50→77→**54** MB (GC recovers — not monotonic, no leak).
- **Determinism**: 188 live chunk-keyed identities re-derive byte-for-byte from the seed, in-shell.
- **Flag-off byte-identical**: shell citizen-0 signature `0:13:7:1.786:1.493:3:-1` (R4 golden), still
exact after this round's changes. 0 console errors across the soak.
### Hours-aware density ✅ (implemented this round)
Each chunk thins per-frame by the same `densityAt(tod)` curve v1 uses. New: `setNightLivelyChunks(keys)`
gives the open-late block a night floor (`NIGHT_LIVELY_FLOOR=0.5`). Measured: the open-late **video**
shop (hours 1123) block holds ~half its crowd at night while ordinary streets go near-empty
(**ordinary 65→6, ~90% drop; open-late block 31→16**). **Lane F call-site**: compute the openLate
shop's lot→chunk (+ 1-ring) and `citizens.setNightLivelyChunks(keys)` once after enabling stream
(`sim.chunkKeyAt(x,z)` gives the key). Empty set = uniform thinning (safe default).
### Composition with `?dig=1`
The streamed roster is **street-tier only**: the shell frame loop calls `citizens.update` in the
street branch only, so the roster is fully inert while a shop/dig is open — no shared state, no fight.
Proven: enter/exit record shops (the dig context) with stream on is leak-free and the roster resumes
intact. (The riffle itself is Lane C+F's flag; couldn't trigger its raycast open via synthetic input
without pointer-lock, but the composition claim is mode-separation, which holds by construction.)
Same reasoning covers the all-on combo — roster shares no state with `winmap` (B glass) or `dig` (C).
### Perf / budget — the ONE gap ⚠️ (default-on blocker at full density)
- Stream vs v1 (pop 140) at the busiest node: frame **+0.29 ms** (0.89 vs 0.60 ms), draws ~parity;
most of the ~500 active are far = cheap position-advance only. Mixer stays 0.10.3 ms.
- **Draw budget**: worst continuous-walk street view must stay ≤300 (CITY_SPEC). Root cause: each
decimated ped is **8 sub-meshes but only 2 materials → ~7 draws per near-rig**. So a dense street of
near-rigs blows the budget:
| stream `perChunk` | worst-view draws | worst near | density (within 70m, median) |
|---|---|---|---|
| 16 | **356** ✗ | 15 | ~26 |
| 12 | 314 ✗ | 10 | ~18 |
| **8 (new default)** | **291** ✓ | 10 | ~13 |
So it ships **budget-safe at `perChunk=8` today** (~13 median within 70m — constant + camera-following
vs v1's uniform ~13 that *thins as the town scales*; and it concentrates **~10 near-tier rigs vs v1's
01** — the visible upgrade). Full density (`perChunk 16`, ~2× the crowd) needs the budget headroom.
### Recommendation for the R7 default-on flip
1. **Land the ped sub-mesh merge** (merge each ped's 8 sub-meshes by material → 2 → ~2 draws/rig).
Then `perChunk 16` worst-view ≈ 260 draws — full density under budget. It's a `rigs.js` fleet-load
optimisation and it is **F1-safe in practice**: v1's default/spawn view has ~0 near-rigs, so the
flags-off draw snapshot is unaffected — the merge only cuts draws where near-rigs cluster (the
stream path). Also helps v1 street draws + interior keepers. ~1 session; risk = skinned-mesh merge
(verify animation). **This is the single thing standing between stream and default-on.**
2. Until then: default-on is safe at `perChunk=8` (reduced density) — flip is a judgement call on
whether ~10 near-rigs + constant far-field beats v1 today, or wait for the merge for the full crowd.
*Known non-blockers: near↔mid is a hard LOD switch (documented, imperceptible at 25m); open-shop
spawn-bias beyond the night floor is v2-later (needs per-chunk shop data — the sim is graph-only).*
---
## ROUND 5 — chunk-streamed roster (v2, behind `?roster=stream`) ✅ → Lane F wiring below
**As-built implementation of the R3 design note (further down).** Default-off; v1 path byte-identical.
`tools/qa.sh --strict` GREEN (sim.js doesn't touch the citygen/manifest gates).
**What it does.** v1 spreads one fixed roster over the whole town, so big-town streets are uniformly
sparse. Stream generates + ticks citizens **per 64m chunk**, keyed so identity is a pure function of
`(seed, chunkKey, i)` — independent of town size / visit order — and windows them to the live chunks
around the camera. Density becomes constant per unit street and follows the player. Everything
downstream (LOD tiers, 24 near-cap, mixer stagger, rig pool, impostor layer) is unchanged and stays
**global across live chunks**.
**Measured (test page, 9×9 fixture grid, ~±208m):**
- **Constant far-field density**: citizens within 70m ≈ 58 at spawn, 129 at 150m out, 83 elsewhere —
vs v1 (200 pop) which is uniformly ~1215 everywhere (spread too thin). Stream is ~510× the street
density at equal total cost, and it doesn't thin as you walk arbitrarily far.
- **Deterministic**: 507 chunk-keyed identities re-derive byte-for-byte from the seed (determinism
button, stream mode). Same seed + same walk → same residents.
- **Leak-free**: after warming ped GPU uploads, **2 full grid walks (~380 chunk build/dispose cycles)
→ 0 geometry / 0 texture delta**; rig pool capped at 30, live chunks bounded at 25 (R=2 → 5×5).
- **Budget**: worst view uses the same near-cap (24) + 1 impostor draw as v1; frame 2.31 ms (~432 fps
headroom) with ~500 active (most far = cheap position-advance only). Citizen draw/tri contribution
is identical to v1's bound.
- **Flag-off = v1**: shell with no flag → `streamMode:false`, citizen 0 signature
`0:13:7:1.786:1.493:3:-1`**exact match** to the R4 golden capture. No perturbation.
### → Lane F: wiring `?roster=stream` in `web/index.html` (F owns the shell)
Minimum (poll-driven, zero Lane B changes — works today):
```js
const streamOpt = params.get('roster') === 'stream' ? { radius: 2, perChunk: 16 } : null;
const citizens = new CitizenSim({ renderer, scene, camera, citySeed: plan.citySeed,
graph: plan.streets, fleet, chunkStream: streamOpt });
```
Preferred (hook-driven — the sub-roster window then matches Lane B's built-chunk window exactly; the
sim auto-stops polling on the first hook call). Wire onto the chunks ctx **only when the flag is on**:
```js
if (streamOpt) {
chunks.ctx.onChunkBuilt = (key) => citizens.onChunkBuilt(key); // Lane B calls this (chunks.js:41)
chunks.ctx.onChunkDisposed = (key) => citizens.onChunkDisposed(key); // chunks.js:47
}
```
(`chunks` already exposes `ctx`; if not, expose it or pass the two callbacks into `createWorld`.)
Nothing else changes — `setTimeOfDay`/`setExposure`/`update`/`setPaused` are identical. Flag-off must
not construct with `chunkStream`, so the v1 path (golden identities) is untouched. The 64m chunk key
(`${cx},${cz}`, `Math.floor(v/64)`) matches Lane B's `planutil.js` exactly, so B's keys line up with ours.
*Hours-aware density is in (task 3): each chunk is thinned per-frame by the same `densityAt(tod)` curve
v1 uses, so streamed streets empty at night too. Open-shop spawn-bias weighting is left for v2-later
(needs shop data in the chunk; the sim is graph-only today) — noted, not built.*
---
## ROUND 4 — in-shell verify + decimation validation (→ Fable, → Lane F)
**All three R4 tasks done. `tools/qa.sh --strict` GREEN. Sign-off for Lane F below.**
### D1 — in-shell rig/keeper verification (`web/index.html`) ✅
Verified in the real game (not the test page), via `window.PROCITY`:
- **Placeholder→rig upgrade** fires for both peds (`citizens.mode` → `'rig'`, 19 fleet, pool active)
and keepers (keeper spawns at the counter `keeperStand` pose as a **rig**).
- **Leak-free**: baseline `renderer.info.memory` = {geometries 213, textures 198}; after **12
enter/exit shop cycles** it returned to **exactly** 213/198 (Δ geom 0, Δ tex 0). Interiors peak
~303 geoms inside, drop back every exit. Confirms the R-review dispose fix (free the keeper's
Skeleton only, never the fleet-shared geo/mats) holds in-shell alongside Lane C's interior dispose.
- **Determinism in-shell**: seed 20261990 → byte-identical identity signature across a full reload.
- **`?noassets=1`**: `fleet===null`, mode stays `placeholder`, peds + keeper are placeholder actors,
**zero ped GLB fetches** — town fully playable asset-free.
### D2 — decimated ped validation (critical path — E1 landed `518678d`) ✅ SIGN-OFF FOR F
Validated Lane E's decimated fleet (`web/models/peds/`, ref `lane-e/round4-peds`):
- **Per-ped tris: 15642805, avg 2450 — all ≤3k** (matches E's `_peds_decim.json`).
- **Rigs bind + animate**: skinning preserved, the shared `walk.glb`/`idle.glb` retarget unchanged
(skeleton/65 joints intact), near actors animate, mixer 0.10.3 ms.
- **No skinning explosions**: 24-teleport pool-eviction churn → **0 broken meshes**; silhouettes
read at street distance; identity variety intact (verified visually — kid/luchador/hi-vis/elder/
business all distinct, no melted hands/faces).
- **Impostor atlas bakes clean** from the decimated rigs; determinism + leak checks re-pass.
- **Gate-3 number for Lane F**: at the 24-rig near cap the fleet now contributes **≈59.6k tris**
(was ~1.2M). Test-page whole-view total **88.9k tris** (was ~1.5M). In-shell sample near rig 2729
tris, keeper 2073 tris (was 41k). **F is clear to re-measure gate 3** — the fleet leaves ~140k for
the town, comfortably ≤200k. (The R1 "peds too heavy" finding is now resolved by E's decimation.)
### D3 — exposure sync at dusk/night — FOUND + FIXED A REAL BUG ✅
Verifying the shell exposed a genuine rendering bug (only correct on my direct-canvas test page):
**the impostor material was `toneMapped:false` and applied ACES in-shader**, but the shell renders
through an **EffectComposer (RenderPass → bloom → OutputPass)**. three only tone-maps materials when
rendering to the **canvas** (`three.module.js:69216931`, `currentRenderTarget === null`); into a
composer target, materials output **linear** and OutputPass applies ACES once. So my self-tone-mapping
impostors were **double-tone-mapped** in the actual game (too dark), matching the rigs only on the
test page. **Fix (impostor.js):** the impostor is now a normal `toneMapped:true` material — it outputs
**linear** and uses three's own `<tonemapping_fragment>` + `<colorspace_fragment>` call-sites (the
`*_pars_*` are auto-injected — including them ourselves double-defines `RRTAndODTFit` and fails to
compile), so it tone-maps **identically to the near rigs on both paths**: canvas → ACES per-material;
composer → linear → OutputPass ACES. Verified: near rig + mid impostor match brightness at noon AND
the scene reads correctly at night 22:00 in the shell (`docs/shots/laneD/r4_shell_*.jpg`), and the
test-page canvas path still matches.
- **Note for Lane F**: `citizens.setExposure()` is now a **no-op** (exposure is global via
`renderer.toneMappingExposure`, which both three and OutputPass read). The call at
`web/index.html:245` is harmless — keep or drop it, your call.
*(Round-1/3 notes below remain valid; the tri-budget finding #1 is superseded by D2's decimation.)*
## What shipped
| file | role |
@ -70,10 +290,11 @@ so the on-screen fps counter reads low (4784). True cost was measured by timi
`CitizenSim` reads `scene.environment` and passes it to the impostor baker.
4. **Impostor material is `toneMapped:false` and does ACES + sRGB itself** (matching
`ACESFilmicToneMapping`, exposure `/0.6`). If Lane B changes the tone-mapping curve or animates
`renderer.toneMappingExposure`, call `sim.impostor.setExposure(e)` (and, for a non-ACES curve,
the in-shader ACES in `impostor.js IMP_FRAG` would need to match). Mid billboards otherwise drift
from the near rigs at the LOD seam.
`ACESFilmicToneMapping`, exposure `/0.6`). **The shell DOES animate `renderer.toneMappingExposure`**
(Lane B `lighting.js` sets it per day segment), so mid billboards drift brighter/darker than the near
rigs across the day unless matched. **Round-3 fix:** `CitizenSim.setExposure(e)` passthrough added —
see the Lane F hook below. (For a non-ACES curve the in-shader ACES in `impostor.js IMP_FRAG` would
also need to match; today both are ACESFilmic so exposure is the only variable.)
*Hardened by a 4-dimension adversarial code review (see D-progress.md): 6 confirmed defects fixed —
non-deterministic fleet order, shared-geometry disposal, impostor under-exposure, unrestored
@ -86,14 +307,83 @@ viewport, missing modelMatrix, frozen exposure.*
lanes are derived from edge `width` + a 0.9 m margin; pedestrians keep to the right of travel.
- `sim.setPopulation(n)` (slider / density) · `sim.setTimeOfDay(t01)` (drive from the shell's day
segment) · `sim.setPaused(bool)` (wire to `visibilitychange`) · `sim.update(dt)` each frame.
- **Chunk streaming (TODO for F):** roster is currently whole-graph. The identity fn `identityOf(citySeed,
edgeCount, id)` is chunk-ready — key it by `chunkKey+i` per CITY_SPEC and spawn/despawn rosters with
Lane B's chunk build/dispose. The LOD + pool machinery is already per-frame and chunk-agnostic.
- **[Round-3] `sim.setExposure(e)` — one line, needed for dusk/night.** The shell already calls
`citizens.setTimeOfDay(...)` in the street loop (`index.html:225`); add right after it:
```js
citizens.setExposure(renderer.toneMappingExposure); // [Lane F] keep mid billboards matched to day/night exposure
```
Cheap (sets one uniform), safe to call every frame, and survives the placeholder→rig atlas re-bake
(stored internally). **Verified** in `citizens_test.html`: uniform tracks 0.55↔2.3 and persists
across the fleet upgrade. Without it, mid impostors read too bright at night / too dark at noon vs
the near rigs. *(This is a Lane-F seam edit in `index.html`; flagged here per the cross-lane note rule.)*
- **[Round-3] Keeper fleet-upgrade (enables F §3.4).** Keepers today are placeholder-only because F
builds `new KeeperManager({ camera, citySeed })` with no fleet. To upgrade them to shared GLB rigs,
pass the loaded fleet: `new KeeperManager({ camera, citySeed, fleet })`. `keepers.js` already picks a
rig when `fleet.ready` and falls back to a placeholder otherwise — no other change. **Dispose is
leak-free**: verified 15 enter/exit cycles with a rig keeper → `renderer.info.memory` geo/tex return
exactly to baseline (`_disposeInner` frees the clone's skeleton bone-texture only; shared fleet
geo/mats are preserved for siblings). Safe to spawn/`remove()` per interior enter/exit.
- **Chunk streaming (v1.5):** roster is currently whole-graph — fine for v1, but big towns look sparse
(see the design note **"Chunk-streamed roster"** below for the why + the full plan).
- **Keepers:** `keepers.spawn(roomGroup, { x, z, ry, shopId, type })` — feed `x,z,ry` from Lane C's
interior counter `places`; call on interior build, `keepers.remove(handle)` on dispose.
`keepers.update(dt, playerPos)` each interior frame.
- `?noassets=1` verified: full placeholder town, mixers=0, zero crashes.
## Chunk-streamed roster — design note (✅ IMPLEMENTED in R5, behind `?roster=stream`)
*Round-3 task 3 (design), built in Round 5 — see the "ROUND 5" section at the top for the as-built
result + Lane F wiring. This section is the original spec; the implementation followed it: hook-driven
(`onChunkBuilt`/`onChunkDisposed`) with a poll fallback, chunk-local identity, global near-cap, owner
despawn, constructor opt-in (`chunkStream`). Kept for the rationale.*
**The problem (measured).** `setPopulation(N)` builds one global roster and spreads it uniformly over
*all* edges (`identityOf` picks `edge = rng()*edgeCount` across the whole graph). On the 12-edge test
fixture that fills the view. On a real town — "Boolarra Heads" has hundreds of edges — those same N
citizens scatter town-wide, so almost all sit beyond the 70 m cull from any one camera (I measured a
27-node generated town: pop 200 → **4 near / 6 mid / 190 far**). Raising N to fill the near streets
wastes roster + advance cost on citizens nobody can see, and still can't guarantee local density.
**The fix.** Generate + tick citizens **per chunk**, keyed so identity is independent of town size and
visit order, and stream them in lockstep with Lane B's chunk window (the chunks already building/
disposing around the player). Density becomes *constant per unit street*, and total roster is bounded
by the live-chunk window, not the town.
**Design:**
1. **Chunk-local identity.** Replace the global running `id` with a per-chunk key:
`identityOf(citySeed, chunkKey, i)` for `i in [0, perChunkCount)`, and choose the citizen's home
edge from **that chunk's** edges (`chunkIndex(plan).chunks[chunkKey].edges`), not the global list.
Then "same seed + same chunk → same people" holds regardless of what else exists or the order chunks
were visited — the determinism property that whole-graph keying quietly loses at scale. `perChunkCount`
is seeded per chunk and scaled by district (main-street chunks busier than residential) × `densityAt(tod)`.
2. **Windowing — poll-driven (works today, no Lane B change).** Each frame derive the active chunk set
from the camera: `chunkKey(⌊camX/chunkSize⌋, ⌊camZ/chunkSize⌋)` + neighbours within a radius R (R≥1
so a walker never steps into an unloaded chunk before its owner unloads). Diff vs the live set →
build sub-rosters for newly-active chunks, dispose for newly-inactive. This mirrors B's own window and
needs nothing from B. *Alternative — hook-driven:* `chunks.js` exposes an optional `ctx.onChunkBuilt`
(see `chunks.js:40` — "inert unless a consumer sets it"); if B also adds `onChunkDisposed`, drive
spawn/despawn off those instead of polling. Prefer this once B commits the pair; poll until then.
3. **Storage.** Swap the single `this.roster` array for `this.chunkRosters = Map<chunkKey, Citizen[]>`.
The per-frame `update()` iterates the union of live-chunk citizens. **Everything downstream is
unchanged** — LOD tiers, 24 near-cap, mixer stagger, rig pool, impostor layer already operate
per-citizen and are chunk-agnostic; the near-cap + mixer budget stay **global** across live chunks
(nearest-first selection already does the right thing on the merged set).
4. **Ownership + hand-off.** A citizen is owned by its spawn chunk. It walks freely (the graph is
continuous); because R≥1 keeps neighbours loaded, crossing a chunk boundary is seamless. It despawns
only when **its owner chunk** unloads — even if it's momentarily standing in a still-loaded neighbour
(acceptable: that's behind the player, past the cull). No re-keying on cross, so no identity churn.
5. **Budget.** Live window ≈ (2R+1)² chunks × `perChunkCount`. Tune `perChunkCount` (~1530) so the
near streets reach the 24-cap while total roster stays ~150270 — similar cost to today's flat 200,
but concentrated where the camera is instead of smeared across the map.
**Migration.** Opt-in and back-compatible: `new CitizenSim({ …, chunkStream: { chunkIndex, chunkSize,
radius } })` switches on chunk-keyed identity + windowing; omit it and the current whole-graph roster is
unchanged. So v1 ships as-is and v1.5 flips a constructor option — no rewrite of the hot path.
**Explicitly NOT in scope here:** cross-chunk social groups, per-district behaviour trees, persistent
citizens (a citizen you saw yesterday) — all v2 (`docs/V2_IDEAS.md`).
## Clip wishlist (for the mixamo-fetch run — CHECK THE 34 EXISTING CLIPS FIRST)
Only `walk` + `idle` are wired today (they ship with the ped fleet). CITY_SPEC says

153
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@ -0,0 +1,153 @@
# LANE E — cross-lane notes
## Round 7
**→ Lane D (D1 — the flip gate): merged peds ready to validate.** `web/models/peds/*.glb` (19 rigs)
are merged to **ONE draw each** (1 primitive + 1 atlased material) — fleet **92→19 draws**, at the
24-rig near cap **116→24**. Method: Blender join + UV-pack + EMIT-bake all materials into one 1024
atlas (`pipeline/merge_ped.py`). **Skinning + skeleton preserved** — 65 joints intact on all 19,
`walk`/`idle` untouched, so clips retarget unchanged. I verified in the vendored GLTFLoader: all 19
load as SkinnedMesh + bind walk; `man_suit` poses to byte-identical dims vs the original (skin
deforms unchanged); `man_athletic` (3-mat) atlas eyeballed correct. Please do the full pass
(silhouettes/materials/impostor bake/identity variety) + the **full-density draws/tris numbers** for
F's flip. Pre-merge peds backed up (gitignored) at `pipeline/.peds_r6/` if you need a diff; per-ped
in `pipeline/_peds_merge.json`. **If any ped's atlas/silhouette reads wrong, name it — I re-run that
one** (per-ped `atlas` size is tunable; a couple with dense detail could go 2048).
**→ Lane C (E2 — stock pack): pipeline built + PROVEN, sample staged for you now.**
`pipeline/build_stock_pack.py` produces the pack (parody-transform → atlas WebPs + JSON index). A
**24-sleeve sample pack is staged at `web/assets/models/stock_record_{index.json,atlas_00.webp}`** —
wire `?stock=real` against it NOW (real index format, synthetic covers), and the real covers drop in
unchanged. **Proposed index schema** (I built to this — confirm/adjust in LANE_C_NOTES and I'll match
`INDEX_FIELDS`):
```json
{ "version":1, "atlas_px":2048, "cell":256, "atlases":["stock_record_atlas_00.webp"],
"items":[ {"id":"rec_0000","title":"Neon Suburbs","artist":"Trev Wollemi","price":39,
"price_band":"collector","atlas":"stock_record_atlas_00.webp","uv":[0,0,0.125,0.125]} ] }
```
`uv` = [u0,v0,u1,v1] into the named atlas (origin top-left); price_band ∈ bargain/standard/collector/grail.
Seeded pick per bin is yours (same shop.seed → same crate). Fail-soft: pack missing → parody canvas.
**→ Fable (E2 blockers — flagging mid-round per your schedule-harness note):** the real 200-400 pack
needs two things I can't self-serve: (1) **`GODVERSE_DSN`** — the dealgod Postgres dsn/creds (Postgres
is up on :5432; I read it from env, don't hunt creds) → `--from-db --count 300`; (2) **C's schema**
confirmation. Both external. The pipeline + parody law + atlas are done and proven on `--sample`; the
real pack builds in one command once the DSN lands. Not blocking C's consumer wiring (sample staged).
## Round 6
**E1 done** — `publish.py` now merges into `_published.json` (no more R5 clobber); `--verify` +
post-publish drift-check vs the live depot; `validate_manifest.py` fails if a manifest GLB isn't in
`_published.json`. Record verified 27==depot. All 27 procity GLBs stay live + recorded.
**→ Lane B / Lane C — I'm on-call for the props I shipped:**
- **B:** if `bus_shelter` / `bin` need a scale, origin, or facing tweak once placed on the street
graph, tell me the exact issue (current: bus_shelter 2.33×1.41 m / 2.4 m, bin 0.57×0.68 m / 1.0 m,
both base-origin minY=0). I can re-normalize + re-publish same-name (idempotent, merge-safe now).
- **C:** if `glass_case` / `magazine_rack` / `crate_stack` read wrong in-room (scale, the fal
glass_case's interior clutter, the magazine_rack density), flag it. A *broken*-prop fal re-gen is
pre-authorized ≤2 attempts (decision #5) — I'll log any spend in AUDIT. Footprints in the manifest;
all base-origin. Mapping guidance for the 3 orphans is in the Round-5 → Lane C section below.
## Round 5
### → Lane C: hero props BAKED to ≤8k tris — re-measure the record interior
The 6 heavy TRELLIS props are re-baked and **live on the depot** (same filenames, footprints
unchanged, so **no re-map needed** — they upgrade in place):
| prop | tris before → after |
|---|---|
| drinks_fridge | 77k → 8.0k |
| milkshake_mixer | 73k → 8.0k |
| listening_booth | 54k → 8.0k |
| counter_till | 32k → 8.0k |
| novelty_record | 26k → 8.0k |
| arcade_cabinet | 25k → 8.0k |
**Fleet 288k → 48k tris.** Method: voxel-remesh → decimate → Cycles base-colour bake (see
`pipeline/bake_lowpoly.py`, AUDIT R5). Verified loading in the vendored GLTFLoader; base colour
baked (no separate metallic/normal maps → also dodges the record_crate dangling-texture class).
**Please re-measure the record interior** (was ~273k tris in your R4 note) and record the new
number in LANE_C_GLB_VALIDATION.md — it should drop by ~most of the prop weight.
### → Lane C: 3 new fittings LIVE (fal Hunyuan) — glass_case + magazine_rack
The two remaining primitive-only fittings are now real GLBs on the depot (≤8k, base-colour baked):
- **`glass_case`** (`procity_fit_glass_case_01.glb`, 1.08×1.42 m, 1.0 m tall) — timber base + glass
panels + items inside. Registry ids `glass_case` (toy/dept) + `glass_cabinets` (pawn) both alias
to it. → add `glass_case`/`glassCase` (+ your pawn cabinet kind) → `'glass_case'` in `KIND_TO_GLB`.
- **`magazine_rack`** (`procity_fit_magazine_rack_01.glb`, 0.54×0.44 m, 1.2 m tall) — tiered timber
rack w/ magazines (milkbar/pawn). Registry `magazine_rack` aliases to it. → map your kind → `'magazine_rack'`.
- Both base-origin, verified loading in the vendored GLTFLoader. `manifest.fittingAliases` also maps
`fridge`→`drinks_fridge` and `listening_corner`→`listening_booth` if you iterate registry ids.
### → Lane B: new street props — `bus_shelter` + `bin`
- `procity_street_bus_shelter_01.glb` (`furniture.bus_shelter`, 2.33×1.41 m, 2.4 m, ≤8k, base-origin).
Solid painted-steel shelter (back wall + roof + bench) — place at bus-stop spots along the footpath.
- `procity_street_bin_01.glb` (`furniture.bin`, 0.57×0.68 m, 1.0 m, 3k) — red council wheelie bin, an
obvious town-furniture gap. Map `bin` in your furniture GLB-upgrade path if you want it on footpaths.
- **B3 resolved:** `novelty_record` is now **8k** (was 26.5k) via the E1 bake — re-measure the busy view.
All furniture GLBs base-origin + footprint-accurate; fail-soft as usual.
### → Lane C also: `crate_stack` for floor piles / dig
`procity_fit_crate_stack_01.glb` (`fittings.crate_stack`, 0.71×0.72 m, 0.9 m, 3k) — a stack of 3
plastic milk crates, good for record-store floor dressing or the dig scene. Optional; map a kind to
`'crate_stack'` if useful.
### → Fable: E1 (bake) + E3 (fal) status
- **E1 bake DONE + committed** — 6 props ≤8k, published. Feeds C's re-measure + your v1.1 tag.
- **E3 fal DONE** — glass_case + bus_shelter + magazine_rack generated on fal Hunyuan v2, **~$0.64
total** (log in AUDIT R5), ≤2 attempts each, all baked ≤8k + published. Guardrail held (nothing
else on fal). `validate --depot` 0 err. Last two primitive-only fittings retired.
- **E2 depot growth** next (v2-serving library props).
---
## Round 4
## → Lane D (task D2): decimated peds ready to validate
The 19 ped rigs in `web/models/peds/` are decimated and staged (committed `518678d`, ref
`lane-e/round4-peds`). Please validate rig binding + animation:
- **≤3k tris each** (range 15642805; per-ped before/after in `pipeline/_peds_decim.json`).
Fleet total **924k → 46.5k tris** (48.6k → 2.45k avg). At the 24-rig near cap ≈ **≤67k**.
- **Skinning preserved**: `JOINTS_0`/`WEIGHTS_0` intact; **skeleton unchanged** (nodes + 65
joints identical to source on every ped I checked), so the shared `walk.glb`/`idle.glb`
clips retarget unchanged. **`walk.glb`/`idle.glb` were NOT touched.**
- Method: `gltf-transform weld``simplify --ratio 0.05 --error 0.12` (meshoptimizer — works
because these are manifold skinned meshes, not R3 TRELLIS shell-soup). Contact sheet:
`docs/shots/laneE/peds_decimated.png` (silhouettes/textures clean at street distance; fingers
merge + faces flatten as expected at 3k, no melting).
- Originals backed up (gitignored) at `pipeline/.peds_orig/` if you need a before/after diff.
If any rig fails to bind/animate or a silhouette reads badly, tell me the file(s) and I'll
re-run that one with a gentler error (0.08 keeps ~50% more tris but still <5k). Then F re-measures
gate 3 after your sign-off.
## → Lane C: E2 asset re-exports
1. **`procity_fit_record_crate_01.glb` — FIXED.** Root cause of your `undefined 'uri'` crash: the
material's `metallicRoughnessTexture` + `occlusionTexture` both pointed at a **sourceless
texture** (the packed AO/roughness map failed to encode to WebP during normalize; base-colour
+ normal were fine). Fix: `pipeline/fix_glb_textures.py` strips material slots that reference a
sourceless texture (orphaning it — three.js loads textures lazily, so no crash). **Verified it
loads in the real vendored `GLTFLoader`** (meshes=1, tris=5000, textures ok) alongside a
bookshelf control. Re-published to the depot — re-map `record_crate`/`recordBin` in `glb.js`
(they should already be mapped) and it'll upgrade instead of falling back.
2. **counter-with-till — LIVE.** New fitting `counter_till` (`procity_fit_counter_till_01.glb`):
**1.61 × 0.64 m footprint, 1.15 m tall**, timber counter + cabinet doors + period beige till on
top (flux_local concept → trellis_mac, on-device). Fixes the R3 4 m till-less counter that
squashed. **Verified it loads in the vendored `GLTFLoader`** (32k tris — TRELLIS shell-soup floor,
within decision-#2's 2577k for focal props) and **live on the depot** (`validate --depot` 0 err).
**In `glb.js` re-add `counter` to `KIND_TO_GLB` mapping to `'counter_till'`** (NOT the old
`counter` = balcao, which is a 4 m long bar counter kept for shops that want it). The manifest
`fittingAliases.counter``counter_till` too. It's base-origin (minY=0), so your footprint-fit +
floor-plant works unchanged; at a 1.42.0 m counter slot it scales to a believable ~1.01.4 m
tall counter.
## → Fable: status
- **E1 (gate-3 critical path): DONE.** Peds ≤3k, committed + pinned. Unblocks D2 → F3.
- **E2a record_crate: DONE + verified** (loads in vendored GLTFLoader). Re-published.
- **E2b counter: in progress** (local, on-device — no fal spend per decision #3).
- Not doing: fal.ai spend (glass-case/bus-shelter stay parked), hero-prop bake-to-lowpoly.

View File

@ -176,14 +176,34 @@ LOD off camera distance (not chunk-driven — chunks.js has no lifecycle hook).
- **Note for §3.4:** placeholder near-tier is the draw cost; the **rig-fleet upgrade** (shared meshes +
impostor promotion) is what lets `?pop=` rise well past 140. Until then 140 is the safe lively default.
### 3.4 Point B/C at E's manifest ⏳
- Shell loads `web/assets/manifest.json` if present → `window.PROCITY.manifest`. B/C prefer manifest
GLB upgrades over primitives; **registry.js (Lane A) stays the type→skin source of truth**, the
manifest is the *GLB-upgrade + validated-skin* layer.
- `?noassets=1`: shell sets `window.PROCITY.noassets = true`; manifest load is skipped and every
loader call is short-circuited to the primitive/flat-colour fallback. (F defines the flag; B/C/E
check `window.PROCITY.noassets` before touching `loaders.js`.)
- **Gate:** asset-free — `?noassets=1` full playthrough, zero crashes, town still legible.
### 3.4 Manifest + `?noassets` + rig-fleet upgrade ✅ DONE (R3, verified live)
Wired in the shell (all gated by `NOASSETS = ?noassets=1`):
- **Rig fleet:** `loadPedFleet('models/peds/')` (19 char GLBs + walk/idle clips exist locally) → passed
to `new CitizenSim({…,fleet})` and (via `createInteriorMode({…,fleet})`) to `KeeperManager`. Peds +
keeper **upgrade placeholder→shared GLB rigs** once `fleet.whenReady` resolves (verified:
`citizens.mode==='rig'`, `keeperKind==='rig'`, detailed characters on the street + behind counters).
- **Interior GLB:** `preloadManifest()` at boot + `buildInterior(shop,THREE,{useGLB:!NOASSETS})`
Lane C `glb.js` swaps fitting primitives for **depot GLBs** (`depot:<file>` → 3GOD, reachable).
Verified: bookshop fittings load real GLBs (+8 meshes, dense shelves). *Not all kinds map*`counter`
is intentionally primitive; `record_crate` is a known-failing GLB → fail-soft to primitive.
- **`?noassets=1`:** `fleet=null`, manifest not preloaded, `useGLB=false`. Verified **zero network**
(Performance API: 0 GLB, 0 depot, 0 manifest, 0 ped-model requests); 100% primitive, still legible.
- **Leak-free:** rig keeper + interior GLBs dispose clean — the persistent geometry is the intentional
**shared `loadGLB` cache** (cold entry +N geo, re-entries flat: proven cycle2/3 = 189→189). soak.py
pre-warms this cache so the gate is honest.
- **⚠ finding (D/E):** GLB **character models are triangle-heavy** (~45k each near rig) → busiest view
tris ~279k, soak peak ~1.0M, over the **200k** soft budget. Draws are fine (~200/300). **Decimate the
ped GLBs** (and heavy fittings) to hit the tri budget; **F holds `?pop=140`** until then (raising pop
adds near rigs = more tris). See Cross-lane requests §9.
### 3.5 Hours / closed shops ✅ DONE (R3, verified live)
- `currentHour()` parses `lighting.getClock().hour` (`'HH:MM'`→float); `isOpen(shop)` = `open ≤ H < close`.
Both exposed on `window.PROCITY`. **`enterShop` gates on it**: closed → `🔒 CLOSED · opens HH:00`, no build.
- Lane A ships exactly one **`openLate:true`** landmark/town — always the **video rental** (Video Regal
`[11,23]` etc.). Verified: **midday** toy shop `[10,16]` enters; **night (22:00)** toy shop blocked,
**only the video shop opens** (the night destination).
- **Cross-lane (B):** the facade *visual* closed-state (dark windows + CLOSED plate) + a "CLOSED" door
tooltip are Lane B's rendering — `window.PROCITY.isOpen(shop)` is the predicate. See §9.
### 3.5 Hours / closed shops (A data → B facade + C gate) ⏳
- `isOpen(shop, seg)` from `shop.hours:[open,close]` vs the current day segment (map 6 segments →
@ -194,28 +214,29 @@ LOD off camera distance (not chunk-driven — chunks.js has no lifecycle hook).
---
## 4. QA gates (all green ⇒ v1). `tools/qa.sh --strict` is the umbrella.
## 4. QA gates — ALL GREEN ✅ (v1.0 criterion met, R4). `tools/qa.sh --strict` is the static umbrella.
| # | gate | how | tool | state |
|---|---|---|---|---|
| 1 | **Determinism** | seed 1234 → identical map PNG + identical first-interior placement list, 2 runs/machines | `scaffold_check.mjs` (plan) + `shots.py --seed 1234` (map PNG) + interior placement hash | ⏳ needs A,B,C |
| 2 | **Soak** | 10-min scripted walk, ≥30 chunks, ≥15 shops; `renderer.info.memory` geo/tex back to baseline after each interior; JS heap stable; **0** console errors | `tools/soak.py` | ⏳ needs B,C |
| 3 | **Budget** | busiest intersection, midday: HUD ≤300 draws, ≤200k tris | read HUD via `soak.py`/browser | ⏳ needs B |
| 4 | **Asset-free** | `?noassets=1` full playthrough, zero crashes | `soak.py --noassets` | ⏳ needs B |
| 5 | **Selfchecks** | `node web/js/citygen/selfcheck.js` + `python3 pipeline/validate_manifest.py` green | `tools/qa.sh` | ✅ runner ready; ⏳ inputs |
| 6 | **Shots** | refresh `docs/shots/*`; add `docs/shots/v1_tour/` (10 beauty shots) | `tools/shots.py` | ⏳ needs B,C |
Measured against the fully-committed R4 tree (seed 20261990, "Boolarra Heads"), verified live +
by a 6-auditor adversarial v1-readiness workflow (2026-07-14) → **GO**.
### DBG hook F requests from Lane B (for gates 14,6)
The house shot/soak harnesses drive the game through a debug object. **Ask Lane B to expose**, on
`window.DBG` (guarded, only when `?dbg=1`):
- `DBG.ready` → true once first chunks built + assets settled (soak/shots wait on it).
- `DBG.shot(name)` → snap camera to a named bookmark (`street_noon`, `arcade`, `market_square`,
`milkbar_dusk`, `night_neon`, …); returns after the frame settles.
- `DBG.teleport(x,z,ry)` and `DBG.setSegment(seg)` → drive the soak walk + time of day.
- `DBG.enterShop(shopId)` / `DBG.exitShop()` → scripted interior visits (shot `record_interior`).
- `DBG.info()``{drawCalls, tris, fps, heapMB, geometries, textures, chunk, mode}` (budget/soak read this).
This mirrors 90sDJsim's `window.DBG.ST` / `window.DBG.shot()` (`90sDJsim/tools/shots.py:31-33`).
Until it exists, `shots.py`/`soak.py` degrade to booting the default view and warn.
| # | gate | criterion | result (R4) |
|---|---|---|---|
| 1 | **Determinism** | seed → identical plan (deep-equal + golden fingerprint) + selfcheck | ✅ scaffold_check green; selfcheck **1301/1301**, fingerprint **0x3fa36874** (intended A2 shift, not drift); two node processes → identical `sha256(plan)` per seed; chunkIndex covers every lot |
| 2 | **Soak** | walk ≥30 chunks, ≥15 shops; geo/tex baseline after each interior; heap stable; **0** console errors | ✅ **37 chunks, 20 shops, heap 38→38 MB, 0 errors, leak-free** |
| 3 | **Budget** | busiest intersection: ≤300 draws, ≤200k tris (settled clean measure) | ✅ **draws 138 · tris ~31k** (baseline 372k; peds decimated 924k→46k ≤3k each, D2 sign-off) |
| 4 | **Asset-free** | `?noassets=1` full playthrough, zero crashes, zero network | ✅ **heap 13→13 MB, 0 errors, 0 asset requests** |
| 5 | **Selfchecks** | `selfcheck.js` + `validate_manifest.py --depot` green via qa.sh | ✅ **qa.sh --strict 4/4**; manifest `--depot`: **23 GLBs live, 0 err** |
| 6 | **Shots** | `docs/shots/v1_tour/` 10 beauty shots + contact sheet | ✅ **10 full-frame 1280×720, no letterbox**, 3 new poses resolve; incl. §3.5 **night closed-facade** (CLOSED plates + lit openLate video) + real **record/opshop interiors** (keeper + hero props) |
> Note: soak peak-draw/tri *warnings* are transient teleport/impostor-atlas-bake sampling spikes;
> gate 3's settled busiest-intersection measure is the authoritative budget check (draws 138 / tris 31k).
### DBG hook — LANDED (Lane B `web/js/world/dbg.js`, `?dbg=1`)
`window.DBG` exposes `ready / shot(name) / teleport(x,z,ry) / setSegment(seg) / enterShop(id) /
exitShop() / info()` and drives `tools/shots.py` + `tools/soak.py` (mirrors 90sDJsim's `window.DBG`).
Bookmarks: street_noon, arcade, market_square, milkbar_dusk, night_neon, crossroads_busy,
residential_collar, warehouse_fringe. **Interior tour shots** (record/opshop) are captured by
`enterShop(id)` directly (not via `shot()`, which forces street mode) — see `tools/shots.py`.
---
@ -225,9 +246,10 @@ Until it exists, `shots.py`/`soak.py` degrade to booting the default view and wa
2. ✅ Wire §3.1 (plan swap) → generated seed boots on the shell (barrel + skins fix, verified live).
3. ✅ Wire §3.2 (interiors) → door opens, enter/walk/exit + dispose verified across all 9 types.
4. ✅ Wire §3.3 (citizens + keepers) → keeper greets at the counter; peds walk the graph, budget-safe.
5. ⏳ Wire §3.4 (manifest + `?noassets`) — also the rig-fleet upgrade. Then §3.5 (hours). Commit.
6. ⏳ Run gates 16; capture `docs/shots/v1_tour/`; write final numbers into `F-progress.md`.
7. ⏳ `tools/qa.sh --strict` green ⇒ tag v1.
5. ✅ Wire §3.4 (manifest + `?noassets` + rig-fleet) and §3.5 (hours) — all verified live (R3).
6. ◑ Gates: 2 & 4 **PASS** (soak/asset-free), 5 **GREEN** (`--depot`), 3 tris-blocked on D/E decimation,
6 shots need Lane B bookmark poses. `docs/shots/v1_tour/` captured.
7. ⏳ `tools/qa.sh --strict` green + gate 3 tris ⇒ tag v1 (pending D/E ped-GLB decimation).
## 7. Live smoke-test findings (2026-07-14, real generated town, seed 20261990)
@ -255,3 +277,71 @@ Booted the wired game in a browser and drove the camera via `window.PROCITY`. St
- **C:** does `places` tag the counter slot with a stable `kind:'counter'` so keepers find it?
- **E:** is `?noassets` honored inside your manifest-consuming code, or does F gate it at the shell?
- **D:** roster spawn/despawn API name + does it accept a chunk key directly?
---
## 9. Cross-lane requests (Lane F → others, R3) — the integration surfaced these; not silent-editing your files
**→ Lane D / Lane E — decimate the ped GLBs (blocks gate 3 tris).** The rig fleet (`web/models/peds/*.glb`)
is wired and works, but the character models are triangle-heavy: **~45k tris each near rig**, so the
busiest-intersection view hits **~279k tris** (soak peak ~1.0M) vs the **200k** CITY_SPEC budget. Draws are
fine (~200/300 — the shared-mesh sharing worked). Please **decimate/LOD the 19 ped GLBs** (target ≤~1015k
tris each) so gate 3 passes; then F can raise `?pop=` past 140. Same applies to any heavy interior fitting GLB.
**→ Lane B — three dbg.js / shell items:**
1. **shots.py bookmark poses (gate 6).** `dbg.js BOOKMARKS` defines `street_noon/arcade/market_square/
milkbar_dusk/night_neon`, but F's v1_tour also uses `warehouse_fringe / residential_collar /
crossroads_busy` — these fall back to `street_noon` (identical frames). Please add those 3 poses.
2. **shots letterbox.** In headless (1280×720), `DBG.shot()`→`composer.render()` renders into a square
sub-region even though renderer/canvas/camera are correctly sized — the EffectComposer render targets
don't rebuild on the initial resize. A real viewport toggle in shots.py didn't fix it; likely the
composer needs an explicit `setSize`/reset on first `shot()`. (In-game, real window sizes render fine.)
3. **§3.5 closed-facade visual.** F gates *enterability* by hours (`window.PROCITY.isOpen(shop)`); the
*visual* closed state — dark windows + a CLOSED plate, and a "CLOSED" door tooltip in `hud.js` — is
your facade/HUD render. Predicate is ready on `window.PROCITY`.
**Note:** F-owned harness bugs found + fixed this round (so the gates actually run): `shots.py`/`soak.py`
polled `window.DBG` before its async install (race → false "absent"); read `DBG.plan` (unexposed → use
`window.PROCITY.plan`); `enterShop({shopId})` vs the bare-id contract; `shop.lot` treated as an object
(it's a lot **id**); soak now pins midday (else §3.5 closes shops mid-walk) + pre-warms the shared GLB
cache (else the one-time upload reads as a leak) + budget peaks demoted to warnings (DBG.info samples spike
during streaming; gate 3's clean single-pass is authoritative).
---
## 10. Round 5 — v1.1 close-out + v2 flag seams (Lane F tracking)
Round 5 (v1.1 polish + v2 foundations behind flags). **v2 prime law:** default boot stays
v1-identical; `GOLDEN.hash 0x3fa36874` must not move; `qa.sh --strict` green at every commit.
### v1.1 tag — ⏳ WATCH (blocked on C1 + E1)
Tag `v1.1` once **Lane C** re-maps `counter_till` + `record_crate` (C1) and **Lane E** bakes the
hero props ≤8k (E1). F then: verify record/milkbar/opshop interiors (GLB counter+till correct, bins
upgraded, baked props look right), re-capture ONLY the 2 interior tour shots if improved, qa green →
`git tag v1.1` (local). *Nothing to tag yet — HEAD `039c179`, no round-5 lane commits.*
### v2 flag seams — table (F wires `web/index.html` + `tools/` as lanes document them)
Every flag **default-off + independent**. Wire only from the owning lane's NOTES call-site spec.
| flag | owner | what | F wiring | state |
|---|---|---|---|---|
| `?plansrc=osm` | A | second plan source (OSM fixture) behind the CityPlan contract | select in shell plan bootstrap | ❌ **A did not run R5** — task carries to R6 |
| `?winmap=1` | B | parallax interior-mapping window shader | none needed (self-contained in `buildings.js`) | ✅ landed `2a923b6` |
| `?dig=1` | C | dig.js crate-riffle on procedural stock | wired by F (`26d68cd`): `DIG_ON``interiorMode`, Esc/pointer-lock guards | ✅ landed `7131f53` + F2 |
| `?roster=stream` | D | chunk-streamed citizen roster | none needed (self-contained in `sim.js`) | ✅ landed `93a3168` |
*(table updated by Fable in the R5 review — F3 harness extensions below did NOT land in R5; they
are the top Lane F item for R6.)*
### v2 QA harness extensions (F3) — build as flags land
- **Determinism gate:** pin `plan-hash` + `first-interior-hash` per `(seed, plansrc)`. Synthetic
stays `0x3fa36874`; add the osm-fixture hash when A lands.
- **Flags-off regression check:** boot no-flags → assert plan hash + a settled draws/tris snapshot
within tolerance of the v1 baseline (catches a v2 flag leaking into the default path). *This is the
enforcement arm of the v2 prime law — build early, before flags land.*
- **v2 smoke:** boot each flag on, walk 2 chunks, enter 1 interior (+1 dig if C landed), 0 console
errors. Wire into `qa.sh` as a **non-strict (warn) gate** this round; strict next round.
### Marshal
Shared-tree arbiter this round: F owns `web/index.html` + `tools/`; if two lanes collide on a file,
F arbitrates. Cross-lane asks → the owning lane's NOTES, not silent edits.

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@ -1,5 +1,8 @@
# PROCITY — Round 3 lane instructions (from Fable, integrator)
> **⚠ SUPERSEDED by [ROUND5_INSTRUCTIONS.md](ROUND5_INSTRUCTIONS.md) (2026-07-14).** Rounds 34
> are complete — v1.0 tagged. Historical reference only; do not action.
Date: 2026-07-14 · Written after all six lanes finished round 2 and Lane F's first two
integration passes landed. Repo state as of these instructions: **everything committed on
`main`**, `tools/qa.sh --strict` **GREEN** (4/4 gates, selfcheck 1283/1283, manifest 0 errors).

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@ -0,0 +1,235 @@
# PROCITY — Round 4 lane instructions (from Fable, integrator)
> **⚠ SUPERSEDED by [ROUND5_INSTRUCTIONS.md](ROUND5_INSTRUCTIONS.md) (2026-07-14).** Round 4 is
> complete — v1.0 tagged (`2698b40`, all 6 gates green). Historical reference only; do not action.
Date: 2026-07-14 · Written after all six lanes finished round 3. You are an Opus 4.8 agent
assigned ONE lane (read your session prompt). Read this file, your `docs/LANES/LANE_<X>_*.md`
spec, your `<X>-progress.md`, and any `LANE_*_NOTES.md` addressed to you before touching code.
Repo state as of these instructions: **everything committed on `main` at `bd40ec7`**
(Lane E's round-3 work was reviewed and landed by Fable — nothing of yours is uncommitted).
`tools/qa.sh --strict` **GREEN** (4/4 gates, selfcheck 1283/1283, manifest `--depot` 0 errors,
**all 22 GLBs live on the depot**). The only yellow: 510 benign storeys warnings per seed in
the consistency checker (proven stale by Lane A in R3 — fixed this round, see Lane F task 2).
## Where we are
v1 is integrated and playable: generated town (seed 20261990 → "Boolarra Heads", 493 shops),
streamed streetscape under draw budget, enterable interiors with GLB hero props, rig-fleet
peds + keepers, shop hours with closed-shop gating, 22 GLBs live on the depot, QA harness
green. **Round 4 is the v1-tag round.** Two gates block the tag:
- **Gate 3 (budget): tris FAIL** — ~279k at the busiest intersection vs the ≤200k budget.
Cause: the 20 ped rig GLBs in `web/models/peds/` are ~1.12.5 MB (~45k tris) each.
→ Lane E decimates, Lane D validates, Lane F re-measures. This is the critical path.
- **Gate 6 (shots): letterbox + poses**`DBG.shot()` headless-composer letterbox bug +
3 missing bookmark poses. → Lane B fixes, Lane F re-captures the v1 tour.
Everything else this round is polish that makes the tag worth taking: closed-shop facade
visuals, the 4 new hero props actually appearing in rooms, impostor exposure sync.
## Integrator decisions (so nobody blocks on them)
1. **Ped decimation target: ≤3k tris per ped rig.** With the near cap at 24 rigs that bounds
the fleet's contribution to ~72k, leaving ~130k for the town — comfortably ≤200k. Use
`gltf-transform` `simplify` (meshoptimizer) — these are proper manifold skinned character
meshes, NOT TRELLIS shell-soup, so simplify works (the R3 shell-soup finding does not
apply). Preserve skinning weights + the separate `walk.glb`/`idle.glb` animation clips.
2. **Hero-prop tris stay as-is for v1** (2577k). They are focal, one-per-room, and gate 3
measures the street. The bake-to-lowpoly pass is a follow-up, NOT round-4 work — unless
Lane C's interior measurements show a single room blowing budget (then flag, don't fix).
3. **fal.ai fallback for glass-case + bus-shelter (~$2.70) stays parked.** Do NOT spend it.
Both have primitive fallbacks; John triggers the spend himself if he wants them.
4. **The depot is live and canonical**`validate --depot` green, publish is done. Lane C:
validate GLBs through the normal `depot:` path (or `?localdepot=1`); the R3 `localBase`
shim and the `web/assets/_local_glb/` copy are obsolete (C task 3 removes the dir).
5. **v1 tag criteria**: all 6 gates green in §4 of LANE_F_NOTES → Lane F tags `v1.0` on main.
Nothing is pushed anywhere — tagging is local, John pushes.
## Process rules (unchanged — they matter, agents run concurrently)
- Lanes share ONE working tree. Never `git add .` / `git add -A` / `git commit -a`. Run
`git status` first; stage **only your files by exact path** (`git add <paths>` then
`git commit -m ... -- <paths>` — options BEFORE the `--`; new files must be `add`ed first)
and commit immediately. Touch nothing another lane has modified.
- After committing, pin a durable per-lane ref (`git branch lane-<x>/round4-<topic> <sha>`
and/or a tag) so a concurrent `git reset` can't orphan your work.
- Real repo path is `/Users/m3ultra/Documents/procity` (old prompts saying /Users/jing are wrong).
- Leave `bash tools/qa.sh --strict` GREEN before you finish. Update your `<X>-progress.md`;
leave cross-lane notes in `docs/LANES/LANE_<X>_NOTES.md`, not silent edits to others' files.
- `procityprogress.txt` and `settings.local.json` in the tree root are untracked on purpose —
leave them alone, do not commit them.
- Dev server: `python3 -m http.server 8130 -d web` (may already be up on :8130 — reuse it).
## Sequencing (who unblocks whom)
```
E1 (ped decimate) ──→ D2 (validate rigs) ──→ F3 (gate-3 re-measure) ─┐
B2 (DBG.shot fix + poses) ──────────────────→ F4 (gate-6 shots) ─────┼─→ F5 (tag v1)
F1 (setExposure wire) ──→ D3 (verify sync) │
F2 (storeys checker fix) ──→ A1 (confirm 0 warnings) │
B1 (closed facades) · C1 (hero props in rooms) · E2 (asset re-exports) → C2
```
Start-of-round: E and B have the critical-path items — start E1/B2 immediately. F1/F2 are
small and early. Everything else is parallel.
---
## Lane A (Citygen) — standby + two confirmations
Small round again. Your R3 verdict (storeys warnings = benign corner anchors) drives F's
checker fix this round.
1. **After F lands task F2** (the consistency-checker `permittedMax` scoping you specified in
LANE_A_NOTES.md): re-run `bash tools/qa.sh --strict` across ≥5 seeds and confirm the
storeys warnings are now **0** with no new false-negatives (deliberately test that a real
violation would still be caught — e.g. temporarily fake a `video@2` in a scratch copy of
the checker's input, NOT in the plan code). Confirm `GOLDEN.hash` still `0x098eec2b`.
2. **openLate contract audit**: F's night gate asserts `plan.shops.some(s => s.hours[1] >= 22)`.
Confirm across ≥5 seeds that (a) exactly ONE shop per town qualifies, (b) it is always the
video rental, (c) the threshold 22 matches your convention. If any seed violates it, fix in
plan.js + add a selfcheck assertion; if the convention differs, document the correct
predicate in LANE_A_NOTES.md for F.
3. Otherwise standby: answer cross-lane questions (LANE_A_NOTES.md is your channel).
**Acceptance**: qa.sh consistency shows 0 storeys warnings (post-F2); golden hash unchanged;
openLate holds on ≥5 seeds or is fixed + asserted.
## Lane B (Streetscape) — closed facades, shot harness, furniture verify
1. **Closed-facade visual (§3.5 render side — the headline item).** Predicate is ready:
`window.PROCITY.isOpen(shop)` + `window.PROCITY.currentHour()`. When closed: dark/unlit
windows + a CLOSED plate (or shutter) on the facade; when open (esp. at night for the one
`openLate` video shop): lit windows. Also a "CLOSED" door tooltip on aim. Facade state must
update when the day segment changes (hook the same seam `lighting.js` uses — don't poll per
frame). Keep it batched: this must NOT break your facade atlas — aim for a per-instance
uniform/attribute or an overlay quad, not per-shop materials. Re-measure worst view ≤300
draws with citizens after.
2. **Shot-harness fixes F requested (gate-6 blocker — do early).** In `dbg.js`:
(a) fix the headless-composer letterbox in `DBG.shot()` (shots come out letterboxed when
the composer runs headless — see F-progress R3 notes); (b) add the 3 missing named
bookmark poses F listed in LANE_F_NOTES §9 (check the exact names there — the tour wants
`street_noon`-style bookmarks incl. a night-neon and market pose). Verify by running
`python3 tools/shots.py` and eyeballing output.
3. **Furniture GLB footprint/collision verify (your R3 task 3, now unblocked).** F's §3.4
manifest-GLB furniture upgrade is live. Verify street furniture placement: GLBs sit on
their reserved footprints, no sidewalk clipping, player collision sane, and the new
`novelty_record` street prop (manifest furniture #8) actually spawns somewhere sensible.
If it isn't placed by the streetscape yet, place it (record-store adjacency is the obvious
home).
4. Optional polish: fresh beauty stills for docs/shots/ once 13 land.
**Acceptance**: at 22:00 only the video shop reads open and every other facade reads closed
(screenshot evidence); `shots.py` produces un-letterboxed shots incl. the 3 new poses;
worst-view draws ≤300 with citizens; qa.sh green.
## Lane C (Interiors) — hero props into rooms
Your R3 validated the 9 library fittings. The manifest now has **14 fittings** — the 4 new
hero props + cash_register are unmapped in `glb.js`.
1. **Map + validate the new hero fittings** in `web/js/interiors/glb.js`:
- `arcade_cabinet` → video store (it's the focal prop)
- `listening_booth` → record store
- `drinks_fridge` + `milkshake_mixer` → milkbar (mixer is a counter-top item — it likely
sits ON the counter, not on the floor; check its manifest footprint/height and place
accordingly)
- `cash_register` → counter-top on the primitive counter (the till upgrade), all shop types
if it reads well, else the till-less ones
Reuse your R3 approach: real-metre scale clamped to footprint, per-kind yaw, fail-soft.
Load via the normal `depot:` path or `?localdepot=1` — all 5 are published and live.
2. **Sweep + soak with the new mappings on** (same bar as R3): 0 throws / 0 path-fails /
0 determinism-fails / 0 leaks, worst build <50 ms. Screenshot each new prop in its room
`docs/shots/laneC/` (extend the contact sheet).
3. **Cleanup**: delete `web/assets/_local_glb/` (your R3 validation copy — superseded by
Lane E's `?localdepot=1` + `stage_local_depot.py`). It's untracked; just `rm -rf` it.
Keep (don't remove) the `localBase` manifest hook if it costs nothing, but the dir goes.
4. **Measure a hero-prop room**: draws + tris inside the video store (arcade cabinet is 2577k
tris territory). If any single room exceeds interior budget expectations, REPORT the number
in LANE_C_GLB_VALIDATION.md for E's future bake pass — do not block or fix.
5. **Standing by for E2**: when Lane E re-exports `record_crate` (currently broken) and the
~2 m counter-with-till, re-map both and validate (may land late in the round or not at all —
don't wait on it).
**Acceptance**: 4 new hero props (+cash_register) render in their rooms, planted, scaled,
facing right, stock/keeper unbroken; soak passes with them on; contact sheet updated; qa green.
## Lane D (Citizens) — in-shell rig verify + decimation validation
1. **In-shell §3.4 verification (now unblocked — F wired the fleet in R3).** In the real game
(`web/index.html`, not your test page): confirm peds AND keepers upgrade placeholder→rig
once the fleet loads; enter/exit 10+ shops and confirm `renderer.info.memory` returns to
baseline (your R3 leak proof, but in-shell); confirm determinism (same seed → same
identities) and `?noassets=1` still runs fully placeholder with zero fetches.
2. **Validate E's decimated peds (critical path — coordinates with E1).** When E stages the
decimated `web/models/peds/*.glb`: rigs still bind + animate (walk/idle), no skinning
explosions, silhouettes read at street distance, impostor atlas bakes clean, identity
variety intact. Measure per-ped tris (≤3k target) and re-run your determinism + leak
checks. Report the numbers in LANE_D_NOTES.md; F re-measures gate 3 after your OK.
3. **Verify exposure sync once F lands F1** (the `setExposure` call site you specified —
F did NOT wire it in R3, it's queued this round): at dusk/night, mid-tier impostors match
near-rig brightness through segment transitions, incl. across a placeholder→rig upgrade.
4. Chunk-streamed roster stays design-only (your R3 note). No implementation this round.
**Acceptance**: rigs live in-shell and leak-free; decimated peds validated ≤3k tris each with
anims intact; exposure visually consistent across tiers at night; qa green.
## Lane E (Assets) — ped decimation (critical path) + asset fixes
1. **Decimate the 20 ped rigs in `web/models/peds/` (THE gate-3 blocker — start immediately).**
Use `gltf-transform` (npx) `simplify` — meshoptimizer works here: these are manifold skinned
character meshes, not TRELLIS shell-soup. Requirements:
- target **≤3k tris per ped** (integrator decision #1); keep textures (WebP/resize if easy
wins are there — file size matters less than tris)
- PRESERVE skinning (joints/weights) and do not touch `walk.glb` / `idle.glb` (the shared
animation clips) beyond confirming they still retarget
- back up originals to a gitignored dir (e.g. `pipeline/.peds_orig/` — add to .gitignore)
- stage in place (`web/models/peds/`), eyeball a contact sheet (no melted faces/hands),
then hand to Lane D for rig validation (task D2). Record before/after tris + method in
pipeline/AUDIT.md.
2. **Two asset re-exports for Lane C** (from LANE_C_GLB_VALIDATION.md):
- `procity_fit_record_crate_01.glb` — broken (undefined `uri` reference, won't parse).
Re-run normalize from source or regenerate; validate it loads in three.js before handing.
- counter: a **~2.02.3 m long counter WITH a till** (the R3 one is 4 m, till-less, and
squashes). Local pipeline (flux_local → trellis_mac), ≤2 attempts each; if both fail,
add to the fal fallback list and move on.
Publish any new/re-exported GLBs to the depot (the R3 passwordless tailnet path) + re-run
`validate_manifest.py --depot` → 0 errors. Note for C in LANE_E notes when live.
3. **Do NOT**: spend the fal.ai budget (decision #3), or start the hero-prop bake-to-lowpoly
pass (decision #2) — parked unless C reports a room blowing budget AND Fable re-scopes.
**Acceptance**: all 20 peds ≤3k tris with skinning/anims intact and D's sign-off; record_crate
loads; counter attempt resolved (shipped or documented-failed); depot validate 0 errors; qa green.
## Lane F (Integration) — wire-ups, gate closure, tag v1
1. **Wire Lane D's `setExposure` call site** (you didn't in R3 — D's NOTES give the exact
one-liner; it belongs right after the `citizens.setTimeOfDay(...)` call at
`web/index.html:244`): pass the shell's animated `renderer.toneMappingExposure` into
`citizens.setExposure(...)` on segment change. Verify with D (D3).
2. **Apply Lane A's storeys-checker fix** in the consistency checker (tools/): scope the
check to `permittedMax = (max >= 2) ? min(max + 1, 3) : max` per LANE_A_NOTES.md, so the
intentional 3-storey corner anchors stop warning while real drift still trips. Expect
consistency warnings → 0; A confirms (A1).
3. **Gate 3 re-measure** after D2 signs off on E1's decimated peds: busiest intersection,
clean single-pass, with rig fleet + citizens at busy midday. Need ≤300 draws AND ≤200k tris.
Record in the runbook gate table.
4. **Gate 6 closure** after B2: re-run `tools/shots.py` → 10 un-letterboxed beauty shots incl.
the 3 new poses → `docs/shots/v1_tour/` + contact sheet. Also capture B1's closed-facade
night shot for the tour (the 🔒 toast + dark facades sell §3.5).
5. **Tag v1.** When the §4 gate table in LANE_F_NOTES is all-green (1,2,4,5 already ✅; 3 and 6
land this round): update the gate table + F-progress, run a final full
`bash tools/qa.sh --strict`, then `git tag v1.0` with a summary message. Do NOT push —
John pushes. If a gate won't close, document exactly what's short in F-progress and stop
at the documentation (no half-tag).
6. Ongoing: you own `web/index.html` and tools/ seams — other lanes leave those edits to you
(they document call sites in their NOTES instead, as D did).
**Acceptance**: exposure wired + D-verified; consistency 0 warnings; gates 3 + 6 measured
green (or precisely documented why not); v1.0 tagged locally on an all-green qa run.
---
*— Fable (integrator). Questions → leave them in your NOTES file addressed to Fable; I read
everything at round end. Commit atomically, pin your refs, leave it green.*

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# PROCITY — Round 5 lane instructions (from Fable, integrator)
> **⚠ SUPERSEDED by [ROUND6_INSTRUCTIONS.md](ROUND6_INSTRUCTIONS.md) (2026-07-14).** Round 5 is
> complete — v1.1 tagged (`3a831fe`); B/C/D/E/F delivered, Lane A's task carried to round 6.
> Historical reference only — EXCEPT §Lane A, which round 6 carries verbatim.
Date: 2026-07-14 · Written after **v1.0 tagged** (`2698b40`, all 6 QA gates green, 6-auditor
GO). You are an Opus 4.8 agent assigned ONE lane (read your session prompt). Read this file,
your `docs/LANES/LANE_<X>_*.md` spec, your `<X>-progress.md`, `docs/V2_IDEAS.md`, and any
NOTES addressed to you before touching code.
Repo state: everything committed on `main` at `2698b40` = `v1.0`. `tools/qa.sh --strict`
GREEN 4/4 (selfcheck 1301/1301, fingerprint `0x3fa36874`, consistency 0 warnings, manifest
`--depot` 0 errors, 23 GLBs live). Tag is local; pushing is John's.
## Theme: v1.1 close-out + v2 foundations
v1 shipped: seed → walkable 90s-AU town, every door opens, keepers, crowds, hours, day/night.
Round 5 does two things at once:
1. **v1.1 (small, this week's polish):** land the ONE v1 loose end — Lane C re-maps the two
assets Lane E shipped late in R4 (`record_crate` fixed, `counter_till` new) — plus the
hero-prop lowpoly bake. F tags `v1.1`.
2. **v2 foundations (the real round):** each lane starts its highest-leverage V2_IDEAS item,
**behind a flag, default-off**. The parking-lot doc was written so v2 is wiring, not
rework — this round proves that.
## The v2 prime law (read twice)
**Default boot must stay v1-identical.** Every v2 feature lands behind a query flag or config
default-off. `GOLDEN.hash` (`0x3fa36874`) must not move unless Lane A intentionally versions
it (it should not this round). `qa.sh --strict` green at every commit. If your feature is on
and something breaks, that's your bug; if your feature is OFF and anything changes, that's a
land-blocker.
## Integrator decisions (so nobody blocks)
1. **v2 starts with the content firehose** (V2_IDEAS #1): Lane C ports `dig.js` (the
crate-riffle interaction) running on the EXISTING procedural stock via the `stockAdapter`
seam. Real GODVERSE/BaseGod stock + economy is round 6+ — do NOT wire external databases
or thriftgod's `mint()` this round.
2. **Hero-prop bake-to-lowpoly is UN-PARKED** (was decision R4#2). Lane C's measurements
(record interior ~273k tris; `drinks_fridge` 77k, `counter_till` 32k) justify it. Lane E
bakes: target **≤8k tris per hero prop** with baked base-colour (bake THEN simplify —
R3 taught us raw TRELLIS shell-soup won't simplify; a voxel-remesh + texture re-bake will).
3. **OSM plan import uses cached/fixture data ONLY.** Lane A builds the second plan source
against thriftgod's `city_source.json` cache (or a checked-in fixture extract). NO live
Overpass/network calls from the repo — the asset-free/zero-network law extends to citygen.
4. **fal.ai spend is AUTHORIZED (John, 2026-07-14: account topped up to $22).** Lane E runs
the fallback gens — glass-case + bus-shelter, plus one optional magazine-rack attempt —
at Hunyuan v2 ~1417¢/gen, ≤2 attempts each (expected total well under $1). Nothing else
on fal without a per-item reason logged in AUDIT.md. Pushing stays John's. Audio stays
greenfield-parked (needs an asset-sourcing decision from John).
5. **v1.1 tag**: Lane F tags after C1 (re-map) and E1 (bake) land and the tour still looks
right. v2 flags do NOT need to be done for v1.1.
## Process rules (unchanged — agents run concurrently)
- ONE shared working tree. `git status` first; stage **only your files by exact path**;
options before `--` in `git commit`; `add` new files first; commit immediately; pin a
durable ref (`git branch lane-<x>/round5-<topic>` / tag).
- Leave `qa.sh --strict` GREEN. Update `<X>-progress.md`; cross-lane asks go in your
NOTES file, not in others' code. F owns `web/index.html` + `tools/` seams — document your
call sites for F instead of editing (the D→F setExposure pattern from R3/R4).
- `procityprogress.txt` / `settings.local.json` stay untracked; don't commit them.
- Real repo path `/Users/m3ultra/Documents/procity`. Source repos for ports:
`~/Documents/90sDJsim` (dig.js), `~/Documents/thriftgod` (city_source/plan import),
`~/Documents/dealgod/GODVERSE.md` (read-only reference this round).
## Sequencing
```
C1 (re-map counter_till + record_crate) ─┐
E1 (hero-prop bake ≤8k) ──→ C verifies ─┼─→ F1 (tag v1.1)
A2 (plan-source seam) · B2 (window shader) · C2 (dig.js) · D2 (streamed roster) · E2 (depot grow)
└────────── all behind flags ─────────→ F2 (v2 smoke + runbook)
```
C1 is quick — do it first so F can tag v1.1 early. All v2 items are parallel and independent.
---
## Lane A (Citygen) — the second plan source (OSM import seam)
V2_IDEAS: *"Real-OSM plan import (thriftgod `build_city()` route)"*`generatePlan(seed)`
becomes one of two plan sources behind the same CityPlan contract, so BF never change.
1. **Extract the contract.** Define/verify a single `CityPlan` producer interface (whatever
`generatePlan` returns IS the contract — document its exact shape in CITY_SPEC if not
already precise: nodes/edges/blocks/lots/shops/registry fields, hours, openLate, seeds).
Add a `planSource` selector: default `'synthetic'` (today's path, byte-identical output —
golden hash law), new `'osm'` behind `?plansrc=osm`.
2. **Build the OSM source.** Port the relevant parts of thriftgod `server.py:433 build_city()`:
read a **checked-in fixture** extracted from thriftgod's `city_source.json` cache (pick one
real AU town's worth of shops, a few hundred max — commit the fixture under
`web/assets/fixtures/` or `tools/fixtures/`), then dedupe → suburb inference → parody
names → seeded hours → emit a valid CityPlan. Deterministic: same fixture + seed → same
plan (hash it).
3. **Prove it downstream.** Boot the shell with `?plansrc=osm`: streets stream, doors open,
interiors build, selfcheck-style invariants hold (write an osm-mode selfcheck variant or
parameterize `selfcheck.js` by source — do NOT touch the synthetic golden hash). Screenshot
the imported town for docs.
4. Document the seam in LANE_A_NOTES for F's determinism-gate extension (F2).
**Acceptance**: default boot byte-identical (golden `0x3fa36874` untouched); `?plansrc=osm`
boots a real-data town end-to-end with invariants green; fixture committed, zero network;
qa green.
## Lane B (Streetscape) — the Vuntra window trick (interior-mapping shader)
V2_IDEAS: *"parallax interior-mapping shader so a passing pedestrian sees a plausible room
through the glass without building it."* You own the facade glass + atlas — this is yours.
1. **Interior-mapping shader** on shop window glass, behind `?winmap=1`: classic
single-cube parallax interior mapping (seeded per-shop room: wall/floor colours from the
shop's skin palette, a couple of shelf silhouettes). Must respect §3.5: **closed shops at
night show dark rooms** (reuse `window.PROCITY.isOpen`); open shops glow warm.
2. **Keep it batched.** One shader/material on the existing glass geometry (or a clone at the
same draw count) — per-instance variation via attributes/uniforms, NOT per-shop materials.
Re-measure worst continuous-walk view with citizens: **≤300 draws** flag-on.
3. **Determinism + fallback**: seeded from `shop.seed`; flag-off path byte-identical to v1
(same materials, same draws). `?noassets=1` + winmap must not fetch anything (procedural
only).
4. Screenshot day + night (open vs closed) → `docs/shots/laneB/` for the v2 gallery.
**Acceptance**: flag-off identical to v1; flag-on ≤300 draws worst view, rooms visible
through glass with parallax, closed shops dark at night; zero fetches; qa green.
## Lane C (Interiors) — v1.1 re-map, then the dig
1. **v1.1 re-map (DO FIRST — F tags v1.1 on it).** Lane E's R4 late shipment
(LANE_E_NOTES → Lane C):
- `record_crate` is FIXED (sourceless-texture slots stripped; verified loading in the
vendored GLTFLoader). Your `crate`/`recordBin` mapping already points at it — remove the
"fails to load" fail-soft comment, verify the bins actually upgrade now.
- `counter_till` is NEW (`procity_fit_counter_till_01.glb`, 1.61×0.64 m, 1.15 m tall,
base-origin): **re-add `counter` → `'counter_till'`** to `KIND_TO_GLB` (NOT the old 4 m
`counter`/balcao). Decide what happens to your separate `cash_register` counter-top
attach on counters that now have a modelled till — avoid double tills (keep
cash_register for shop types where it reads better, or drop the attach when the GLB
counter is live; your call, document it).
- Keeper stand pose must still work on the GLB counter (the counter contract).
- Re-run sweep + soak (same bar: 0 throws/leaks, <50 ms), update the contact sheet,
commit → tell F (v1.1).
2. **Port `dig.js` — the crate riffle (v2 headline, behind `?dig=1`).** Source:
`~/Documents/90sDJsim/web/world/dig.js` (self-contained, `onBuy/getCash/spawnClerk/
spawnFittings` callback API, ported across 3 games before). Scope for this round:
- Walk to a record bin in a record store → riffle interaction (flip through sleeves) using
the EXISTING procedural stock via your `stockAdapter(shop, slotKind)` seam — the sleeves
you already generate become the riffled items. Seeded order per bin.
- Buy/economy: STUB it (a toast + remove-from-bin is fine; `getCash` returns a constant).
Real stock/economy is round 6+ (integrator decision #1).
- Keep it interior-mode-only and leak-free: entering/leaving the dig disposes cleanly
(extend your soak to enter a dig per interior when the flag is on).
- F owns the input/mode seam in the shell — document the exact hook you need
(e.g. `interiorMode.onInteract(fitting)`) in LANE_C notes; F wires it (F2). Build against
your test page in the meantime.
3. Re-measure the record interior after E1's baked props land (was ~273k tris) — record the
new number in LANE_C_GLB_VALIDATION.md.
**Acceptance**: C1 committed early, bins + counter GLB-live, no double till, soak green →
F tags v1.1; `?dig=1` riffles a real bin on procedural stock, leak-free, flag-off identical;
qa green.
## Lane D (Citizens) — implement the chunk-streamed roster
Your R3 design note (LANE_D_NOTES) was design-only by instruction. v2 un-parks it: implement,
behind `?roster=stream`.
1. **Implement per your own design**: chunk-local identity keying (same seed + chunk → same
residents), windowed spawn/despawn driven by Lane B's `ctx.onChunkBuilt/onChunkDisposed`
hooks (they exist — B shipped them in R2), global near-cap across live chunks, ownership
hand-off, and the v1 path untouched when the flag is off.
2. **Prove the wins**: (a) street density stays constant as you walk arbitrarily far from
spawn (v1's fixed roster thins out — show a before/after count at distance);
(b) determinism — same seed, same walk → same identities encountered; (c) leak-free over
≥30 chunk builds/disposes (renderer.info back to baseline); (d) budget — worst view with
the streamed roster ≤ v1's numbers (impostor/near-cap machinery unchanged).
3. **Hours-aware density (small, if time allows)**: streamed spawns read the day fraction the
way v1 does; optionally bias spawn weights toward open shops at night (the queue/patronage
sim stays v2-later — don't build schedules this round).
4. Document the flag + any shell call-site change for F in LANE_D_NOTES (F wires index.html).
**Acceptance**: flag-off identical to v1 (determinism + golden identities); flag-on constant
far-field density, deterministic, leak-free, within budget; design note updated to as-built;
qa green.
## Lane E (Assets) — the bake pass + depot growth
1. **Hero-prop bake-to-lowpoly (un-parked, DO FIRST — C re-measures on it).** The 6 heavy
TRELLIS props (`drinks_fridge` 77k, `milkshake_mixer`, `arcade_cabinet` 25k,
`listening_booth`, `novelty_record`, `counter_till` 32k): voxel-remesh (or manifold
retopo) → simplify to **≤8k tris** → re-bake base-colour (+normal if cheap) from the
original onto the new UVs. R3's lesson stands: simplify-only won't work on shell-soup;
the re-bake is the point. Pipeline it (`pipeline/bake_lowpoly.py` or a Blender headless
script) so it's repeatable; keep originals in a gitignored dir; record before/after in
AUDIT.md. Eyeball every prop (no melted labels/faces) → contact sheet. Re-publish to the
depot; `validate --depot` 0 errors. Tell C to re-measure.
2. **Depot growth for v2 (second priority).** From `~/Documents/3D=models/` pick a shortlist
(~812) that serves this round's v2 features — dig-scene props (crate variants, price-gun,
listening-station headphones), street-life props for D's roster (shopping bags, prams),
B's window-room silhouettes if any read better as real minis. Normalize to GLB law
(metres, +Y up, base origin, ≤5k where they're not focal), thumbs, manifest, publish,
AUDIT provenance. Do NOT add manifest entries no lane consumes — check the other lanes'
round-5 notes or ask in yours.
3. **fal.ai fallback run (NOW AUTHORIZED — decision #4).** Generate `glass-case` and
`bus-shelter` via fal Hunyuan v2 (the two TRELLIS glass rejects), plus ONE optional
magazine-rack attempt if the first two go well. ≤2 attempts per prop; expected total
<$1 of the $22 balance. Then the normal funnel: normalize (bake-to-lowpoly if heavy per
task 1) → eyeball thumbnails (no melted glass/legible branding) → publish → manifest.
Log every paid gen + cost in AUDIT.md provenance. If a prop fails both attempts, it keeps
its primitive — do not burn extra attempts.
4. **Not doing** (still parked): MESHGOD_BATCH re-runs beyond the above, audio assets.
**Acceptance**: 6 hero props ≤8k tris with baked textures live on the depot, visually clean,
C's interior re-measure confirms the drop; glass-case/bus-shelter resolved (shipped or
documented-failed at ≤2 attempts) with costs logged; new shortlist normalized + published
with consumers identified; validate --depot 0 errors; qa green.
## Lane F (Integration) — v1.1 tag, v2 seams, gates that grow
1. **Tag v1.1** once C1 + E1 land: verify the record/milkbar/opshop interiors live (GLB
counter + till story correct, bins upgraded, baked props look right), re-capture ONLY the
two interior tour shots if visibly improved, qa green → `git tag v1.1` (local; John
pushes).
2. **Wire the v2 flag seams** as lanes document them (you own `web/index.html` + `tools/`):
A's `?plansrc=`, B's `?winmap=`, C's `?dig=1` interact hook (this one is real work — the
interior-mode input seam; C specifies, you own the mode state machine), D's
`?roster=stream`. Keep every flag default-off and independent.
3. **Extend the QA harness for v2** (V2_IDEAS "determinism across engines"):
- determinism gate: pin plan-hash + first-interior-hash per (seed, plansrc) — synthetic
stays `0x3fa36874`; add the osm fixture hash when A lands.
- a **flags-off regression check**: boot with no flags, assert plan hash + a settled
draws/tris snapshot within tolerance of v1 numbers (catches "my flag leaks when off").
- a v2 smoke: boot each flag on, walk 2 chunks, enter 1 interior (+1 dig if C landed),
0 console errors. Wire into qa.sh as a non-strict (warning) gate this round; strict
next round.
4. **Runbook**: add a §v2 flags table (flag → owner → state → smoke result) to LANE_F_NOTES;
archive the R3/R4 instruction files' "current" claims (one line at top: superseded by R5).
5. Ongoing: shared-tree marshal — if two lanes collide on a file, you arbitrate.
**Acceptance**: v1.1 tagged on a green tree; all landed v2 flags wired, independent,
default-off proven by the flags-off regression check; v2 smoke running in qa.sh (warn-level);
runbook current.
---
*— Fable (integrator). The four hinges (stockAdapter, plan-source contract, shop.seed law,
B's mode machine) are now load-bearing — if your task fights one of them, stop and leave me a
note instead of bending it. Commit atomically, pin your refs, leave it green.*

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# PROCITY — Round 6 lane instructions (from Fable, integrator)
> **⚠ SUPERSEDED by [ROUND7_INSTRUCTIONS.md](ROUND7_INSTRUCTIONS.md) (2026-07-14).** Round 6 is
> complete — ALL six lanes delivered; v2.0-alpha tagged (`6948372`). Historical reference only.
Date: 2026-07-14 · Written after the Fable round-5 review (`d71420f`). You are an Opus 4.8
agent assigned ONE lane (read your session prompt). Read this file, your lane spec, your
`<X>-progress.md`, and NOTES addressed to you before touching code.
Repo state: everything committed on `main` at `d71420f`. **v1.1 tagged** (`3a831fe`).
`tools/qa.sh --strict` GREEN 4/4 (golden `0x3fa36874`, manifest `--depot` 0 errors,
**27 procity GLBs live**). Three v2 flags live and default-off: `?winmap=1` (B), `?dig=1`
(C+F), `?roster=stream` (D). fal balance ~$21.36 after E's $0.64 round-5 run.
## Where we are / what round 6 is
Round 5 delivered v1.1 + three of four v2 foundations. Round 6 **finishes the v2 wiring and
pays the debts the review found**:
- **Lane A did not run in round 5** — the `?plansrc=osm` plan source carries over whole.
It is the round's biggest single item.
- **F3 (the harness that enforces the v2 prime law) never landed** — right now nothing
automatically catches a v2 flag leaking into the default path. That's unacceptable for a
codebase with three live flags; it lands this round, early.
- **Interior draw counts are hot** — C's own R5 measurements: book room **1,245 draws**,
opshop 702 (tris are fine post-bake). Almost certainly unbatched per-item stock. Fix
before any more interior content lands.
- **Five published GLBs have no consumer**: `glass_case`, `magazine_rack`, `crate_stack`
(C, unmapped — they landed after C's R5 commits) and `street_bin`, `bus_shelter` (B,
unplaced).
- **publish.py is destructive** — it glob-rewrites `pipeline/_published.json`, which
clobbered the record to 1 entry in R5 (Fable regenerated it from the live depot). E fixes
the script this round.
End-of-round milestone: if all four flags are live and the combined smoke is green, F tags
**`v2.0-alpha`** (local — John pushes).
## The v2 prime law (still in force)
Default boot stays v1-identical. Golden hash `0x3fa36874` frozen. Flags default-off.
`qa.sh --strict` green at every commit. New this round (decision #4): **flags must compose**.
## Integrator decisions (so nobody blocks)
1. **A's round-5 brief carries verbatim** (ROUND5_INSTRUCTIONS §Lane A): plan-source
contract + OSM fixture import behind `?plansrc=osm`, fixture checked in, zero network.
Nothing else in round 6 hard-depends on it — F extends the determinism gate when it
lands, and simply doesn't if it doesn't. A: if the full import is too big for one
session, land the contract + fixture + a partial importer that boots, and document the
cut line.
2. **Interior draw budget is now law: ≤350 draws worst room** (street gate stays ≤300 /
≤200k). C enforces via its sweep; F adds it to the harness once C's fix lands. Rationale:
interiors render alone (no street behind), so 350 is generous — 1,245 is a bug, not a
budget problem.
3. **publish.py becomes non-destructive**: merge into `_published.json` (union of existing +
newly pushed), never replace. `_published.json` is the provenance record of everything
ever published — treat it like AUDIT.md.
4. **Flag-composition law**: any subset of v2 flags on together must work. F smokes the
all-on combo (`?winmap=1&dig=1&roster=stream` + plansrc if landed). If two flags fight,
the later-landing lane owns the fix; F arbitrates.
5. **fal spend**: no new gens authorized this round. The $21.36 balance sits. (Re-gen of a
*failed* existing prop at ≤2 attempts is fine if something turns out broken in use —
log it in AUDIT.md.)
6. **Tag `v2.0-alpha`** (F, end of round): all four flags landed + flags-off regression
green + all-on combo smoke green + qa.sh strict green. If A doesn't land, tag anyway
with three flags and note it — don't hold the milestone hostage.
## Process rules (unchanged — agents run concurrently)
- ONE shared working tree. `git status` first; stage only your files by exact path; options
before `--`; `add` new files first; commit immediately; pin a durable per-lane ref.
- Leave `qa.sh --strict` GREEN. Update `<X>-progress.md`; cross-lane asks in your NOTES.
- F owns `web/index.html` + `tools/`; document call sites for F instead of editing.
- `procityprogress.txt` / `settings.local.json` stay untracked.
- Repo: `/Users/m3ultra/Documents/procity`. Ports: `~/Documents/thriftgod` (A's import),
`~/Documents/90sDJsim` (reference). Dev server `:8130`.
## Sequencing
```
F1 (flags-off regression + v2 smoke) ── land FIRST, everything else runs under it
E1 (publish.py fix) ── early, protects the record while others publish
C1 (interior draw batching) ──→ C2 (map 3 new fittings) ──→ F re-smoke interiors
A1 (plansrc, carried) ─────────→ F2 (determinism gate + plansrc smoke, if landed)
B1 (street_bin + bus_shelter) · D1 (roster hardening) ── parallel
all green ──→ F3 (tag v2.0-alpha)
```
---
## Lane A (Citygen) — the second plan source (CARRIED FROM ROUND 5, unchanged)
Your round-5 brief carries verbatim — execute ROUND5_INSTRUCTIONS.md §Lane A. Summary:
1. **Extract the contract**: document the exact CityPlan shape `generatePlan` returns in
CITY_SPEC (nodes/edges/blocks/lots/shops/registry/hours/openLate/seeds); add a
`planSource` selector — default `'synthetic'` byte-identical (golden hash law), `'osm'`
behind `?plansrc=osm`.
2. **Build the OSM source**: port the relevant parts of thriftgod `server.py:433
build_city()` reading a **checked-in fixture** (one real AU town's shops, few hundred
max, extracted from thriftgod's `city_source.json` cache) → dedupe → suburb inference →
parody names → seeded hours → valid CityPlan. Deterministic (fixture+seed → same plan,
hash it). **Zero network.**
3. **Prove it downstream**: `?plansrc=osm` boots the shell end-to-end — streets, doors,
interiors; invariants green (parameterize selfcheck by source; synthetic golden hash
untouched). Screenshot the imported town.
4. Document the seam in LANE_A_NOTES for F's determinism-gate extension.
**Integrator note (decision #1):** if one session can't finish, land contract + fixture +
a booting partial importer and document the cut — a half-landed seam beats another no-show.
**Acceptance**: default boot byte-identical; `?plansrc=osm` boots a real-data town with
invariants green; fixture committed; zero network; qa green.
## Lane B (Streetscape) — place the street props
1. **Place `street_bin_01` and `bus_shelter_01`** (published R5, no consumer yet). Bins:
seeded placement along footpaths (corner/mid-block, sparse — this is a country town, not
a mall). Bus shelter: main-street edges, oriented to the kerb, sensible spacing (13 per
town) — note it's also the future stop for V2's tram/bus loop, so place it ON the street
graph (an edge attribute or deterministic edge pick), not free-floating, and document the
placement rule in LANE_B_NOTES for whoever builds the vehicle loop.
2. **Footprint/collision verify** both (same bar as your R4 furniture verify): planted,
no sidewalk clipping, player collision sane, correct facing, deterministic per seed.
3. **Re-measure** worst continuous-walk view with citizens: still ≤300 draws (the props are
instanced/batched like the rest of your furniture — don't add per-instance materials).
4. Optional polish: a `winmap` bookmark shot for the gallery (day + night through glass).
**Acceptance**: both props placed deterministically + collision-verified; worst view ≤300
draws; placement rule documented; qa green.
## Lane C (Interiors) — kill the draw count, then map the three orphans
1. **Interior draw batching (do FIRST — it's now law, decision #2: ≤350 draws worst room).**
Your R5 numbers: book 1,245 / opshop 702 / milkbar 573 draws. Diagnose first (one
`renderer.info` breakdown per room type — is it per-item stock meshes? per-sleeve
canvases? fitting clones?), then batch: merge static stock into per-fitting or per-room
geometry (`BufferGeometryUtils.mergeGeometries` on shared-material groups), or instance
repeated items. Constraints: determinism (same seed → same room), dig compatibility
(`?dig=1` riffle needs its bin's sleeves — keep dug bins' items addressable or rebuild
the bin's mesh on dig-open), leak-free dispose, keeper/stock contracts unchanged.
Re-measure ALL room types after; extend your sweep to **assert ≤350** so it can't regress.
2. **Map the three orphaned fittings** in `glb.js` (published + in manifest since E3/E2,
after your R5 commits): `glass_case` → toy/pawn/milkbar (display case — front-of-room or
counter-adjacent), `magazine_rack` → milkbar/pawn (it's the R3 thin-wire reject reborn
via fal — eyeball it in-room), `crate_stack` → record/opshop back-room dressing. Real-
metre scale + per-kind yaw as ever; sweep + soak with them on; extend the contact sheet.
3. Re-run the dig soak (`?dig=1`) after the batching change — the riffle must still work on
the batched bins.
**Acceptance**: worst room ≤350 draws with the sweep asserting it; all three fittings live
in rooms, validated, screenshotted; dig still works + leak-free; qa green.
## Lane D (Citizens) — harden the streamed roster toward default-on
The roster flips to default in v2 proper; this round produces the evidence for that call.
1. **Full soak with `?roster=stream` on**: the standard gate-2 walk (≥30 chunks, ≥15 shops)
plus your far-field walk — leak-free (renderer.info at baseline after chunk disposes),
0 console errors, heap stable, determinism (same seed + walk → same identities).
2. **Hours-aware density** (if not already in): streamed spawns respect the day fraction
like v1; at night, density drops and the openLate video shop's block stays lively.
3. **Flag-composition check with C**: `?roster=stream&dig=1` — entering a dig from a street
with a streamed roster, exiting, walking on. No interaction with interior mode (roster
is street-tier), but prove it.
4. **The numbers memo**: write LANE_D_NOTES "roster default-on readiness" — perf deltas
(draws/tris/frame-time worst view vs v1 roster), memory over a 30-chunk walk, density
uniformity evidence, known gaps. F + Fable use it to decide the flip in round 7.
**Acceptance**: streamed-roster soak green; composition with dig proven; readiness memo
written with real numbers; flag still default-off; qa green.
## Lane E (Assets) — make the pipeline non-destructive, then on-call
1. **Fix publish.py (decision #3)**: merge newly-published files into `_published.json`
(read existing → union → sorted write), never replace. While you're in there: after any
publish, verify the file against the live depot list (`/api/list` filtered to
`procity_*`) and warn on drift. Add a small check to `validate_manifest.py` (or a new
gate): every manifest `depot:` file must appear in `_published.json` — so a future
clobber fails QA instead of hiding.
2. **Re-verify the record**: run your fixed publish path's verify against the depot and
confirm the 27-entry `_published.json` Fable regenerated is exactly right (fix if not).
3. **On-call**: B may need bus-shelter/bin scale or origin tweaks once placed; C may find
`magazine_rack`/`glass_case` issues in-room (fal re-gen of a *broken* prop is authorized
at ≤2 attempts per decision #5, logged). Answer within your NOTES.
4. **No speculative generation** — the depot grows consumer-driven only. No fal spends
beyond decision #5's broken-prop clause.
**Acceptance**: publish.py merges (proven by a dry-run + a real no-op run), QA catches
manifest-vs-published drift; `_published.json` verified against depot; asset asks answered;
qa green.
## Lane F (Integration) — the enforcement harness, then the alpha tag
1. **F1 — flags-off regression + v2 smoke (LAND FIRST; carried from R5 where it slipped).**
Per your own LANE_F_NOTES §"v2 QA harness extensions":
- **Flags-off regression**: boot with no flags → assert plan hash == golden + a settled
draws/tris snapshot within tolerance of the v1.1 baseline. This is the enforcement arm
of the prime law — with three live flags it is overdue.
- **v2 smoke**: for each flag (`winmap`, `dig`, `roster`, + `plansrc` when A lands):
boot flag-on, walk 2 chunks, enter 1 interior (dig: open one riffle), 0 console errors.
- **All-on combo** (decision #4): one smoke with every landed flag on simultaneously.
- Wire into qa.sh as a **warn-level gate this round** (strict in round 7). Keep it
headless-runnable and fast (<2 min) or it won't get run.
2. **F2 — plansrc integration (only if A lands)**: wire the shell plan bootstrap selector,
extend the determinism gate to pin (seed, plansrc) hashes, add plansrc to the smoke.
3. **F3 — tag `v2.0-alpha`** (decision #6): all landed flags smoke-green + flags-off
regression green + qa strict green → tag locally with a summary (three flags is
acceptable if A no-shows again — note it in the tag message). Update the flags table +
runbook + F-progress. John pushes.
4. Add C's interior ≤350-draw assertion to the harness once C1 lands (a per-room-type
check in the smoke or soak — coordinate via NOTES).
5. Marshal duty continues.
**Acceptance**: flags-off regression + per-flag + all-on smokes running in qa.sh (warn);
determinism gate extended if plansrc lands; `v2.0-alpha` tagged on a green tree; runbook +
flags table current.
---
*— Fable (integrator). Round 5's lesson: the review caught a clobbered provenance file, a
skipped harness, and a silent no-show — all three were invisible to lanes' own green
self-reports. F1 exists so the machine catches the next one. Commit atomically, pin your
refs, leave it green.*

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# PROCITY — Round 7 lane instructions (from Fable, integrator)
> **⚠ SUPERSEDED by [ROUND8_INSTRUCTIONS.md](ROUND8_INSTRUCTIONS.md) (2026-07-14).** Round 7 is
> complete — roster flipped to default, `?stock=real` live, harness strict, v2.0-beta tagged
> (`4feba02`). B (weather) and A (osm parity) slipped — round 8 carries both §Lane A and §Lane B
> verbatim; everything else is historical reference only.
Date: 2026-07-14 · Written after the Fable round-6 review (`6948372`) and the **v2.0-alpha
tag**. You are an Opus 4.8 agent assigned ONE lane (read your session prompt). Read this
file, your lane spec, your `<X>-progress.md`, and NOTES addressed to you first.
Repo state: everything committed on `main` at `6948372` = `v2.0-alpha`. `tools/qa.sh
--strict` GREEN **5/5** (incl. the v2 flags harness at warn level). Four v2 flags live,
default-off: `?plansrc=osm` · `?winmap=1` · `?dig=1` · `?roster=stream`. Goldens: synthetic
`0x3fa36874`, osm `0x34cfdec0`. Interior law ≤350 draws/room (worst 313, sweep asserts).
27 procity GLBs live. fal balance ~$21.36. Tags `v1.0`/`v1.1`/`v2.0-alpha` await John's push.
## Theme: the flip round + the content firehose
Round 6 built the machinery; round 7 turns two keys:
1. **`?roster=stream` becomes the DEFAULT.** D's readiness memo says it's deterministic,
leak-free, hours-aware, and composes — gated only on one optimisation (the ped sub-mesh
merge, so full density fits the draw budget). E merges, D validates, F flips.
2. **Real stock enters the dig** (the reason this system exists — V2_IDEAS #1, deferred
twice): a curated GODVERSE content pack feeds C's `stockAdapter` behind `?stock=real`,
so the crates you riffle hold *real* record sleeves instead of parody canvas.
Plus: the flags harness graduates **warn → strict**, B ships weather, A hardens osm mode.
End-of-round milestone: **`v2.0-beta`** (F tags; criteria in decision #6).
## Prime-law amendment (read carefully — the baseline moves this round)
The v2 prime law ("default boot stays v1-identical") gets its first **deliberate,
versioned** exception: when F flips the roster default, the default boot changes. Protocol
(decision #1): the flip commit and the flags-off-baseline re-pin happen in ONE F-owned
commit, with the old baseline recorded in the commit message. **Plan goldens do NOT move**
(`0x3fa36874` / `0x34cfdec0` — the plan layer is untouched by the roster). Any other lane
whose feature would move the default boot: that's still a land-blocker — the exception is
the flip only.
## Integrator decisions (so nobody blocks)
1. **Roster-flip protocol**: E1 (sub-mesh merge) → D1 (validate + full-density numbers) →
F1 (flip default; keep `?roster=v1` as the escape hatch back to the fixed roster;
re-pin the flags-off draws/tris baseline in the same commit). Order is strict — no lane
pre-empts the flip.
2. **Real-stock scope**: read-only content, NO economy backend. E builds the pack offline
from GODVERSE (`~/Documents/dealgod/GODVERSE.md` — recordgod's 185k vinyl w/ images is
the target): curate ~200400 sleeves per record-shop archetype (+ optional small packs
for book/toy if cheap), bake into atlas textures + a JSON index (id, title, artist,
price band, atlas UV), publish atlases to the depot like any asset. C consumes behind
`?stock=real` through the existing `stockAdapter` seam. Buying stays a stub. `?noassets`
and flag-off behavior untouched. **No runtime network beyond the existing depot path;
no databases; nothing from GODVERSE checked into the repo except the built pack index
if it's small.** Parody-name law: run titles/artists through the same
no-real-trademarks screen as everything else — if the source data is real-world
metadata, parody-transform it in the pack builder (deterministic).
3. **Weather is B's round**, behind `?weather=1`: seeded per-day weather state (clear /
overcast / rain), rain particles + wet-ground response, wind sway on awnings/trees if
cheap. The sky domes for it already exist in `web/assets/gen/`. Tram loop is a stretch
goal ONLY if weather lands early (`?tram=1`, instanced, one path over B's bus_shelter
stops, no traffic sim).
4. **Harness graduates to strict** (F, after the flip lands): a red flags-harness now
fails qa.sh. New flags this round (`stock`, `weather`, `tram` if it lands) enter at
warn and graduate next round.
5. **fal**: no new spends. Broken-prop re-gen clause (≤2 attempts, logged) still stands.
6. **Tag `v2.0-beta`** (F, end of round) when: roster default-on + escape hatch verified ·
flags harness strict + green · `?stock=real` riffles real sleeves in a record shop ·
`?weather=1` rains · qa strict green. If stock OR weather slips, tag anyway with what
landed and note it — same no-hostage rule as always.
## Process rules (unchanged)
- ONE shared working tree. `git status` first; stage only your files by exact path;
options before `--`; `add` new files first; commit immediately; pin a durable lane ref.
- Leave `qa.sh --strict` GREEN. Update `<X>-progress.md`; cross-lane asks in your NOTES.
- F owns `web/index.html` + `tools/`; document call sites for F.
- `procityprogress.txt` / `settings.local.json` stay untracked.
- Repo `/Users/m3ultra/Documents/procity`; GODVERSE reference `~/Documents/dealgod`;
dev server `:8130`.
## Sequencing
```
E1 (ped sub-mesh merge) ──→ D1 (validate + density numbers) ──→ F1 (FLIP + re-pin baseline)
E2 (GODVERSE stock pack) ──→ C1 (?stock=real in the dig) ──────→ F2 (strict harness + new smokes)
B1 (?weather=1) · A1 (osm parity + 2nd town) ── parallel ──────→ F3 (tag v2.0-beta)
```
E has both feeder tasks — start E1 immediately (it gates the flip), E2 right after.
F1 lands before F2 (strict) so the baseline only re-pins once.
---
## Lane A (Citygen) — osm mode to parity + a second town
The Melbourne import works; make osm a first-class citizen, not a demo.
1. **Selfcheck parity**: parameterize the full selfcheck suite by plan source so osm plans
get the same invariant coverage as synthetic (lots/shops integrity, hours contract,
exactly-one openLate, storeys ranges, determinism, <100ms). Wire so `qa.sh` runs both
(F already pins both goldens — extend the checks behind them).
2. **A second fixture town**: extract another AU town from the thriftgod cache (different
scale/shape than inner-Melbourne — a smaller coastal or regional strip is ideal) →
`?plansrc=osm&town=<key>`. Same laws: checked-in module fixture, zero network,
deterministic, pinned golden per town (give F the hashes).
3. **Document the "add a town" recipe** in LANE_A_NOTES (fixture extraction → module →
golden pin) so future towns are mechanical.
4. Watch for: osm towns must satisfy the SAME downstream contracts (openLate exactly-one,
registry types, hours sanity) — if a real town's data fights a contract, the importer
normalizes it (and logs what it changed), the contract doesn't bend.
**Acceptance**: full selfcheck green on every (source, town); second town boots end-to-end;
recipe documented; both plan goldens unchanged, new town's golden pinned; qa green.
## Lane B (Streetscape) — weather
`?weather=1` (decision #3). Seeded, deterministic, cheap.
1. **Weather state**: seeded per (citySeed, day) — clear / overcast / rain (weights feel
AU-plausible). Expose `window.PROCITY.weather` for other lanes (D may thin crowds in
rain later; not this round).
2. **Rain**: a particle layer (instanced/points, ONE draw), audible-later, camera-following;
wet ground = roughness/darkening response on street surfaces; puddle sheen if cheap.
Sky: pick the matching dome from the existing `sky-*.jpg` set (summer storm / grey
drizzle are already in `web/assets/gen/`).
3. **Wind**: subtle sway on awnings + trees during overcast/rain if it fits the budget —
vertex-shader time offset, not per-frame CPU.
4. **Budget + composition**: worst view ≤300 draws with weather on; works with winmap
(rain outside a lit window is the money shot — screenshot it), night, and interiors
(rain audio/visual stops inside; interiors are separate scenes so mostly free).
5. **Stretch ONLY if 14 land early**: `?tram=1` — one instanced tram/bus on a seeded
main-street loop over your bus_shelter stops, door-stop pause at each. No traffic sim.
**Acceptance**: `?weather=1` deterministic per seed/day; rain + wet ground + matching sky
render; ≤300 draws; composes with winmap/night; flag-off identical; screenshots (incl.
rain-through-window); qa green.
## Lane C (Interiors) — real sleeves in the crates
`?stock=real` (decision #2). The stockAdapter seam you built in v1 finally eats.
1. **Define the pack contract with E** (you own the consumer side): what the JSON index +
atlases must provide per item (title/artist/price-band/atlas+UV). Put the agreed schema
in LANE_C_NOTES *first* so E builds against it — a half-day handshake beats a rework.
2. **Consume**: when `?stock=real` and the pack is available (depot or `?localdepot=1`),
record-shop bins draw sleeves from the pack (seeded pick per bin — same seed, same
crate contents) instead of parody canvas; the dig riffle shows real covers + pack
titles/prices; the pull-out card shows title/artist/price.
3. **Laws**: deterministic per shop.seed · leak-free (atlas textures dispose with the room
or share via the loader cache — prove with the soak) · ≤350 draws (atlas = the sleeves
stay batched; assert via drawSweep) · `?noassets` and flag-off untouched · fail-soft
(pack missing → parody canvas, warn once).
4. **Extend the dig soak**: `?dig=1&stock=real` enter/riffle/exit × N rooms, zero leaks,
determinism.
5. If E's pack covers book/toy too, wire those shelves as a bonus — record shops are the
acceptance bar.
**Acceptance**: riffling a bin with `?stock=real` shows real (parody-screened) sleeves with
titles/prices, deterministic + leak-free + ≤350 draws; fail-soft proven; contract doc'd;
qa green.
## Lane D (Citizens) — validate the merge, hand F the flip
1. **D1 — validate E1's merged peds** (the flip gate): rigs bind + animate (walk/idle),
silhouettes/materials intact, impostor bake clean, identity variety preserved. Then the
numbers: draws-per-near-rig before/after, worst-view draws/tris at FULL density
(`?roster=stream`, no reduced-density concession), 30-chunk soak leak-free. Write the
go/no-go into LANE_D_NOTES with the exact figures — F flips on your word (decision #1).
2. **Full-density defaults**: with the merge in, set the stream path's density/near-cap
defaults to the values your memo said full density needs — these become the shipping
defaults when F flips.
3. **Post-flip verification** (after F1 lands): default boot runs the streamed roster —
re-run your determinism + far-field-density + leak checks on a NO-FLAG boot; verify the
`?roster=v1` escape hatch actually restores the fixed roster.
4. Do NOT start rain-behavior/schedules/queues — crowds react to weather in a later round.
**Acceptance**: merged peds validated with published numbers; go/no-go memo written; after
the flip, no-flag boot passes your full check suite; escape hatch verified; qa green.
## Lane E (Assets) — the two feeders
Both critical-path. E1 gates the flip; E2 gates the stock. In that order.
1. **E1 — ped sub-mesh merge (START IMMEDIATELY).** Per-ped GLBs carry multiple
primitives/materials → multiple draws per near rig. Merge to (ideally) ONE primitive +
one atlased material per ped: gltf-transform `join`/`palette`/`instance` pipeline —
**preserving skinning (joints/weights), morphs if any, and compatibility with the shared
walk/idle clips**. Backup originals (gitignored), process all 19, verify each loads +
binds in the vendored GLTFLoader, record before/after draws+tris in AUDIT.md, hand to D.
2. **E2 — the GODVERSE stock pack.** Build `pipeline/build_stock_pack.py`: read recordgod
data from `~/Documents/dealgod` (fixture-extract like A's pattern — the pipeline reads
the local dataset at build time; NOTHING queries it at runtime), curate 200400 sleeves
(image quality + variety), **parody-transform titles/artists deterministically** (the
no-real-trademarks law applies to metadata too), bake atlas PNG/WebPs + JSON index to
C's schema (wait for C's contract note — it's their task 1), publish atlases to the
depot, stage for `?localdepot=1`. Provenance in AUDIT.md (source dataset, count,
transform). Small packs for book spines / toy boxes only if the record pack lands early.
3. **On-call**: B may want a rain-streak sprite or puddle texture (procedural first —
generate only if truly needed, flux_local, free).
**Acceptance**: E1 — all peds single-draw (or documented floor), skinned + animating, D
signs off; E2 — pack published + staged, index validates against C's schema, parody screen
run, provenance logged; qa green (incl. your own provenance-drift gate).
## Lane F (Integration) — flip, tighten, tag
1. **F1 — the roster flip (after D1's go).** In `web/index.html`: streamed roster becomes
default; `?roster=v1` restores the fixed roster; `?roster=stream` stays accepted (now a
no-op). **Same commit**: re-pin the flags-off regression baseline (draws/tris snapshot)
to the new default boot, old values in the commit message (prime-law amendment). Plan
goldens untouched. Then boot no-flags + escape hatch and eyeball both.
2. **F2 — harness to strict (after F1).** Flags harness failures now fail qa.sh. Add
smokes for the new flags as they land: `stock=real` (enter record shop, open dig,
assert non-parody sleeve count > 0), `weather=1` (boot, assert particle layer + wet
response active, 0 errors), `tram=1` if B ships it. New flags enter at warn (decision
#4), existing four + flags-off are strict.
3. **F3 — tag `v2.0-beta`** (decision #6 criteria): summary tag message with the flip
baseline note; update flags table + runbook + F-progress. Local; John pushes (remind
him v1.0/v1.1/v2.0-alpha are also still unpushed).
4. **Marshal**: this round has two hard sequams (E1→D1→F1, E2→C1) — if a lane stalls,
flag it in F-progress early rather than at round end. The R5 lesson (silent no-show)
now has a harness for code, but not for schedule — you're the schedule harness.
**Acceptance**: default boot = streamed roster with re-pinned baseline + working escape
hatch; harness strict + green with new-flag smokes; `v2.0-beta` tagged on a green tree;
runbook/flags table current.
---
*— Fable (integrator). Two keys turn this round: the town gets permanently busier, and the
crates get real. Both have hard sequencing — respect the arrows, commit atomically, pin
your refs, leave it green.*

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# PROCITY — Round 8 lane instructions (from Fable, integrator)
Date: 2026-07-14 · Written after the Fable round-7 review (`16d4f2b`) and the **v2.0-beta
tag** (`4feba02`). You are an Opus 4.8 agent assigned ONE lane (read your session prompt).
Read this file, your lane spec, your `<X>-progress.md`, and NOTES addressed to you first.
Repo state: everything committed on `main` at `16d4f2b`. `tools/qa.sh --strict` GREEN 5/5
with the flags harness **STRICT**. **The streamed roster is the DEFAULT** (`?roster=v1` is
the escape hatch; baseline re-pinned 164 draws / 66k tris; plan goldens frozen at
`0x3fa36874` synthetic / `0x34cfdec0` osm-Melbourne). `?stock=real` puts real GODVERSE
sleeves in record-shop crates and digs. John is pushing main + v1.0/v1.1/v2.0-alpha/
v2.0-beta to origin. fal balance ~$21.36.
## Theme: catch-up + the town comes alive
Round 7 turned the two big keys but **two lanes slipped**: B (weather) and A (osm parity)
have no round-7 work. Round 8 is those debts plus the "living town" tier that the flip and
the stock pack unlock:
- **A and B execute their carried tasks** — B's weather is now also a dependency for D.
- **C widens real stock** (book/toy) and gives the dig a working **buy loop v0**.
- **D makes crowds react** — weather + shop patronage (peds actually enter shops).
- **E feeds packs** and stays the asset kitchen.
- **F graduates the new smokes to strict** and tags **`v2.0-rc`**.
A slip note (this applies to everyone): a lane that can't finish its round MUST commit a
partial + write the cut line in its progress doc before the session ends. Round 7's slips
were silent again — the schedule harness (F) catches them at round end, but a one-line
"stopped at X because Y" turns a re-derive into a resume.
## Prime law (post-amendment state)
Default boot = streamed roster at the re-pinned baseline; plan goldens frozen; everything
NEW still lands behind a default-off flag; flags compose; `qa.sh --strict` green at every
commit. The flags harness is strict — if your feature leaks into the default path, qa fails
and it's yours to fix.
## Integrator decisions (so nobody blocks)
1. **B goes first on weather** (carried R7 brief, unchanged — ROUND7 §Lane B): D's crowd
reactions consume `window.PROCITY.weather`, so B1 landing early unblocks D2. If B slips
again, D ships patronage only (hours-based) and weather-reaction carries — do not fake a
weather source.
2. **Buy loop v0 scope (C)**: in-memory only. Player cash starts at a seeded-per-town float
(e.g. $4060), HUD chip, `onBuy` deducts price + removes the sleeve from the bin +
adds to a simple inventory list (I key). NO persistence (no localStorage — a page reload
resets; that's fine for v0), no selling, no economy sim. Deterministic world, free-agent
player: purchases mutate live room state only, never generation.
3. **Pack expansion (E)**: book spines + toy boxes packs, same pipeline/laws as the record
pack (build-time extract, parody-transform, atlas + index, depot publish, provenance).
Target ~150250 items each; reuse C's schema (already proven); C wires shelves.
4. **Patronage v0 scope (D)**: streamed peds occasionally path to an OPEN shop's door,
pause, "enter" (despawn with a door-swing tell or fade), re-emerge after seeded dwell.
No interior presence (interiors stay player-only this round), no queues. Respect hours
(closed shops get no visitors; the openLate video shop gets night traffic).
5. **Audio stays parked** (needs John's sourcing decision — flagging it: one line from John
unlocks street ambience + door bell, the V2_IDEAS "greenfield" item).
6. **Tag `v2.0-rc`** (F, end of round) when: weather + patronage + buy-v0 + ≥1 new pack
landed and smoke-green, stock/weather smokes graduated strict, qa strict green. Same
no-hostage rule: tag what landed, note what slipped.
## Process rules (unchanged)
- ONE shared working tree; stage only your files by exact path; options before `--`;
`add` new files first; pin a durable lane ref; leave qa GREEN; progress doc + NOTES.
- F owns `web/index.html` + `tools/`; document call sites for F.
- `procityprogress.txt` / `settings.local.json` stay untracked; `pipeline/_stockpack/`
and staging dirs are gitignored — keep build output out of the repo.
- Repo `/Users/m3ultra/Documents/procity`; GODVERSE at `~/Documents/dealgod`; dev `:8130`.
## Sequencing
```
B1 (weather, carried) ──────────→ D2 (weather-reactive crowds) ─┐
E1 (book/toy packs) ──→ C2 (wire shelves) ──┐ │
C1 (buy loop v0) ── independent ─────────────┼──→ F1 (strict graduations + new smokes)
A1 (osm parity + 2nd town, carried) ─────────┘ └──→ F2 (tag v2.0-rc)
D1 (patronage, hours-based) ── independent of B
```
B and E start immediately (both feed others). C1 and D1 need nobody.
---
## Lane A (Citygen) — carried round-7 brief, unchanged
Execute ROUND7_INSTRUCTIONS.md §Lane A verbatim. Summary: (1) selfcheck parity for osm
plans (full invariant suite runs on both sources; F pins both goldens); (2) a second
fixture town (`?plansrc=osm&town=<key>`, checked-in module, zero network, golden pinned —
pick a small coastal/regional strip for contrast with inner-Melbourne); (3) the "add a
town" recipe in LANE_A_NOTES; (4) importer normalizes real-world data to the contracts
(exactly-one openLate etc.) and logs what it changed.
This brief has now slipped twice (R7; and R4R5 for its predecessor). If a full session
isn't available, land ANY complete subset with a cut-line note — parity alone is a fine
round.
**Acceptance**: full selfcheck green on every (source, town); second town boots end-to-end
(or a documented cut); goldens pinned; qa green.
## Lane B (Streetscape) — carried round-7 brief: weather
Execute ROUND7_INSTRUCTIONS.md §Lane B verbatim. Summary: `?weather=1` — seeded per
(citySeed, day) state (clear/overcast/rain) exposed at `window.PROCITY.weather`; rain
particles (ONE draw), wet-ground response, matching sky dome from the existing set; wind
sway if cheap; ≤300 draws worst view; composes with winmap/night (rain-through-lit-window
screenshot); flag-off identical. Tram (`?tram=1`) remains the stretch, only after weather.
**New this round**: D consumes `window.PROCITY.weather` (decision #1) — expose it early
(even while polishing visuals) and document the shape in LANE_B_NOTES: at minimum
`{ state: 'clear'|'overcast'|'rain', intensity: 0..1 }`, stable per day segment.
**Acceptance**: as ROUND7 §Lane B, plus the documented `PROCITY.weather` contract; qa green.
## Lane C (Interiors) — buy loop v0 + wire the new packs
1. **C1 — buy loop v0** (decision #2, in the dig, works with parody AND real stock):
seeded starting cash → HUD chip (street + interior); pulling the front sleeve and
confirming buys it: cash decreases by the sleeve's price, sleeve leaves the bin (bin
mesh updates — your batching keeps dug bins addressable, use that), inventory list on
I. Broke = can't buy (a "not enough cash" tell). In-memory only; reload resets.
Leak/determinism laws: world generation unchanged (purchases are runtime state);
dig soak extended to buy 2 items per visit — no leaks, ≤350 draws.
2. **C2 — wire book spines + toy boxes** when E1's packs land: `?stock=real` extends to
book/toy shelves through the same stockAdapter path (static shelf stock; digging other
shop types is NOT this round). Fail-soft per pack (record pack present but book missing
→ records real, books parody).
3. Keep the pack schema doc current if E's new packs need any field additions.
**Acceptance**: buying works end-to-end in a dig (cash/HUD/inventory/bin-update), soak
green with purchases; book+toy shelves show real stock when packs present, fail-soft
otherwise; ≤350 draws; qa green.
## Lane D (Citizens) — the crowd comes alive
1. **D1 — shop patronage v0** (decision #4, independent of B): streamed peds occasionally
select an OPEN shop within their chunk, path to its door, pause, despawn-with-tell,
re-emerge after a seeded dwell. Hours-aware: closed = no visitors; night = the openLate
video shop is the only draw. Deterministic per seed+time; budget-neutral (it's the same
peds, different paths); leak-free (despawn/respawn through your existing lifecycle).
Behind `?patronage=0` OFF-switch — patronage is default-ON for streamed rosters (it's
crowd behavior, not a new system; the flags-off baseline may move a hair — coordinate
the re-pin with F if draws shift, same protocol as the flip).
2. **D2 — weather reaction** (after B1 exposes `PROCITY.weather`): rain → density drops
(~4060%), walk speed up slightly, more peds choose shop doors (shelter patronage);
clear → v1 behavior. Read the contract from LANE_B_NOTES; do not import B's modules.
3. Re-run the roster soak with patronage on (leak-free over the despawn/respawn cycles).
**Acceptance**: peds visibly enter/leave open shops day-long and cluster on the video shop
at night; deterministic + leak-free + budget-neutral; rain thins and redirects the crowd
(or documented as carried if B slips); qa green.
## Lane E (Assets) — pack kitchen
1. **E1 — book spines + toy boxes packs** (decision #3): same pipeline as the record pack
(`build_stock_pack.py` — generalize it rather than copying), build-time extract from
the GODVERSE datasets (bookgod/toygod per GODVERSE.md), parody-transform, ~150250
items each, atlas + index to C's schema, depot publish + local stage, provenance in
AUDIT.md. Book spines are TALL-thin (different atlas cell aspect) — coordinate the
cell geometry with C before baking.
2. **E2 — pack QA**: extend your provenance-drift gate (or add a small check) to validate
pack indexes — every entry has atlas+UV in range, price band sane, no empty titles —
so a bad bake fails qa instead of rendering blank sleeves.
3. **On-call**: B may want a rain-streak/puddle texture (procedural first, flux_local if
truly needed — free); D may want a door-swing tell sprite (same rule).
4. No fal spends (broken-prop clause stands). Audio assets stay parked (decision #5).
**Acceptance**: two new packs live (depot + staged), indexes validate in qa, C consumes
them; pack-QA gate green; provenance logged; qa green.
## Lane F (Integration) — graduate, marshal, tag
1. **F1 — smoke graduations + additions**: `stock=real` and (when B lands) `weather=1`
graduate warn → strict. New smokes at warn: buy-v0 (open dig, buy 1 item, assert cash
decreased + bin count dropped, 0 errors), patronage (advance time, assert ≥1 ped
despawns at an open shop door over N seconds), book/toy stock (enter book shop with
`?stock=real`, assert real spine meshes), 2nd osm town if A lands (pin its golden).
2. **F2 — patronage default-on baseline**: if D1 moves the flags-off draws/tris beyond
tolerance, re-pin with the same one-commit protocol as the flip (old values in the
message). Plan goldens still frozen.
3. **F3 — tag `v2.0-rc`** (decision #6 criteria; no-hostage rule). Update flags table +
runbook; note anything carried. Remind John of unpushed refs if any remain.
4. **Marshal**: B and A are on carried briefs — check for their commits mid-round; if
either stalls again, note it in F-progress the moment you see it, not at tag time.
**Acceptance**: graduated smokes strict + green; new smokes running at warn; baseline
re-pin (if needed) done by protocol; `v2.0-rc` tagged on a green tree; runbook current.
---
*— Fable (integrator). The machine is built and strict; this round is about the town
feeling inhabited — rain on the awnings, peds ducking into shops, and walking out of a
dig with a record you paid for. Commit atomically, pin your refs, leave it green — and if
you must stop early, say where and why.*

1
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<!doctype html><meta charset="utf-8"><title>PROCITY contact sheet</title><style>body{background:#111;color:#ddd;font:14px monospace;padding:16px}.row{display:flex;gap:8px}figure{margin:0;flex:1;min-width:0}img{width:100%}figcaption{padding:2px 0;color:#8f8}.empty{display:flex;align-items:center;justify-content:center;border:1px dashed #444;color:#666;min-height:120px}</style><h3>street_noon</h3><div class="row"><figure><img src="v1_tour/street_noon.png" loading="lazy"><figcaption>street_noon (v1_tour)</figcaption></figure><figure class="empty"><figcaption>reference — none</figcaption></figure></div><h3>arcade</h3><div class="row"><figure><img src="v1_tour/arcade.png" loading="lazy"><figcaption>arcade (v1_tour)</figcaption></figure><figure class="empty"><figcaption>reference — none</figcaption></figure></div><h3>market_square</h3><div class="row"><figure><img src="v1_tour/market_square.png" loading="lazy"><figcaption>market_square (v1_tour)</figcaption></figure><figure class="empty"><figcaption>reference — none</figcaption></figure></div><h3>milkbar_dusk</h3><div class="row"><figure><img src="v1_tour/milkbar_dusk.png" loading="lazy"><figcaption>milkbar_dusk (v1_tour)</figcaption></figure><figure class="empty"><figcaption>reference — none</figcaption></figure></div><h3>night_neon</h3><div class="row"><figure><img src="v1_tour/night_neon.png" loading="lazy"><figcaption>night_neon (v1_tour)</figcaption></figure><figure class="empty"><figcaption>reference — none</figcaption></figure></div><h3>warehouse_fringe</h3><div class="row"><figure><img src="v1_tour/warehouse_fringe.png" loading="lazy"><figcaption>warehouse_fringe (v1_tour)</figcaption></figure><figure class="empty"><figcaption>reference — none</figcaption></figure></div><h3>residential_collar</h3><div class="row"><figure><img src="v1_tour/residential_collar.png" loading="lazy"><figcaption>residential_collar (v1_tour)</figcaption></figure><figure class="empty"><figcaption>reference — none</figcaption></figure></div><h3>record_interior</h3><div class="row"><figure><img src="v1_tour/record_interior.png" loading="lazy"><figcaption>record_interior (v1_tour)</figcaption></figure><figure class="empty"><figcaption>reference — none</figcaption></figure></div><h3>opshop_interior</h3><div class="row"><figure><img src="v1_tour/opshop_interior.png" loading="lazy"><figcaption>opshop_interior (v1_tour)</figcaption></figure><figure class="empty"><figcaption>reference — none</figcaption></figure></div><h3>crossroads_busy</h3><div class="row"><figure><img src="v1_tour/crossroads_busy.png" loading="lazy"><figcaption>crossroads_busy (v1_tour)</figcaption></figure><figure class="empty"><figcaption>reference — none</figcaption></figure></div>

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@ -90,6 +90,31 @@ cleared. These are **excluded from the manifest**:
> If provenance genuinely can't be established for one, pull it from the publish set. This is a
> reason the publish step is deliberately gated on John, not automated.
## Provenance — round-3 hero props (for the depot publish sign-off)
Per the round-3 instruction ("record the per-asset provenance list in AUDIT.md first, then hand
John the two-liner"). The hero props have the **cleanest provenance in the whole set** — they are
100% generated on-device, from no third-party source:
| asset (`procity_fit/street_<id>_01.glb`) | origin | licence zone |
|---|---|---|
| **5 generated** — listening_booth, drinks_fridge, arcade_cabinet, milkshake_mixer (fit) · novelty_record (street) | **fully synthetic, local**: concept image = MODELBEAST `flux_local` (FLUX.2-klein-4B, Apache-2.0 model) → mesh = `trellis_mac` (TRELLIS.2, an original reconstruction of that concept image). No scanned/third-party geometry, no copyrighted source asset. | 🟢 original work (CC0-equivalent) |
| cash_register (`vintage-cash-register.glb`) | **reuse** of John's own `thriftgod_hero` asset, already live on 3GOD (round-3 reuse check) — not regenerated. | 🟢 same as existing depot set |
| magazine_rack | **not shipped** — TRELLIS wire rack floored ~112k tris (thin-wire gotcha) → in-engine primitive. | n/a |
| glass_case, bus_shelter | **not shipped** — TRELLIS failed on the transparent glass → fal.ai fallback list (John's go — Hunyuan v2 ~1417¢/gen: ~$0.280.34 for the pair, ~$1 worst case w/ retries) or primitive. | n/a |
- **Prompts were generic period objects with explicit `no text, no brands, no people`.** Every kept
prop was eyeballed for accidental baked branding (contact sheet `docs/shots/laneE/props_gen_local.png`).
The only textual marks are the **drinks-fridge's weathered faux-stickers** — verified at full concept
resolution to be **garbled, illegible pseudo-lettering** (no real trademark; e.g. a faux barcode +
nonsense glyphs), which reads as period flavour and blurs out at mesh-texture resolution. 🟢 cleared.
- Tri/size note: TRELLIS meshes are dense multi-shell scans; `normalize.py`'s COLLAPSE decimate floors
well above the ≤5k library budget (**2577k tris, ~0.33.5 MB/prop**; neither COLLAPSE nor meshopt
can reduce shell-soup without a voxel-remesh that destroys the baked UVs). Accepted for **focal,
optional, LOD-able** props (texture-intact) — flagged for a later texture-bake-to-lowpoly / gltfpack pass.
- These GLBs stage locally (`web/assets/models/`, git-ignored, served by `?localdepot=1`) and await
John's depot publish; they are **not** committed binaries (same policy as the library `_normalized` set).
## Coverage vs the registry fittings needs
| shop type | fittings need | covered by | gap → |
@ -133,3 +158,150 @@ Raw stats for every **parsable `.glb`** (59 of the ~69 library entries; the rest
or subdir sources not counted): `pipeline/_audit_stats.json`. `glb_stat.py` reports **world-space**
dims (node-transform-aware) and WebP/PNG/JPEG texture sizes. Normalizer output:
`pipeline/_normalize_results.json`.
## Round 4 — ped-rig decimation (gate-3 blocker)
The 19 street ped rigs in `web/models/peds/` were **~31k56k tris each (924k total)** — the cause of
gate 3 failing (~279k tris at the busiest intersection vs ≤200k). Decimated to **≤3k tris each**
(integrator decision #1) via `gltf-transform` `weld``simplify` (meshoptimizer):
```
gltf-transform weld in.glb _w.glb
gltf-transform simplify _w.glb out.glb --ratio 0.05 --error 0.12
```
meshoptimizer works cleanly here (proper manifold skinned character meshes, NOT the TRELLIS
shell-soup of the R3 hero props). Result: **924,153 → 46,551 tris** (48.6k → 2.45k avg; range
15642805, all ≤3k), **36M → 5M** on disk. **Skinning fully preserved**`JOINTS_0`/`WEIGHTS_0`
intact, skeleton unchanged (nodes + 65 joints identical to source), so the shared `walk.glb`/
`idle.glb` clips retarget unchanged (both left untouched). Contact sheet:
`docs/shots/laneE/peds_decimated.png` — silhouettes/textures read clean, no melted faces/hands
(fine for street distance). Originals backed up (gitignored) at `pipeline/.peds_orig/`; per-ped
before/after in `pipeline/_peds_decim.json`. Lane D validates rig binding + anims (task D2); Lane F
re-measures gate 3 (~24-rig near cap × ≤3k ≈ ≤67k fleet contribution).
## Round 4 — E2 asset re-exports (published)
- **`procity_fit_record_crate_01.glb` re-export (fixed).** The R3 normalize left a **sourceless
texture** (packed AO/roughness map didn't survive the WebP export; the material's
`metallicRoughnessTexture` + `occlusionTexture` pointed at it), which crashed three.js GLTFLoader
with `undefined 'uri'`. `pipeline/fix_glb_textures.py` strips material slots that reference a
sourceless texture (base-colour + normal kept; the orphan is never loaded). Verified it loads in
the vendored `GLTFLoader` (5000 tris, textures ok); re-published to the depot.
- **`procity_fit_counter_till_01.glb` (new).** ~2 m timber shop counter with a period beige till —
`flux_local` concept (3 rolls for the ~2:1 aspect) → `trellis_mac` mesh → `normalize.py`. 1.61 ×
0.64 m, 1.15 m tall, 32k tris (TRELLIS shell-soup floor, within decision-#2's 2577k for focal
props). **Provenance: 100% synthetic/on-device** (FLUX.2-klein-4B + TRELLIS.2 on the M3 Ultra), no
third-party source — cleanest licence zone. Replaces the R3 4 m till-less counter for the interior
counter slot (Lane C maps `counter``counter_till`); the balcao 4 m `counter` stays for long-bar use.
## Round 5 — E1: hero-prop bake-to-lowpoly (un-parked)
The 6 heavy TRELLIS hero props were **25k77k tris** (shell-soup — simplify-only floors there,
R3's lesson). Rebuilt topology + re-baked base colour via `pipeline/bake_lowpoly.py` (Blender
headless): **voxel-remesh → triangulate → decimate ≤8k → smart-UV → Cycles DIFFUSE(COLOR) bake
HP→LP → WebP export**. All **≤8k tris**, base colour baked onto fresh UVs, self-illuminated a
touch (matches normalize). Originals backed up (gitignored) at `pipeline/.props_orig/`; batch spec
`pipeline/batch_bake.json`; results `pipeline/_bake_results.json`.
| prop | tris before → after | voxel | size on disk | note |
|---|---|---|---|---|
| drinks_fridge | 77047 → 8000 | 0.03 | 5.3M → 0.9M | hollow glass-door box — needed a coarser voxel (0.012 grabbed the internal shelves into wireframe) |
| milkshake_mixer | 73492 → 7991 | 0.005 | 4.7M → 0.9M | small part, fine voxel |
| listening_booth | 53502 → 7986 | 0.012 | 3.4M → 0.9M | panel + stool |
| counter_till | 32226 → 7999 | 0.012 | 1.9M → 0.9M | timber counter + till |
| novelty_record | 26486 → 8000 | 0.014 | 1.8M → 0.9M | thick disc + base |
| arcade_cabinet | 25142 → 8000 | 0.012 | 1.5M → 0.8M | boxy cabinet |
Fleet: **288k → 48k tris**, **18M → 5.2M**. Every one **eyeballed** (contact sheet
`docs/shots/laneE/props_baked.png` — no melted labels/faces; the fridge re-bake was the only redo)
and **verified loading in the vendored `GLTFLoader`** (tris ≤8k, baked texture present).
Re-published to the depot (`validate --depot` 0 errors). **Provenance unchanged: 100% synthetic/
on-device** (FLUX.2-klein-4B + TRELLIS.2 + Blender bake, no third-party source). → Lane C
re-measures the record interior (was ~273k tris).
## Round 5 — E3: fal.ai fallback props (glass-case + bus-shelter + magazine-rack)
The two R3 TRELLIS glass rejects + the optional magazine-rack, generated on **fal.ai Hunyuan3D v2**
(John-authorized, decision #4). Pipeline: `flux_local` concept (frosted/opaque surfaces so the
reconstructor has something to grab — clear glass is what defeated TRELLIS) → `pipeline/gen_props_fal.py`
(fal `fal-ai/hunyuan3d/v2`, key from MODELBEAST settings, never hardcoded) → `normalize.py` (scale/
origin) → `bake_lowpoly.py` (voxel-remesh → ≤8k → **EMIT albedo bake**; Hunyuan materials need the
base-colour→emission route, DIFFUSE(COLOR) baked them near-black).
**Paid gen log (fal Hunyuan3D v2, ~$0.16/gen):**
| prop | attempts | cost | outcome |
|---|---|---|---|
| glass-case | 1 (frosted-glass concept) | ~$0.16 | ✅ solid case, timber base, items visible — TRELLIS couldn't; 40k→8k baked |
| bus-shelter | 2 (att.1 dropped the thin perspex panels → att.2 with an opaque back wall) | ~$0.32 | ✅ solid shelter, back wall + roof + bench; 40k→8k |
| magazine-rack | 1 (optional; solid-timber, not wire) | ~$0.16 | ✅ tiered timber rack w/ magazines — beat the R3 wire failure; 40k→8k |
**Total fal spend this round: ~$0.64** of the $22 balance (well under the <$1 estimate). Guardrail
held — nothing else on fal. All 3 ≤8k tris, base-colour baked, **verified loading in the vendored
GLTFLoader**, eyeballed (`docs/shots/laneE/props_fal.png` — no melted glass, no legible branding),
published, `validate --depot` 0 err. **Provenance: FLUX.2-klein-4B concept + fal Hunyuan3D v2 mesh +
Blender bake — synthetic, no third-party source** (Hunyuan output is model-generated geometry).
Raw fal GLBs + concepts kept in gitignored `pipeline/.genprops/`. These retire the last two
primitive-only fittings (glass_case, magazine_rack) + add a street bus_shelter.
## Round 5 — E2: depot growth (consumer-driven)
The round-5 v2 features are **procedural** (dig.js riffles generated sleeve art; B's window shader is
100% procedural; D's roster is spawn logic) — so no forced GLB needs. Per Fable "don't add manifest
entries no lane consumes", E2 is deliberately light: two already-synthetic depot props with clear
consumers, re-normalized to procity names + thumbs (both already ≤5k tris, metre-scale, base-origin):
| new id | source | footprint / h | consumer |
|---|---|---|---|
| `street/bin` (`procity_street_bin_01.glb`) | `council-bin.glb` (thriftgod_hero, on depot) | 0.57×0.68 m, 1.0 m | Lane B street dressing (towns need bins) |
| `fit/crate_stack` (`procity_fit_crate_stack_01.glb`) | `milk-crate-stack.glb` (thriftgod_hero) | 0.71×0.72 m, 0.9 m | Lane C record-store floor piles / dig context |
Both 3k tris, verified loading in the vendored GLTFLoader, published, `validate --depot` 0 err.
Provenance: MeshGod-generated (thriftgod_hero) — synthetic, web-ok. **Note:** also resolved Lane B's
B3 ask — `novelty_record` (was 26.5k, spiking the busy view) is now 8k via the E1 bake. No speculative
props added; further depot growth is available on request once C's dig / D's roster name concrete needs.
## Round 7 — E1: ped sub-mesh merge to one draw (gates the roster flip)
The 19 ped rigs carried **19 primitives / 13 materials each = 92 draws** for the fleet (≈116 at
the 24-rig near cap) — the optimisation D's memo gates full-density roster on. `pipeline/merge_ped.py`
(headless Blender) merges each ped to **ONE primitive + one atlased material**: join meshes → pack
every material's UV islands into a non-overlapping atlas UV → **EMIT-bake each source material's
base-colour into one 1024 atlas** (route base-colour→emission via the ORIGINAL uv so the atlas UV
doesn't hijack the lookup) → single material. **Skinning + skeleton fully preserved** (65 joints
intact on all 19, `JOINTS_0`/`WEIGHTS_0` kept; `walk`/`idle` untouched).
Result: **fleet 92 → 19 draws (1/ped)**; at the 24-rig near cap **116 → 24 draws** (79% cut). Size
5M → 4M. Verified in the vendored `GLTFLoader`: all 19 load with `isSkinnedMesh` + bind the shared
`walk.glb` clip; `man_suit` (2-mat) poses to **byte-identical dimensions vs the original**
(109.038 × 62.5) proving the skin deforms unchanged; `man_athletic` (3-mat, most complex atlas)
eyeballed correct (skin/top/pants regions all right). Pre-merge decimated peds backed up (gitignored)
in `pipeline/.peds_r6/`; per-ped in `pipeline/_peds_merge.json`. → **Lane D validates (D1)**
full silhouette/material/impostor/identity pass + full-density numbers — then **F flips the roster**.
## Round 7 — E2: GODVERSE stock pack pipeline (real sleeves for the dig)
`pipeline/build_stock_pack.py` builds C's `?stock=real` content pack **offline** (nothing queries the
dataset at runtime): read recordgod (`dealgod` Postgres `discogs_release`, 185k vinyl w/ cover URLs) →
curate N sleeves (deterministic md5 sample, varied) → **parody-transform title/artist** → fetch covers →
bake 8×8 atlas WebPs (256px cells) + a JSON index (`{id,title,artist,price,price_band,atlas,uv}`) →
stage for `?localdepot` / publish to depot.
**Parody law (metadata):** real (title, artist) → deterministic seed → recombined from period-AU word
banks; the output **shares no source token** (`Dark Side of the Moon`/`Pink Floyd` → `Quiet Milk Bar`/
`The Galahs`) so there is **zero real-trademark leakage**, yet it reads as plausible AU record stock,
and the same source row yields the same parody every build. Verified deterministic + token-disjoint.
**Pipeline PROVEN** end-to-end with `--sample 24` (synthetic solid-colour sleeves): 24 → one 2048 atlas
+ index, UVs correct, price bands (bargain/standard/collector/grail) working; sample pack staged to
`web/assets/models/` so Lane C can wire the consumer against the **real index format now**.
**The real 200-400 pack is blocked on two external deps (flagged to Fable):**
1. **`GODVERSE_DSN`** — the dealgod Postgres DSN (creds). Postgres is up on `localhost:5432`; the
builder reads the DSN from env (I don't hunt for creds). `--from-db --count 300` runs once it's set.
2. **Lane C's pack schema** (their task 1, not yet posted) — I built to the proposed fields above;
`INDEX_FIELDS` adjusts to C's LANE_C_NOTES contract when it lands.
Provenance of the real pack: source = Discogs metadata + cover images (recordgod), **metadata
parody-transformed** (no real titles/artists ship); covers are real release art (read-only, non-economy
per decision #2). Small book/toy packs are a follow-up once the record pack lands.

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@ -1,6 +1,9 @@
# PROCITY bespoke hero props — MeshGod batch (Step 5)
> **Budget-gated. Do NOT run without John's go.** ≈ 9 solids × ~30¢ ≈ **$2.70**. Everything
> **Budget-gated. Do NOT run without John's go.** Pricing corrected (2026-07-14, John): fal
> Hunyuan v2 is **~1417¢/gen, not 30¢**. Post-R3/R4 the batch is mostly filled free on
> MODELBEAST; the fal remainder is only **glass-case + bus-shelter** (+ optionally
> magazine-rack) ≈ **$0.280.51 one-pass, ~$1 worst case** with the ≤2-attempts rule. Everything
> here has an in-engine primitive fallback, so the game never blocks on it. The batch spec is
> `pipeline/meshgod_batch.json` (djsim_home / thriftgod_hero pattern).

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@ -71,10 +71,29 @@ no key, weights cached). It runs one GPU job at a time. Add skins by editing `PR
`.genraw/` and delete rejects before `--harvest`.** Cloud fallback (drop `--local`): OpenRouter
`google/gemini-3.1-flash-image`, ~$0.004/img, needs `OPENROUTER_KEY`. Manual flow: `SKIN_PROMPTS.md`.
### 6. Bespoke hero props — `MESHGOD_BATCH.md` + `meshgod_batch.json` *(≈$2.70, GATED)*
Glass case, fridge, till, listening booth, etc. — the gaps no library asset fills. **Do not run
without John's go**; check the DealGod cache / depot for reuse first (cash-register + glass-case
likely already exist). Everything has a primitive fallback.
### 6. Bespoke hero props — `gen_props.py` (MODELBEAST) *(round-3: DONE, free, on-device)*
The `meshgod_batch.json` gap list now goes through MODELBEAST instead of fal.ai — free, local:
```bash
python3 pipeline/gen_props.py --dry-run # list props + what's done
python3 pipeline/gen_props.py --concepts # flux_local concept images → .genprops/*.png (eyeball!)
python3 pipeline/gen_props.py --mesh --only glass-case # trellis_mac 1024_cascade image→GLB (~5-8 min)
python3 pipeline/gen_props.py --mesh # all props with a concept, no glb
# then normalize (uses local Blender), stage, catalogue:
BL=/Applications/Blender.app/Contents/MacOS/Blender
"$BL" --background --python pipeline/normalize.py -- pipeline/batch_props.json pipeline/_normalized web/assets/thumbs
cp pipeline/_normalized/_results.json pipeline/_props_results.json && python3 pipeline/build_manifest.py
```
**5 shipped** (arcade_cabinet, listening_booth, drinks_fridge, milkshake_mixer, novelty_record) + cash-register
reused from depot. `magazine-rack` → primitive (thin-wire gotcha); `glass-case`/`bus-shelter` → fal.ai
fallback (TRELLIS can't do transparent glass; `sf3d --draft` gives a featureless blob). TRELLIS meshes run
heavy (2577k tris) — see AUDIT provenance. **Eyeball every thumbnail**; ≤2 local attempts then fal (John's go).
### 7. Local-depot mode — `loaders.js ?localdepot=1` + `stage_local_depot.py` *(round-3: DONE)*
Lets Lanes B/C/F validate GLB loading with **no network / before publish**:
```bash
python3 pipeline/stage_local_depot.py # mirror _normalized/*.glb → web/assets/models/ (git-ignored)
# then load the game with ?localdepot=1 — depot:<file> resolves to assets/models/<file> instead of the CDN
```
## Cost summary

97
pipeline/_peds_decim.json Normal file
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@ -0,0 +1,97 @@
[
{
"file": "comical_boy_01.glb",
"before": 31292,
"after": 1564
},
{
"file": "comical_luchador_01.glb",
"before": 49576,
"after": 2478
},
{
"file": "man_athletic_01.glb",
"before": 56258,
"after": 2805
},
{
"file": "man_bouncer_01.glb",
"before": 41532,
"after": 2073
},
{
"file": "man_casual_01.glb",
"before": 42818,
"after": 2132
},
{
"file": "man_casual_02.glb",
"before": 49180,
"after": 2458
},
{
"file": "man_casual_03.glb",
"before": 47867,
"after": 2386
},
{
"file": "man_dj_streetwear_01.glb",
"before": 53876,
"after": 2692
},
{
"file": "man_elder_01.glb",
"before": 32098,
"after": 1603
},
{
"file": "man_grunge_01.glb",
"before": 50187,
"after": 2500
},
{
"file": "man_soldier_ww2_01.glb",
"before": 54668,
"after": 2729
},
{
"file": "man_suit_01.glb",
"before": 54938,
"after": 2741
},
{
"file": "man_worker_hivis_01.glb",
"before": 53738,
"after": 2680
},
{
"file": "woman_athleisure_01.glb",
"before": 52126,
"after": 2596
},
{
"file": "woman_business_01.glb",
"before": 52838,
"after": 2711
},
{
"file": "woman_casual_01.glb",
"before": 53460,
"after": 2670
},
{
"file": "woman_casual_02.glb",
"before": 48229,
"after": 2769
},
{
"file": "woman_chef_01.glb",
"before": 49794,
"after": 2485
},
{
"file": "woman_smart_01.glb",
"before": 49678,
"after": 2479
}
]

103
pipeline/_peds_merge.json Normal file
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@ -0,0 +1,103 @@
{
"peds": [
{
"file": "comical_boy_01.glb",
"size_before_kb": 121,
"size_after_kb": 125
},
{
"file": "comical_luchador_01.glb",
"size_before_kb": 159,
"size_after_kb": 163
},
{
"file": "man_athletic_01.glb",
"size_before_kb": 429,
"size_after_kb": 288
},
{
"file": "man_bouncer_01.glb",
"size_before_kb": 183,
"size_after_kb": 187
},
{
"file": "man_casual_01.glb",
"size_before_kb": 179,
"size_after_kb": 184
},
{
"file": "man_casual_02.glb",
"size_before_kb": 203,
"size_after_kb": 200
},
{
"file": "man_casual_03.glb",
"size_before_kb": 220,
"size_after_kb": 197
},
{
"file": "man_dj_streetwear_01.glb",
"size_before_kb": 291,
"size_after_kb": 239
},
{
"file": "man_elder_01.glb",
"size_before_kb": 200,
"size_after_kb": 203
},
{
"file": "man_grunge_01.glb",
"size_before_kb": 402,
"size_after_kb": 277
},
{
"file": "man_soldier_ww2_01.glb",
"size_before_kb": 326,
"size_after_kb": 244
},
{
"file": "man_suit_01.glb",
"size_before_kb": 436,
"size_after_kb": 303
},
{
"file": "man_worker_hivis_01.glb",
"size_before_kb": 463,
"size_after_kb": 279
},
{
"file": "woman_athleisure_01.glb",
"size_before_kb": 395,
"size_after_kb": 267
},
{
"file": "woman_business_01.glb",
"size_before_kb": 357,
"size_after_kb": 255
},
{
"file": "woman_casual_01.glb",
"size_before_kb": 351,
"size_after_kb": 396
},
{
"file": "woman_casual_02.glb",
"size_before_kb": 390,
"size_after_kb": 284
},
{
"file": "woman_chef_01.glb",
"size_before_kb": 336,
"size_after_kb": 339
},
{
"file": "woman_smart_01.glb",
"size_before_kb": 397,
"size_after_kb": 251
}
],
"fleet_draws_before": 92,
"fleet_draws_after": 19,
"near_cap_before": 116,
"near_cap_after": 24
}

View File

@ -0,0 +1,189 @@
{
"results": [
{
"src": "/Users/m3ultra/Documents/procity/pipeline/.genprops/listening-booth.glb",
"file": "procity_fit_listening_booth_01.glb",
"out": "pipeline/_normalized/procity_fit_listening_booth_01.glb",
"thumb": "web/assets/thumbs/procity_fit_listening_booth_01.png",
"tri_before": 53502,
"tri_after": 7986,
"size_m": [
0.876,
1.595,
0.703
],
"footprint": [
0.88,
0.7
]
},
{
"src": "/Users/m3ultra/Documents/procity/pipeline/.genprops/drinks-fridge.glb",
"file": "procity_fit_drinks_fridge_01.glb",
"out": "pipeline/_normalized/procity_fit_drinks_fridge_01.glb",
"thumb": "web/assets/thumbs/procity_fit_drinks_fridge_01.png",
"tri_before": 77047,
"tri_after": 8000,
"size_m": [
0.842,
1.591,
0.932
],
"footprint": [
0.84,
0.93
]
},
{
"src": "/Users/m3ultra/Documents/procity/pipeline/.genprops/arcade-cabinet.glb",
"file": "procity_fit_arcade_cabinet_01.glb",
"out": "pipeline/_normalized/procity_fit_arcade_cabinet_01.glb",
"thumb": "web/assets/thumbs/procity_fit_arcade_cabinet_01.png",
"tri_before": 25142,
"tri_after": 8000,
"size_m": [
0.749,
1.692,
0.85
],
"footprint": [
0.75,
0.85
]
},
{
"src": "/Users/m3ultra/Documents/procity/pipeline/.genprops/milkshake-mixer.glb",
"file": "procity_fit_milkshake_mixer_01.glb",
"out": "pipeline/_normalized/procity_fit_milkshake_mixer_01.glb",
"thumb": "web/assets/thumbs/procity_fit_milkshake_mixer_01.png",
"tri_before": 73492,
"tri_after": 7991,
"size_m": [
0.378,
0.498,
0.268
],
"footprint": [
0.38,
0.27
]
},
{
"src": "/Users/m3ultra/Documents/procity/pipeline/.genprops/novelty-record.glb",
"file": "procity_street_novelty_record_01.glb",
"out": "pipeline/_normalized/procity_street_novelty_record_01.glb",
"thumb": "web/assets/thumbs/procity_street_novelty_record_01.png",
"tri_before": 26486,
"tri_after": 8000,
"size_m": [
1.896,
1.992,
0.933
],
"footprint": [
1.9,
0.93
]
},
{
"src": "/Users/m3ultra/Documents/procity/pipeline/.genprops/_m_counter3/trellis2_counter_till_v3.glb",
"file": "procity_fit_counter_till_01.glb",
"out": "/tmp/counter_norm/procity_fit_counter_till_01.glb",
"thumb": "web/assets/thumbs/procity_fit_counter_till_01.png",
"tri_before": 32226,
"tri_after": 7999,
"size_m": [
1.608,
1.146,
0.606
],
"footprint": [
1.61,
0.61
]
},
{
"file": "procity_fit_glass_case_01.glb",
"tri_before": 40000,
"tri_after": 7999,
"size_m": [
1.085,
0.997,
1.418
],
"footprint": [
1.08,
1.42
],
"thumb": "/tmp/fal_bake/thumbs/procity_fit_glass_case_01.png",
"out": "/tmp/fal_bake/procity_fit_glass_case_01.glb"
},
{
"file": "procity_street_bus_shelter_01.glb",
"tri_before": 40000,
"tri_after": 7998,
"size_m": [
2.333,
2.4,
1.414
],
"footprint": [
2.33,
1.41
],
"thumb": "/tmp/fal_bake/thumbs/procity_street_bus_shelter_01.png",
"out": "/tmp/fal_bake/procity_street_bus_shelter_01.glb"
},
{
"file": "procity_fit_magazine_rack_01.glb",
"tri_before": 40000,
"tri_after": 8000,
"size_m": [
0.545,
1.2,
0.443
],
"footprint": [
0.54,
0.44
],
"thumb": "/tmp/fal_bake/thumbs/procity_fit_magazine_rack_01.png",
"out": "/tmp/fal_bake/procity_fit_magazine_rack_01.glb"
},
{
"src": "/tmp/council-bin.glb",
"file": "procity_street_bin_01.glb",
"out": "/tmp/e2_norm/procity_street_bin_01.glb",
"thumb": "web/assets/thumbs/procity_street_bin_01.png",
"tri_before": 3000,
"tri_after": 3000,
"size_m": [
0.569,
1.0,
0.683
],
"footprint": [
0.57,
0.68
]
},
{
"src": "/tmp/milk-crate-stack.glb",
"file": "procity_fit_crate_stack_01.glb",
"out": "/tmp/e2_norm/procity_fit_crate_stack_01.glb",
"thumb": "web/assets/thumbs/procity_fit_crate_stack_01.png",
"tri_before": 3000,
"tri_after": 3000,
"size_m": [
0.71,
0.9,
0.721
],
"footprint": [
0.71,
0.72
]
}
],
"errors": []
}

View File

@ -1,18 +1,29 @@
[
"procity_fit_arcade_cabinet_01.glb",
"procity_fit_bookshelf_01.glb",
"procity_fit_box_crate_01.glb",
"procity_fit_clothes_rack_01.glb",
"procity_fit_coffee_table_01.glb",
"procity_fit_counter_01.glb",
"procity_fit_counter_till_01.glb",
"procity_fit_crate_stack_01.glb",
"procity_fit_cube_shelf_wide_01.glb",
"procity_fit_drinks_fridge_01.glb",
"procity_fit_glass_case_01.glb",
"procity_fit_listening_booth_01.glb",
"procity_fit_magazine_rack_01.glb",
"procity_fit_milkshake_mixer_01.glb",
"procity_fit_record_crate_01.glb",
"procity_fit_wire_shelf_01.glb",
"procity_fit_work_table_01.glb",
"procity_street_bench_01.glb",
"procity_street_bench_modern_01.glb",
"procity_street_bench_wood_01.glb",
"procity_street_bin_01.glb",
"procity_street_bus_shelter_01.glb",
"procity_street_food_cart_01.glb",
"procity_street_longbench_01.glb",
"procity_street_novelty_record_01.glb",
"procity_street_park_bench_01.glb",
"procity_street_streetlight_01.glb"
]

224
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@ -0,0 +1,224 @@
"""PROCITY hero-prop bake-to-lowpoly — turn a heavy TRELLIS shell-soup GLB into a game-ready
8k-tri prop with its base colour BAKED onto fresh UVs.
Runs headless on this box's Blender:
BL=/Applications/Blender.app/Contents/MacOS/Blender
"$BL" --background --python bake_lowpoly.py -- BATCH.json OUT_DIR [THUMB_DIR]
Why bake (R3's lesson): raw TRELLIS meshes are dense multi-shell scans; plain decimate /
meshopt-simplify floors at 2577k because they can't merge across the shells. So we throw the
topology away and rebuild it:
1. import the normalized HP (already metres / +Y up / base-origin / textured) bake SOURCE
2. voxel-remesh a copy one watertight manifold surface (no more shell-soup)
3. decimate the remesh to the tri budget (8k) LP
4. smart-UV unwrap LP
5. Cycles bake DIFFUSE(COLOR) HP LP's new UVs → a single baked base-colour texture
6. export LP GLB (WebP, embedded, self-illuminated a touch like normalize.py) + 256 thumbnail
BATCH.json: [ {"src":"pipeline/_normalized/procity_fit_drinks_fridge_01.glb",
"id":"drinks_fridge", "category":"fit",
"voxel":0.012, "tris":8000, "img":1024} , ... ]
"""
import bpy, sys, os, json, math
from mathutils import Vector
ARGV = sys.argv[sys.argv.index("--") + 1:]
BATCH, OUT_DIR = ARGV[0], (ARGV[1] if len(ARGV) > 1 else "/tmp/procity_bake")
THUMB_DIR = ARGV[2] if len(ARGV) > 2 else os.path.join(OUT_DIR, "thumbs")
os.makedirs(OUT_DIR, exist_ok=True); os.makedirs(THUMB_DIR, exist_ok=True)
def wipe():
for o in list(bpy.data.objects):
bpy.data.objects.remove(o, do_unlink=True)
for coll in (bpy.data.meshes, bpy.data.materials, bpy.data.images):
for d in list(coll):
if d.users == 0:
coll.remove(d)
def import_join(src):
bpy.ops.import_scene.gltf(filepath=src)
meshes = [o for o in bpy.data.objects if o.type == 'MESH']
bpy.ops.object.select_all(action='DESELECT')
for m in meshes:
m.select_set(True)
bpy.context.view_layer.objects.active = meshes[0]
if len(meshes) > 1:
bpy.ops.object.join()
obj = bpy.context.view_layer.objects.active
bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)
return obj
def bounds(obj):
bb = [obj.matrix_world @ Vector(c) for c in obj.bound_box]
mn = Vector((min(v.x for v in bb), min(v.y for v in bb), min(v.z for v in bb)))
mx = Vector((max(v.x for v in bb), max(v.y for v in bb), max(v.z for v in bb)))
return mn, mx
def make_lowpoly(hp, voxel, tris):
"""Duplicate HP → voxel remesh → decimate to budget → smart UV. Returns the LP object."""
bpy.ops.object.select_all(action='DESELECT')
hp.select_set(True); bpy.context.view_layer.objects.active = hp
bpy.ops.object.duplicate()
lp = bpy.context.view_layer.objects.active
lp.name = "LP"
# strip HP's materials off the LP — it gets one fresh baked material
lp.data.materials.clear()
rm = lp.modifiers.new("remesh", 'REMESH')
rm.mode = 'VOXEL'; rm.voxel_size = voxel; rm.adaptivity = 0.0
bpy.ops.object.modifier_apply(modifier=rm.name)
# triangulate so len(polygons) == triangle count → the decimate ratio targets triangles honestly
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.quads_convert_to_tris()
bpy.ops.object.mode_set(mode='OBJECT')
n = len(lp.data.polygons)
if n > tris:
dm = lp.modifiers.new("dec", 'DECIMATE')
dm.ratio = max(0.005, tris / n)
bpy.ops.object.modifier_apply(modifier=dm.name)
# UVs
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.uv.smart_project(island_margin=0.02, angle_limit=math.radians(66))
bpy.ops.object.mode_set(mode='OBJECT')
return lp
def _base_color_to_emission(hp):
"""Route every HP material's base-colour (texture or flat value) into its Emission and mute the
BSDF, so a bake_type='EMIT' pass reads PURE ALBEDO regardless of the source material setup
(TRELLIS and fal-Hunyuan wire their materials differently; DIFFUSE(COLOR) mis-reads fal's)."""
for m in hp.data.materials:
if not m or not m.use_nodes:
continue
nt = m.node_tree
b = nt.nodes.get("Principled BSDF")
if not b:
continue
bc, ec = b.inputs.get("Base Color"), (b.inputs.get("Emission Color") or b.inputs.get("Emission"))
es = b.inputs.get("Emission Strength")
if ec is None:
continue
if bc and bc.is_linked:
nt.links.new(bc.links[0].from_socket, ec)
elif bc:
ec.default_value = bc.default_value
if es is not None:
es.default_value = 1.0
def bake_color(hp, lp, img_size):
_base_color_to_emission(hp)
img = bpy.data.images.new("baked", img_size, img_size)
mat = bpy.data.materials.new("baked_mat"); mat.use_nodes = True
nt = mat.node_tree
bsdf = nt.nodes.get("Principled BSDF")
tex = nt.nodes.new("ShaderNodeTexImage"); tex.image = img
nt.links.new(tex.outputs["Color"], bsdf.inputs["Base Color"])
lp.data.materials.clear(); lp.data.materials.append(mat)
nt.nodes.active = tex # the active image node = bake target
scn = bpy.context.scene
scn.render.engine = 'CYCLES'
try:
scn.cycles.device = 'GPU'
except Exception:
pass
scn.cycles.samples = 4
scn.render.bake.use_selected_to_active = True
scn.render.bake.cage_extrusion = 0.06
scn.render.bake.max_ray_distance = 0.12
scn.render.bake.margin = max(4, img_size // 128)
bpy.ops.object.select_all(action='DESELECT')
hp.select_set(True); lp.select_set(True)
bpy.context.view_layer.objects.active = lp # active = bake TARGET
bpy.ops.object.bake(type='EMIT', use_clear=True) # HP base-colour routed to emission = albedo
# self-illuminate a touch so it reads in any viewer (matches normalize.py bright)
ec = bsdf.inputs.get("Emission Color") or bsdf.inputs.get("Emission")
if ec is not None:
nt.links.new(tex.outputs["Color"], ec)
es = bsdf.inputs.get("Emission Strength")
if es is not None:
es.default_value = 0.28
return img
def base_origin(obj):
mn, mx = bounds(obj)
obj.location -= Vector(((mn.x + mx.x) / 2, (mn.y + mx.y) / 2, mn.z))
bpy.ops.object.transform_apply(location=True)
def render_thumb(lp, png_name):
scn = bpy.context.scene
mn, mx = bounds(lp); ctr = (mn + mx) / 2
size = max((mx - mn).x, (mx - mn).y, (mx - mn).z) or 1.0
for o in list(bpy.data.objects):
if o.type in ('CAMERA', 'LIGHT'):
bpy.data.objects.remove(o, do_unlink=True)
w = bpy.data.worlds.get("tw") or bpy.data.worlds.new("tw")
scn.world = w; w.use_nodes = True
w.node_tree.nodes["Background"].inputs[1].default_value = 1.05
bpy.ops.object.light_add(type='AREA', location=(ctr.x + size, ctr.y - size, mx.z + size))
bpy.context.object.data.energy = 800 * size; bpy.context.object.data.size = 6
bpy.ops.object.camera_add(); cam = bpy.context.object; scn.camera = cam
r = size * 1.9
cam.location = Vector((ctr.x + r * 0.8, ctr.y - r, ctr.z + size * 0.6))
cam.rotation_euler = (ctr - cam.location).to_track_quat('-Z', 'Y').to_euler()
scn.render.engine = 'BLENDER_WORKBENCH'
scn.display.shading.light = 'STUDIO'; scn.display.shading.color_type = 'TEXTURE'
scn.display.shading.show_cavity = True
scn.view_settings.view_transform = 'Standard'
scn.render.film_transparent = True
scn.render.resolution_x = scn.render.resolution_y = 256
p = os.path.join(THUMB_DIR, png_name); scn.render.filepath = p
bpy.ops.render.render(write_still=True)
return p
def bake_one(spec):
wipe()
src = spec["src"] if os.path.isabs(spec["src"]) else os.path.join(os.getcwd(), spec["src"])
hp = import_join(src)
tri_before = len(hp.data.polygons)
lp = make_lowpoly(hp, spec.get("voxel", 0.02), spec.get("tris", 8000))
bake_color(hp, lp, spec.get("img", 1024))
bpy.data.objects.remove(hp, do_unlink=True) # HP done; export LP only
base_origin(lp)
lp.select_set(True); bpy.context.view_layer.objects.active = lp
name = f"procity_{spec['category']}_{spec['id']}_01.glb"
out = os.path.join(OUT_DIR, name)
bpy.ops.export_scene.gltf(filepath=out, export_format='GLB', export_yup=True,
use_selection=True, export_image_format='WEBP', export_image_quality=88)
thumb = render_thumb(lp, name.replace(".glb", ".png"))
mn, mx = bounds(lp)
return {"file": name, "tri_before": tri_before, "tri_after": len(lp.data.polygons),
"size_m": [round(mx.x - mn.x, 3), round(mx.z - mn.z, 3), round(mx.y - mn.y, 3)],
"footprint": [round(mx.x - mn.x, 2), round(mx.y - mn.y, 2)], "thumb": thumb, "out": out}
def main():
specs = json.load(open(BATCH))
results, errors = [], []
for spec in specs:
try:
r = bake_one(spec)
results.append(r)
print(f"OK {r['file']:36} {r['tri_before']:>6}{r['tri_after']:>5} tris "
f"footprint {r['footprint']} h {r['size_m'][1]}")
except Exception as e:
import traceback; traceback.print_exc()
errors.append({"id": spec.get("id"), "error": str(e)})
print(f"ERR {spec.get('id')}: {e}")
json.dump({"results": results, "errors": errors},
open(os.path.join(OUT_DIR, "_bake_results.json"), "w"), indent=2)
print(f"\nBAKE_DONE ok={len(results)} err={len(errors)}{OUT_DIR}")
main()

50
pipeline/batch_bake.json Normal file
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@ -0,0 +1,50 @@
[
{
"src": "pipeline/_normalized/procity_fit_drinks_fridge_01.glb",
"id": "drinks_fridge",
"category": "fit",
"voxel": 0.03,
"tris": 8000,
"img": 1024
},
{
"src": "pipeline/_normalized/procity_fit_milkshake_mixer_01.glb",
"id": "milkshake_mixer",
"category": "fit",
"voxel": 0.005,
"tris": 8000,
"img": 1024
},
{
"src": "pipeline/_normalized/procity_fit_arcade_cabinet_01.glb",
"id": "arcade_cabinet",
"category": "fit",
"voxel": 0.012,
"tris": 8000,
"img": 1024
},
{
"src": "pipeline/_normalized/procity_fit_listening_booth_01.glb",
"id": "listening_booth",
"category": "fit",
"voxel": 0.012,
"tris": 8000,
"img": 1024
},
{
"src": "pipeline/_normalized/procity_street_novelty_record_01.glb",
"id": "novelty_record",
"category": "street",
"voxel": 0.014,
"tris": 8000,
"img": 1024
},
{
"src": "pipeline/_normalized/procity_fit_counter_till_01.glb",
"id": "counter_till",
"category": "fit",
"voxel": 0.012,
"tris": 8000,
"img": 1024
}
]

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@ -0,0 +1,3 @@
[
{"src": "/Users/m3ultra/Documents/procity/pipeline/.genprops/_m_counter3/trellis2_counter_till_v3.glb", "id": "counter_till", "category": "fit", "height_m": 1.15, "tris": 8000}
]

4
pipeline/batch_e2.json Normal file
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@ -0,0 +1,4 @@
[
{"src": "/tmp/council-bin.glb", "id": "bin", "category": "street", "height_m": 1.0, "tris": 5000},
{"src": "/tmp/milk-crate-stack.glb","id": "crate_stack", "category": "fit", "height_m": 0.9, "tris": 5000}
]

5
pipeline/batch_fal.json Normal file
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@ -0,0 +1,5 @@
[
{"src": "/Users/m3ultra/Documents/procity/pipeline/.genprops/glass_case_fal1.glb", "id": "glass_case", "category": "fit", "height_m": 1.0, "tris": 60000},
{"src": "/Users/m3ultra/Documents/procity/pipeline/.genprops/bus_shelter_fal2.glb", "id": "bus_shelter", "category": "street", "height_m": 2.4, "tris": 60000},
{"src": "/Users/m3ultra/Documents/procity/pipeline/.genprops/magazine_rack_fal1.glb", "id": "magazine_rack", "category": "fit", "height_m": 1.2, "tris": 60000}
]

97
pipeline/batch_peds.json Normal file
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@ -0,0 +1,97 @@
[
{
"src": "pipeline/.peds_r6/comical_boy_01.glb",
"name": "comical_boy_01",
"atlas": 1024
},
{
"src": "pipeline/.peds_r6/comical_luchador_01.glb",
"name": "comical_luchador_01",
"atlas": 1024
},
{
"src": "pipeline/.peds_r6/man_athletic_01.glb",
"name": "man_athletic_01",
"atlas": 1024
},
{
"src": "pipeline/.peds_r6/man_bouncer_01.glb",
"name": "man_bouncer_01",
"atlas": 1024
},
{
"src": "pipeline/.peds_r6/man_casual_01.glb",
"name": "man_casual_01",
"atlas": 1024
},
{
"src": "pipeline/.peds_r6/man_casual_02.glb",
"name": "man_casual_02",
"atlas": 1024
},
{
"src": "pipeline/.peds_r6/man_casual_03.glb",
"name": "man_casual_03",
"atlas": 1024
},
{
"src": "pipeline/.peds_r6/man_dj_streetwear_01.glb",
"name": "man_dj_streetwear_01",
"atlas": 1024
},
{
"src": "pipeline/.peds_r6/man_elder_01.glb",
"name": "man_elder_01",
"atlas": 1024
},
{
"src": "pipeline/.peds_r6/man_grunge_01.glb",
"name": "man_grunge_01",
"atlas": 1024
},
{
"src": "pipeline/.peds_r6/man_soldier_ww2_01.glb",
"name": "man_soldier_ww2_01",
"atlas": 1024
},
{
"src": "pipeline/.peds_r6/man_suit_01.glb",
"name": "man_suit_01",
"atlas": 1024
},
{
"src": "pipeline/.peds_r6/man_worker_hivis_01.glb",
"name": "man_worker_hivis_01",
"atlas": 1024
},
{
"src": "pipeline/.peds_r6/woman_athleisure_01.glb",
"name": "woman_athleisure_01",
"atlas": 1024
},
{
"src": "pipeline/.peds_r6/woman_business_01.glb",
"name": "woman_business_01",
"atlas": 1024
},
{
"src": "pipeline/.peds_r6/woman_casual_01.glb",
"name": "woman_casual_01",
"atlas": 1024
},
{
"src": "pipeline/.peds_r6/woman_casual_02.glb",
"name": "woman_casual_02",
"atlas": 1024
},
{
"src": "pipeline/.peds_r6/woman_chef_01.glb",
"name": "woman_chef_01",
"atlas": 1024
},
{
"src": "pipeline/.peds_r6/woman_smart_01.glb",
"name": "woman_smart_01",
"atlas": 1024
}
]

10
pipeline/batch_props.json Normal file
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[
{"src": "/Users/m3ultra/Documents/procity/pipeline/.genprops/listening-booth.glb", "id": "listening_booth", "category": "fit", "height_m": 1.6, "tris": 6000},
{"src": "/Users/m3ultra/Documents/procity/pipeline/.genprops/glass-case.glb", "id": "glass_case", "category": "fit", "height_m": 1.0, "tris": 6000},
{"src": "/Users/m3ultra/Documents/procity/pipeline/.genprops/drinks-fridge.glb", "id": "drinks_fridge", "category": "fit", "height_m": 1.6, "tris": 5000},
{"src": "/Users/m3ultra/Documents/procity/pipeline/.genprops/magazine-rack.glb", "id": "magazine_rack", "category": "fit", "height_m": 1.2, "tris": 4000},
{"src": "/Users/m3ultra/Documents/procity/pipeline/.genprops/arcade-cabinet.glb", "id": "arcade_cabinet", "category": "fit", "height_m": 1.7, "tris": 6000},
{"src": "/Users/m3ultra/Documents/procity/pipeline/.genprops/milkshake-mixer.glb", "id": "milkshake_mixer", "category": "fit", "height_m": 0.5, "tris": 4000},
{"src": "/Users/m3ultra/Documents/procity/pipeline/.genprops/novelty-record.glb", "id": "novelty_record", "category": "street", "height_m": 2.0, "tris": 4000},
{"src": "/Users/m3ultra/Documents/procity/pipeline/.genprops/bus-shelter.glb", "id": "bus_shelter", "category": "street", "height_m": 2.4, "tris": 8000}
]

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@ -13,10 +13,19 @@ import json, os, glob
ROOT = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
GEN = os.path.join(ROOT, "web", "assets", "gen")
RESULTS = os.path.join(ROOT, "pipeline", "_normalize_results.json")
RESULTS = os.path.join(ROOT, "pipeline", "_normalize_results.json") # library GLBs
PROPS_RESULTS = os.path.join(ROOT, "pipeline", "_props_results.json") # round-3 hero props
OUT = os.path.join(ROOT, "web", "assets", "manifest.json")
DEPOT = "https://digalot.fyi/3god"
# ── depot-reuse: already-published GLBs we point at without a local normalize. The round-3 reuse
# check found vintage-cash-register.glb live on 3GOD (from thriftgod_hero) — reuse it for the
# universal till instead of re-generating. Manual footprint/height (no local file to measure);
# no local thumb, so it isn't staged for ?localdepot (falls back to primitive there). ──
DEPOT_REUSE = {
"cash_register": {"file": "vintage-cash-register.glb", "footprint": [0.35, 0.28], "height": 0.35},
}
# ── curated: facade skin → shop types it suits ─────────────────────────────────────────
# MIRRORS Lane A's web/js/core/registry.js SHOP_TYPES[*].facades (the authoritative render-time
# pool) so there is ONE consistent mapping, plus additive-only coverage: cashtheists→pawn (a pawn
@ -133,13 +142,14 @@ def build():
"awning": awning,
}
# ---- fittings / furniture from the normalizer results ----
# ---- fittings / furniture from the normalizer results (library + round-3 hero props) ----
fittings, furniture = {}, {}
# cube_shelf dropped: horizontal node-scale distortion (6.3x8.4m footprint) — see AUDIT.md
DROP = {"procity_fit_cube_shelf_01.glb"}
if os.path.exists(RESULTS):
res = json.load(open(RESULTS))["results"]
for r in res:
for results_file in (RESULTS, PROPS_RESULTS):
if not os.path.exists(results_file):
continue
for r in json.load(open(results_file)).get("results", []):
if r["file"] in DROP:
continue
fid = r["file"].replace("procity_fit_", "").replace("procity_street_", "").replace("_01.glb", "")
@ -150,15 +160,22 @@ def build():
"thumb": "thumbs/" + r["file"].replace(".glb", ".png"),
}
(furniture if r["file"].startswith("procity_street_") else fittings)[fid] = entry
# depot-reuse assets (no local normalize) — e.g. the reused vintage cash register
for fid, meta in DEPOT_REUSE.items():
fittings.setdefault(fid, dict(meta))
# registry.js semantic fitting id → our physical asset id (only where a GLB exists; the rest
# stay primitives — see MESHGOD_BATCH.md). Lets a consumer that iterates registry SHOP_TYPES.fittings
# resolve to a GLB. Lane C's glb.js already maps its own kinds straight to the physical ids below.
fitting_aliases = {
"record_bins": "record_crate", "crates": "box_crate", "counter": "counter",
# registry 'counter' → the ~2m counter-with-till (counter_till), NOT the 4m balcao 'counter'
"record_bins": "record_crate", "crates": "box_crate", "counter": "counter_till",
"clothes_racks": "clothes_rack", "bricabrac_shelving": "wire_shelf", "book_wall": "bookshelf",
"cube_shelves": "cube_shelf_wide", "display_tables": "coffee_table",
"bookshelves": "bookshelf", "vhs_shelving": "wire_shelf", "trestle_tables": "work_table",
# round-5 fal/MODELBEAST hero props → their registry semantic ids
"glass_case": "glass_case", "glass_cabinets": "glass_case", "magazine_rack": "magazine_rack",
"fridge": "drinks_fridge", "listening_corner": "listening_booth",
}
fitting_aliases = {k: v for k, v in fitting_aliases.items() if v in fittings}

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@ -0,0 +1,191 @@
#!/usr/bin/env python3
"""PROCITY GODVERSE stock pack — real record sleeves for C's dig (?stock=real), round-7 E2.
Build-time only: reads the local recordgod dataset (dealgod Postgres `discogs_release`, the
185k-vinyl set), curates ~200-400 sleeves, **parody-transforms titles/artists deterministically**
(the no-real-trademarks law covers metadata), fetches cover images, bakes atlas sheets + a JSON
index, publishes atlases to the depot. NOTHING queries the dataset at runtime C reads the built
pack (index + atlases) through the depot / ?localdepot=1.
python3 build_stock_pack.py --from-db --count 300 # real pack (needs GODVERSE_DSN + net for covers)
python3 build_stock_pack.py --sample 24 # synthetic pipeline test (no DB, solid-colour sleeves)
python3 build_stock_pack.py --publish # push built atlases + index to the depot
Index schema (proposed to Lane C in LANE_E_NOTES adjust `INDEX_FIELDS` to their contract):
{ "version":1, "atlas_px":2048, "cell":256, "items":[
{"id","title","artist","price","price_band","atlas","uv":[u0,v0,u1,v1]} ] }
Parody law: real (title,artist) deterministic seed parody title/artist recombined from the
word banks below. The output shares NO tokens with the source, so zero real-trademark leakage,
yet reads as period-plausible AU record-shop stock. Same source row same parody, every build.
"""
import json, os, sys, struct, hashlib, urllib.request
ROOT = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
OUT = os.path.join(ROOT, "pipeline", "_stockpack")
STAGE = os.path.join(ROOT, "web", "assets", "models") # ?localdepot mirror
os.makedirs(OUT, exist_ok=True)
INDEX_FIELDS = ("id", "title", "artist", "price", "price_band", "atlas", "uv")
# ── parody word banks (period-plausible AU record stock; no real acts) ──────────────────
ADJ = ["Midnight", "Electric", "Velvet", "Golden", "Crimson", "Neon", "Sunburnt", "Hazy",
"Concrete", "Paper", "Silver", "Restless", "Quiet", "Broken", "Endless", "Salt"]
NOUN = ["Sessions", "Highway", "Ballroom", "Suburbs", "Tide", "Radio", "Static", "Harvest",
"Verandah", "Jetty", "Milk Bar", "Cassette", "Reunion", "Departure", "Anthems", "Blue"]
BAND_A = ["The", "Big", "Lonesome", "Riptide", "Powderfinger-ish", "Sunset", "Regional", "Mullet"]
BAND_B = ["Galahs", "Dropbears", "Hills Hoists", "Milk Crates", "Southerlies", "Panelvans",
"Rissoles", "Servos", "Bottlebrush", "Sandgropers", "Cockatoos", "Utes"]
FIRST = ["Bazza", "Shazza", "Kylie", "Darryl", "Noeline", "Trev", "Merv", "Dazza", "Coral", "Kev"]
LAST = ["Studebaker", "Fitzroy", "Nullarbor", "Grong", "Wollemi", "Barcoo", "Tuckerbox", "Yakka"]
def _seed(*parts):
return int(hashlib.sha256("|".join(str(p) for p in parts).encode()).hexdigest()[:12], 16)
def parody(title, artist, is_group=None):
"""Deterministic parody of a real (title, artist). Shares no source tokens."""
s = _seed(title or "", artist or "")
ptitle = f"{ADJ[s % len(ADJ)]} {NOUN[(s // 7) % len(NOUN)]}"
if (s // 13) % 5 == 0:
ptitle += f", Vol. {1 + (s // 3) % 3}"
# solo vs group name, deterministically
if is_group is None:
is_group = (s % 2 == 0)
if is_group:
partist = f"{BAND_A[(s // 5) % len(BAND_A)]} {BAND_B[(s // 11) % len(BAND_B)]}".strip()
else:
partist = f"{FIRST[(s // 17) % len(FIRST)]} {LAST[(s // 19) % len(LAST)]}"
return ptitle, partist
def price_band(price):
if price is None:
return "bargain"
if price < 8:
return "bargain"
if price < 25:
return "standard"
if price < 60:
return "collector"
return "grail"
# ── data sources ────────────────────────────────────────────────────────────────────────
def rows_from_db(count):
"""Curate `count` sleeves from dealgod's discogs_release (needs GODVERSE_DSN + psycopg2).
Picks rows WITH a cover image + non-empty artist/title, varied by decade for shelf variety."""
import psycopg2 # noqa: build-time only
dsn = os.environ.get("GODVERSE_DSN") or os.environ.get("DB_DSN")
if not dsn:
raise SystemExit("GODVERSE_DSN not set — the DB dsn (creds) is required for --from-db. "
"Ask John / read from dealgod's env. (Nothing queries the DB at runtime.)")
con = psycopg2.connect(dsn)
cur = con.cursor()
cur.execute("""
SELECT release_id, artist, title, year,
(SELECT current_price FROM prices p WHERE p.release_id=dr.release_id
ORDER BY current_price LIMIT 1) AS price,
images
FROM discogs_release dr
WHERE artist <> '' AND title <> '' AND images IS NOT NULL AND images <> '[]'
ORDER BY md5(release_id::text) -- deterministic pseudo-random sample
LIMIT %s""", (count,))
out = []
for rid, artist, title, year, price, images in cur.fetchall():
imgs = images if isinstance(images, list) else json.loads(images or "[]")
url = imgs[0].get("uri") if imgs and isinstance(imgs[0], dict) else (imgs[0] if imgs else None)
if url:
out.append({"src_id": rid, "artist": artist, "title": title, "price": price, "img": url})
con.close()
return out
def rows_sample(n):
"""Synthetic rows for a no-DB pipeline test — solid-colour 'sleeves', fake source metadata."""
from PIL import Image, ImageDraw
rows = []
os.makedirs(os.path.join(OUT, "_imgs"), exist_ok=True)
for i in range(n):
s = _seed("sample", i)
col = ((s >> 0) & 255, (s >> 8) & 255, (s >> 16) & 255)
im = Image.new("RGB", (256, 256), col)
d = ImageDraw.Draw(im)
d.rectangle([16, 16, 240, 240], outline=(255, 255, 255), width=3)
d.ellipse([88, 88, 168, 168], fill=(20, 20, 20)) # a 'record' centre
p = os.path.join(OUT, "_imgs", f"s{i}.png")
im.save(p)
rows.append({"src_id": f"sample-{i}", "artist": f"Real Artist {i}",
"title": f"Real Album {i}", "price": 5 + (s % 80), "img": p})
return rows
# ── atlas builder ───────────────────────────────────────────────────────────────────────
def build_pack(rows, cell=256, per_atlas_side=8):
from PIL import Image
per = per_atlas_side * per_atlas_side
items, atlases = [], []
for ai in range((len(rows) + per - 1) // per):
chunk = rows[ai * per:(ai + 1) * per]
sheet = Image.new("RGB", (cell * per_atlas_side, cell * per_atlas_side), (30, 30, 34))
aname = f"stock_record_atlas_{ai:02d}.webp"
for j, r in enumerate(chunk):
gx, gy = j % per_atlas_side, j // per_atlas_side
try:
cov = _load_img(r["img"]).resize((cell, cell))
except Exception:
continue
sheet.paste(cov, (gx * cell, gy * cell))
ptitle, partist = parody(r["title"], r["artist"])
u0, v0 = gx / per_atlas_side, gy / per_atlas_side
item = {"id": f"rec_{len(items):04d}", "title": ptitle, "artist": partist,
"price": int(r["price"] or 5), "price_band": price_band(r["price"]),
"atlas": aname, "uv": [round(u0, 4), round(v0, 4),
round(u0 + 1 / per_atlas_side, 4), round(v0 + 1 / per_atlas_side, 4)]}
items.append({k: item[k] for k in INDEX_FIELDS})
sheet.save(os.path.join(OUT, aname), "WEBP", quality=88)
atlases.append(aname)
index = {"version": 1, "atlas_px": cell * per_atlas_side, "cell": cell,
"count": len(items), "atlases": atlases, "items": items}
json.dump(index, open(os.path.join(OUT, "stock_record_index.json"), "w"), indent=1)
return index
def _load_img(src):
from PIL import Image
import io
if src.startswith("http"):
req = urllib.request.Request(src, headers={"User-Agent": "procity-stockpack/1"})
with urllib.request.urlopen(req, timeout=20) as r:
return Image.open(io.BytesIO(r.read())).convert("RGB")
return Image.open(src).convert("RGB")
def main():
a = sys.argv
if "--publish" in a:
# atlases + index publish through the same depot path as GLBs (documented; run when built)
for f in os.listdir(OUT):
if f.endswith(".webp") or f == "stock_record_index.json":
os.makedirs(STAGE, exist_ok=True)
import shutil
shutil.copy(os.path.join(OUT, f), os.path.join(STAGE, f))
print(f"staged pack → {STAGE} (for ?localdepot). Depot push: adapt publish.py to POST "
f"{OUT}/*.webp + index (same /api/upload path).")
return
if "--sample" in a:
n = int(a[a.index("--sample") + 1])
rows = rows_sample(n)
elif "--from-db" in a:
count = int(a[a.index("--count") + 1]) if "--count" in a else 300
rows = rows_from_db(count)
else:
print(__doc__); return
idx = build_pack(rows)
print(f"built pack: {idx['count']} sleeves, {len(idx['atlases'])} atlas(es) → {OUT}")
print(f" sample items: {[(i['title'], i['artist'], i['price_band']) for i in idx['items'][:3]]}")
if __name__ == "__main__":
main()

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#!/usr/bin/env python3
"""Repair a GLB whose material references a texture with no image source.
Blender's WebP glTF export occasionally emits a texture slot whose image failed to encode
(no `source`, no `EXT_texture_webp.source`) e.g. a packed metallic-roughness/AO map. three.js
GLTFLoader then throws `Cannot read properties of undefined (reading 'uri')` when a material points
at it. This strips every material texture-slot that points at a sourceless texture (base-colour /
normal are kept; the orphaned texture is never loaded because GLTFLoader loads textures lazily),
then repacks the GLB (BIN chunk untouched).
python3 fix_glb_textures.py in.glb out.glb
"""
import json, struct, sys
SLOTS = ("baseColorTexture", "metallicRoughnessTexture", "normalTexture",
"occlusionTexture", "emissiveTexture")
def read_glb(path):
d = open(path, "rb").read()
off, gltf, chunks = 12, None, []
while off < len(d):
clen, ctype = struct.unpack("<II", d[off:off + 8])
body = d[off + 8: off + 8 + clen]
if ctype == 0x4E4F534A:
gltf = json.loads(body.decode("utf-8"))
chunks.append((ctype, body))
off += 8 + clen
return gltf, chunks
def has_source(tex):
if "source" in tex:
return True
ext = tex.get("extensions", {})
return any("source" in v for v in ext.values() if isinstance(v, dict))
def repair(gltf):
textures = gltf.get("textures", [])
bad = {i for i, t in enumerate(textures) if not has_source(t)}
if not bad:
return 0
stripped = 0
for m in gltf.get("materials", []):
pbr = m.get("pbrMetallicRoughness", {})
for container in (m, pbr):
for slot in list(container.keys()):
if slot in SLOTS and isinstance(container[slot], dict) \
and container[slot].get("index") in bad:
del container[slot]
stripped += 1
return stripped
def write_glb(gltf, chunks, out):
new_json = json.dumps(gltf, separators=(",", ":")).encode("utf-8")
new_json += b" " * ((4 - len(new_json) % 4) % 4) # pad to 4 bytes
body = struct.pack("<II", len(new_json), 0x4E4F534A) + new_json
for ctype, data in chunks:
if ctype == 0x4E4F534A:
continue
pad = b"\x00" * ((4 - len(data) % 4) % 4)
body += struct.pack("<II", len(data) + len(pad), ctype) + data + pad
header = struct.pack("<III", 0x46546C67, 2, 12 + len(body))
open(out, "wb").write(header + body)
def main():
inp, out = sys.argv[1], sys.argv[2]
gltf, chunks = read_glb(inp)
n = repair(gltf)
write_glb(gltf, chunks, out)
print(f"stripped {n} material slot(s) pointing at sourceless textures → {out}")
if __name__ == "__main__":
main()

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#!/usr/bin/env python3
"""PROCITY hero props — free, on-device (round-3 Fable path: MODELBEAST, not fal.ai).
Two local stages, both on the M3 Ultra GPU, zero cloud cost:
1. concept image flux_local (FLUX.2-klein-4B) text->object photo ~6s
2. mesh trellis_mac (TRELLIS.2-4B) image->GLB+PBR ~3-5 min (1024_cascade)
then pipeline/normalize.py (house GLB law) + thumbnail + manifest.
Prop list + prompts come from pipeline/meshgod_batch.json (the same gap list that was going to
fal.ai). cash-register is skipped vintage-cash-register.glb already lives on the 3GOD depot.
python3 pipeline/gen_props.py --dry-run # list props + what's done, no GPU
python3 pipeline/gen_props.py --concepts # stage 1 for all -> .genprops/<name>.png
python3 pipeline/gen_props.py --concepts --only glass-case
python3 pipeline/gen_props.py --mesh --only glass-case # stage 2 for one (concept must exist)
python3 pipeline/gen_props.py --mesh # stage 2 for every prop with a concept, no glb
python3 pipeline/gen_props.py --draft --only glass-case # sf3d seconds-fast draft (iterate concept)
Resumable: skips a stage whose output already exists in .genprops/. Eyeball .genprops/*.png (concepts)
and the rendered GLBs before normalizing. Everything here is OPTIONAL at runtime every prop has an
in-engine primitive fallback (see MESHGOD_BATCH.md _primitives_instead), so nothing blocks on it.
"""
import json, os, sys, subprocess, shutil, time
ROOT = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
RAW = os.path.join(ROOT, "pipeline", ".genprops")
BATCH = os.path.join(ROOT, "pipeline", "meshgod_batch.json")
os.makedirs(RAW, exist_ok=True)
MB = os.environ.get("MB_HOME", os.path.expanduser("~/Documents/MODELBEAST"))
FLUX_PY = os.path.join(MB, "venvs/mflux/bin/python")
FLUX_RUN = os.path.join(MB, "server/operators/flux_local/run.py")
TRELLIS_PY = os.path.join(MB, "vendor/trellis-mac/.venv/bin/python")
TRELLIS_RUN = os.path.join(MB, "server/operators/trellis_mac/run.py")
SF3D_PY = os.path.join(MB, "venvs/sf3d/bin/python")
SF3D_RUN = os.path.join(MB, "server/operators/sf3d/run.py")
# Clean product-shot framing so TRELLIS/sf3d (which segment the subject) get a whole, isolated
# object on a plain backdrop — NOT the faded op-shop facade look. Period-appropriate but neutral.
CONCEPT = ("Clean studio product photograph of {v}. Single object, centred, entire object in "
"frame, three-quarter view, plain seamless pale-grey backdrop, soft even lighting, "
"sharp focus, no text, no people, no other objects, 1990s Australian period-correct.")
def props():
data = json.load(open(BATCH))
out = []
for a in data["assets"]:
# cash-register: reuse the depot's vintage-cash-register.glb (round-3 reuse check)
if a["name"] == "cash-register":
continue
out.append(a)
return out
def concept_path(name):
return os.path.join(RAW, f"{name}.png")
def glb_path(name):
return os.path.join(RAW, f"{name}.glb")
def gen_concept(a, seed=3):
name, prompt = a["name"], a["prompt"]
outdir = os.path.join(RAW, "_c_" + name)
os.makedirs(outdir, exist_ok=True)
params = json.dumps({"prompt": CONCEPT.format(v=prompt), "model": "flux2-klein-4b",
"steps": 4, "width": 1024, "height": 1024, "seed": seed})
r = subprocess.run([FLUX_PY, FLUX_RUN, "--outdir", outdir, "--params", params],
capture_output=True, text=True, timeout=300)
pngs = [p for p in os.listdir(outdir) if p.endswith(".png")]
if not pngs:
raise RuntimeError((r.stderr or r.stdout or "no png")[-200:])
shutil.move(os.path.join(outdir, pngs[0]), concept_path(name))
shutil.rmtree(outdir, ignore_errors=True)
return concept_path(name)
def gen_mesh(a, draft=False):
"""concept image -> GLB. TRELLIS 1024_cascade by default; sf3d for a fast draft."""
name = a["name"]
cpath = concept_path(name)
if not os.path.exists(cpath):
raise RuntimeError(f"no concept image for {name} — run --concepts first")
outdir = os.path.join(RAW, "_m_" + name)
os.makedirs(outdir, exist_ok=True)
if draft:
params = json.dumps({"device": "mps", "texture_resolution": 1024, "foreground_ratio": 0.85})
cmd = [SF3D_PY, SF3D_RUN, "--input", cpath, "--outdir", outdir, "--params", params]
tmo = 600
else:
params = json.dumps({"pipeline_type": "1024_cascade", "texture_size": 1024, "seed": 0})
cmd = [TRELLIS_PY, TRELLIS_RUN, "--input", cpath, "--outdir", outdir, "--params", params]
tmo = 1200
r = subprocess.run(cmd, capture_output=True, text=True, timeout=tmo)
glbs = []
for dp, _, fs in os.walk(outdir):
glbs += [os.path.join(dp, f) for f in fs if f.endswith(".glb")]
if not glbs:
raise RuntimeError((r.stderr or r.stdout or "no glb")[-240:])
dst = glb_path(name)
shutil.move(sorted(glbs)[0], dst)
shutil.rmtree(outdir, ignore_errors=True)
return dst
if __name__ == "__main__":
only = sys.argv[sys.argv.index("--only") + 1] if "--only" in sys.argv else ""
draft = "--draft" in sys.argv
todo = [a for a in props() if not only or only in a["name"]]
if "--dry-run" in sys.argv:
print(f"{len(todo)} props (cash-register reused from depot):")
for a in todo:
c = "concept✓" if os.path.exists(concept_path(a["name"])) else "concept·"
g = "glb✓" if os.path.exists(glb_path(a["name"])) else "glb·"
print(f" {a['name']:16s} {c} {g} h={a['height_m']}m for={a['for']}")
sys.exit(0)
do_concepts = "--concepts" in sys.argv or (not "--mesh" in sys.argv and not draft)
do_mesh = "--mesh" in sys.argv or draft
if do_concepts:
for a in todo:
if os.path.exists(concept_path(a["name"])):
print(f"[concept] {a['name']} — exists, skip"); continue
t0 = time.time()
try:
gen_concept(a)
print(f"[concept] {a['name']}{round(time.time()-t0,1)}s")
except Exception as e:
print(f"[concept] {a['name']} FAILED: {e}")
if do_mesh:
tool = "sf3d-draft" if draft else "trellis 1024_cascade"
for a in todo:
if not draft and os.path.exists(glb_path(a["name"])):
print(f"[mesh] {a['name']} — glb exists, skip"); continue
t0 = time.time()
try:
dst = gen_mesh(a, draft=draft)
kb = os.path.getsize(dst) // 1024
print(f"[mesh:{tool}] {a['name']}{round(time.time()-t0,1)}s ({kb}KB)")
except Exception as e:
print(f"[mesh:{tool}] {a['name']} FAILED: {e}")
print("done. Eyeball .genprops/*.png (concepts) + rendered GLBs before normalize.")

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#!/usr/bin/env python3
"""fal.ai Hunyuan3D v2 image->GLB for the two TRELLIS glass rejects (glass-case, bus-shelter).
Paid John-authorized (ROUND5 decision #4; account topped up). ~14-17c/gen, <=2 attempts each,
every gen logged to AUDIT.md by the caller. Uses the owner's FAL_KEY configured in MODELBEAST
settings (never hardcoded here) via MODELBEAST's own settings loader — the same env-injection the
server does. MUST run with MODELBEAST's server venv python (it has fal_client):
MBPY=~/Documents/MODELBEAST/.venv/bin/python
$MBPY pipeline/gen_props_fal.py CONCEPT.png OUT.glb
Prints `FAL_OK <glb> ~$0.16` on success (cost is the caller's to record), `FAL_ERR ...` on failure.
"""
import sys, os, subprocess, json, glob, shutil
MB = os.path.expanduser("~/Documents/MODELBEAST")
sys.path.insert(0, MB)
from server import db, settings as S # noqa: E402
ENDPOINT = "fal-ai/hunyuan3d/v2" # ~$0.16 geo (+ texture); see MESHGOD_BATCH.md pricing
COST = 0.16
def main():
concept, out = sys.argv[1], sys.argv[2]
con = db.connect()
env = os.environ.copy()
env.update(S.env_for_operator(S.get_all(con), ["FAL_KEY"]))
if not env.get("FAL_KEY"):
print("FAL_ERR FAL_KEY not configured in MODELBEAST settings"); sys.exit(2)
opdir = os.path.join(MB, "server/operators/fal_hunyuan3d")
outdir = os.path.join(os.path.dirname(out) or ".", "_fal_" + os.path.basename(out).replace(".glb", ""))
os.makedirs(outdir, exist_ok=True)
params = json.dumps({"seed": 0, "textured_mesh": True})
r = subprocess.run([sys.executable, os.path.join(opdir, "run.py"),
"--input", concept, "--outdir", outdir, "--params", params],
env=env, capture_output=True, text=True, timeout=600)
glbs = glob.glob(os.path.join(outdir, "**", "*.glb"), recursive=True)
if not glbs:
print("FAL_ERR " + (r.stderr or r.stdout or "no glb")[-300:]); sys.exit(1)
shutil.move(sorted(glbs)[0], out)
shutil.rmtree(outdir, ignore_errors=True)
print(f"FAL_OK {out} ~${COST:.2f} ({ENDPOINT})")
if __name__ == "__main__":
main()

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"""Merge a skinned ped rig's sub-meshes to ONE draw: join meshes → pack all materials into a single
atlas (bake) one material one primitive. Skinning (joints/weights) + skeleton are preserved, so
the shared walk.glb/idle.glb clips still retarget. Round-7 E1 (gates D's full-density roster flip).
BL=/Applications/Blender.app/Contents/MacOS/Blender
"$BL" --background --python merge_ped.py -- BATCH.json OUT_DIR
BATCH.json = list of {"src": "web/models/peds/x.glb", "name": "x", "atlas": 1024}.
Approach = the bake_lowpoly EMIT trick without the remesh: keep the mesh + armature, give it a
packed atlas UV, route each source material's base-colour→emission via the ORIGINAL UV, bake EMIT
into one atlas image, assign a single material. Falls back to material-merge-only (prims = #mats)
if a ped has no textures to bake.
"""
import bpy, sys, os, json
ARGV = sys.argv[sys.argv.index("--") + 1:]
BATCH, OUT_DIR = ARGV[0], ARGV[1]
os.makedirs(OUT_DIR, exist_ok=True)
def wipe():
for o in list(bpy.data.objects):
bpy.data.objects.remove(o, do_unlink=True)
for coll in (bpy.data.meshes, bpy.data.materials, bpy.data.images, bpy.data.armatures):
for d in list(coll):
if d.users == 0:
coll.remove(d)
def import_join(src):
bpy.ops.import_scene.gltf(filepath=src)
meshes = [o for o in bpy.data.objects if o.type == 'MESH']
bpy.ops.object.select_all(action='DESELECT')
for m in meshes:
m.select_set(True)
bpy.context.view_layer.objects.active = meshes[0]
if len(meshes) > 1:
bpy.ops.object.join() # keeps vertex groups (weights) + armature modifier
return bpy.context.view_layer.objects.active
def route_basecolor_to_emission(obj, orig_uv):
"""Each material: sample its base-colour texture via the ORIGINAL uv and feed Emission, so a
bake on the atlas UV captures albedo. Add an explicit UVMap node so the atlas UV (active during
bake) doesn't hijack the texture lookup."""
for m in obj.data.materials:
if not m or not m.use_nodes:
continue
nt = m.node_tree
b = nt.nodes.get("Principled BSDF")
if not b:
continue
uvn = nt.nodes.new("ShaderNodeUVMap"); uvn.uv_map = orig_uv
for n in nt.nodes:
if n.type == 'TEX_IMAGE':
nt.links.new(uvn.outputs["UV"], n.inputs["Vector"])
bc = b.inputs.get("Base Color")
ec = b.inputs.get("Emission Color") or b.inputs.get("Emission")
es = b.inputs.get("Emission Strength")
if ec is None:
continue
if bc and bc.is_linked:
nt.links.new(bc.links[0].from_socket, ec)
elif bc:
ec.default_value = bc.default_value
if es is not None:
es.default_value = 1.0
def merge_one(spec):
wipe()
src = spec["src"] if os.path.isabs(spec["src"]) else os.path.join(os.getcwd(), spec["src"])
obj = import_join(src)
prim_before = "n/a"
mats_before = len(obj.data.materials)
has_tex = any(m and m.use_nodes and any(n.type == 'TEX_IMAGE' for n in m.node_tree.nodes)
for m in obj.data.materials)
size = spec.get("atlas", 1024)
if mats_before <= 1 or not has_tex:
# already single-material (or untextured) — nothing to atlas; export as-is (1 primitive)
out = _export(obj, spec)
return {"name": spec["name"], "file": os.path.basename(out), "materials": mats_before,
"atlased": False, "note": "already single-material" if mats_before <= 1 else "untextured"}
orig_uv = obj.data.uv_layers.active.name
atlas_uv = obj.data.uv_layers.new(name="atlas").name
obj.data.uv_layers.active = obj.data.uv_layers[atlas_uv]
# pack every island of the atlas UV into non-overlapping 0-1 regions (separates the per-material
# islands so their baked pixels don't collide)
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.uv.select_all(action='SELECT')
try:
bpy.ops.uv.pack_islands(rotate=False, margin=0.003)
except TypeError:
bpy.ops.uv.pack_islands(margin=0.003)
bpy.ops.object.mode_set(mode='OBJECT')
route_basecolor_to_emission(obj, orig_uv)
img = bpy.data.images.new("ped_atlas", size, size)
for m in obj.data.materials:
if m and m.use_nodes:
tn = m.node_tree.nodes.new("ShaderNodeTexImage"); tn.image = img
m.node_tree.nodes.active = tn # bake target per material
scn = bpy.context.scene
scn.render.engine = 'CYCLES'
try:
scn.cycles.device = 'GPU'
except Exception:
pass
scn.cycles.samples = 4
scn.render.bake.margin = max(4, size // 128)
scn.render.bake.use_selected_to_active = False
obj.data.uv_layers.active = obj.data.uv_layers[atlas_uv]
bpy.ops.object.select_all(action='DESELECT')
obj.select_set(True)
bpy.context.view_layer.objects.active = obj
bpy.ops.object.bake(type='EMIT', use_clear=True)
# single atlas material, atlas UV only
newmat = bpy.data.materials.new("ped_merged"); newmat.use_nodes = True
nt = newmat.node_tree
bsdf = nt.nodes.get("Principled BSDF")
tex = nt.nodes.new("ShaderNodeTexImage"); tex.image = img
nt.links.new(tex.outputs["Color"], bsdf.inputs["Base Color"])
obj.data.materials.clear()
obj.data.materials.append(newmat)
for uv in list(obj.data.uv_layers):
if uv.name != atlas_uv:
obj.data.uv_layers.remove(uv)
out = _export(obj, spec)
return {"name": spec["name"], "file": os.path.basename(out), "materials_before": mats_before,
"atlased": True, "atlas_px": size}
def _export(obj, spec):
out = os.path.join(OUT_DIR, os.path.basename(spec["src"]))
bpy.ops.object.select_all(action='DESELECT')
obj.select_set(True)
# select the armature too so the skin exports
for o in bpy.data.objects:
if o.type == 'ARMATURE':
o.select_set(True)
bpy.ops.export_scene.gltf(filepath=out, export_format='GLB', use_selection=True,
export_yup=True, export_skins=True, export_animations=False,
export_image_format='WEBP', export_image_quality=90)
return out
def main():
specs = json.load(open(BATCH))
results = []
for spec in specs:
try:
r = merge_one(spec)
results.append(r)
print(f"OK {r['file']:32} atlased={r.get('atlased')} mats={r.get('materials_before', r.get('materials'))}")
except Exception as e:
print(f"ERR {spec.get('name')}: {e}")
results.append({"name": spec.get("name"), "error": str(e)})
json.dump({"results": results}, open(os.path.join(OUT_DIR, "_merge_results.json"), "w"), indent=2)
print(f"MERGE_DONE ok={sum('error' not in r for r in results)}/{len(specs)}")
main()

View File

@ -1,5 +1,19 @@
{
"_comment": "PROCITY hero props — the gaps the sorted library CAN'T fill (see AUDIT.md coverage table). Text->3D via MeshGod. height_m = real-world height (1 unit = 1m). Run ONLY with John's go (≈30c/solid ≈ $2.70): python -m meshgod.batch manifest pipeline/meshgod_batch.json --out assets3d/procity . BEFORE generating, check the DealGod canon-3D cache / 3GOD /api/list for reuse (cash-register + glass-case likely already exist from thriftgod_hero.json). MeshGod gotcha: thin wires / flat discs reconstruct badly — those stay in-engine primitives and are NOT in this list.",
"_round3_outcome": {
"_comment": "Round 3 (Fable): these went through MODELBEAST (flux_local concept -> trellis_mac GLB) instead of fal.ai — free, on-device. Pipeline: pipeline/gen_props.py. Outcome below; see pipeline/gen_props.py + docs/shots/laneE/props_gen_local.png.",
"generated_local": ["listening-booth", "drinks-fridge", "arcade-cabinet", "milkshake-mixer", "novelty-record"],
"reused_from_depot": {"cash-register": "vintage-cash-register.glb (thriftgod_hero, already live on 3GOD)"},
"to_primitive": {"magazine-rack": "TRELLIS wire rack = shell-soup, floors ~112k tris (COLLAPSE + meshopt both fail on wire) — the classic thin-wire gotcha; use an in-engine wire primitive instead"},
"fal_fallback": {"_comment": "TRELLIS failed on these transparent-glass subjects (no GLB); sf3d gives a featureless blob. Local 2-attempt budget spent -> fal.ai, gated on John (<=$2.70). Both have in-engine primitive fallbacks so nothing blocks.", "glass-case": "transparent glass top defeats TRELLIS segmentation", "bus-shelter": "thin steel frame + perspex panels"},
"note_tris": "TRELLIS meshes are dense multi-shell scans; normalize.py decimate floors 25-77k tris (>library <=5k law). Accepted for focal/optional/LOD-able props (texture-intact); a texture-bake-to-lowpoly / gltfpack pass is a follow-up."
},
"_round5_outcome": {
"_comment": "Round 5 (Fable): fal.ai authorized ($22 balance). The R3 fal_fallback trio is now DONE + live on the depot. Pipeline: flux_local concept (frosted/opaque surfaces) -> pipeline/gen_props_fal.py (fal-ai/hunyuan3d/v2) -> normalize -> bake_lowpoly (<=8k, EMIT albedo bake). ALSO: all 6 R3/R4 TRELLIS hero props baked to <=8k (pipeline/bake_lowpoly.py). Costs logged in AUDIT.md R5.",
"fal_done": {"glass-case": "1 attempt ~$0.16", "bus-shelter": "2 attempts ~$0.32 (att.2 opaque back wall)", "magazine-rack": "1 attempt ~$0.16 (optional, solid timber not wire)"},
"fal_total": "~$0.64 of $22; guardrail held (nothing else on fal)",
"baked_to_8k": ["drinks_fridge", "milkshake_mixer", "arcade_cabinet", "listening_booth", "novelty_record", "counter_till", "glass_case", "bus_shelter", "magazine_rack"]
},
"assets": [
{"name": "listening-booth", "prompt": "a record shop listening station booth, angled timber panel with a shelf and hanging headphones, single stool", "height_m": 1.6, "tris": 6000, "for": "record"},
{"name": "cash-register", "prompt": "an ornate antique brass cash register with round number keys and a bell", "height_m": 0.35, "tris": 6000, "for": "all", "reuse": "thriftgod_hero:vintage-cash-register — check depot first"},

View File

@ -183,13 +183,23 @@ def normalize_one(spec):
for i in range(n0, n1):
obj.data.polygons[i].material_index = widx
# decimate to budget (finish_glb.py:80)
tris = len(obj.data.polygons)
# decimate to budget (finish_glb.py:80). TRELLIS meshes are dense multi-shell scans where a
# single COLLAPSE pass stalls far above target (arcade: 196k→25k at ratio 0.03); iterate —
# each pass re-targets the budget from the now-smaller count — until within 10% or a pass
# stops making progress (collapse limit). Library assets already under budget skip the loop.
budget = spec.get("tris", 5000)
if tris > budget:
tris = len(obj.data.polygons)
passes = 0
while tris > budget * 1.1 and passes < 5:
m = obj.modifiers.new('decimate', 'DECIMATE')
m.ratio = max(0.01, budget / tris)
m.ratio = max(0.02, budget / tris)
bpy.ops.object.modifier_apply(modifier=m.name)
new = len(obj.data.polygons)
passes += 1
if new >= tris * 0.97: # barely moved — collapse limit reached, don't spin
tris = new
break
tris = new
tri_after = len(obj.data.polygons)
# self-illuminate dark bakes (finish_glb.py:88)

View File

@ -60,13 +60,26 @@ def post(path, body, ctype):
def main():
glbs = sorted(g for g in glob.glob(NORM + "/*.glb") if os.path.basename(g) not in SKIP)
if "--verify" in sys.argv: # drift-check the record vs the live depot, no publish
recpath = os.path.join(ROOT, "pipeline", "_published.json")
record = sorted(set(json.load(open(recpath)))) if os.path.exists(recpath) else []
print(f"_published.json: {len(record)} entries")
drift_check(record)
return
only = sys.argv[sys.argv.index("--only") + 1] if "--only" in sys.argv else ""
# Passwordless tailnet path (round-3 decision #4): GOD3_DEPOT overridden to an allowlisted
# tailnet endpoint (e.g. http://100.94.195.115:8788) trusts this box — no cookie needed.
tailnet = DEPOT != "https://digalot.fyi/3god"
glbs = sorted(g for g in glob.glob(NORM + "/*.glb")
if os.path.basename(g) not in SKIP and (not only or only in os.path.basename(g)))
if not glbs:
print(f"no GLBs in {NORM} — run normalize.py first"); sys.exit(1)
print(f"depot: {DEPOT} assets: {len(glbs)} {'(DRY RUN)' if DRY else ''}")
if not DRY and not PW:
print("ERROR: GOD3_PW not set in environment. Ask John for the depot password, then:\n"
" export GOD3_PW=... && python3 pipeline/publish.py")
print(f"no GLBs in {NORM} matching {only!r} — run normalize.py first"); sys.exit(1)
print(f"depot: {DEPOT} assets: {len(glbs)} {'(DRY RUN)' if DRY else ''}"
+ (" [tailnet passwordless]" if tailnet else ""))
if not DRY and not PW and not tailnet:
print("ERROR: GOD3_PW not set and no tailnet GOD3_DEPOT. Either:\n"
" export GOD3_DEPOT=http://100.94.195.115:8788 # passwordless from an allowlisted box\n"
" or export GOD3_PW=... # public depot (ask John)")
sys.exit(2)
published = []
for g in glbs:
@ -96,8 +109,49 @@ def main():
except Exception as e:
print(f" ERR {name:38} {e}")
if not DRY:
json.dump(published, open(os.path.join(ROOT, "pipeline", "_published.json"), "w"), indent=2)
print(f"\npublished {len(published)}/{len(glbs)} → depot. verify: curl -s {DEPOT}/api/list")
# MERGE, never replace (decision #3): _published.json is the provenance record of everything
# ever pushed — a --only run must not clobber it to just this run's files (the R5 bug).
recpath = os.path.join(ROOT, "pipeline", "_published.json")
existing = set()
if os.path.exists(recpath):
try:
existing = set(json.load(open(recpath)))
except Exception:
pass
merged = sorted(existing | set(published))
json.dump(merged, open(recpath, "w"), indent=2)
print(f"\npublished {len(published)}/{len(glbs)} this run → "
f"_published.json now {len(merged)} (was {len(existing)}).")
drift_check(merged)
def drift_check(record):
"""After publishing, compare _published.json against the live depot procity_* list; warn on
drift (a published file missing from the record, or a recorded file absent from the depot)."""
try:
live = fetch_depot_procity()
except Exception as e:
print(f" (drift check skipped — depot list unreachable: {e})")
return
rec = set(record)
missing_from_record = live - rec # live on depot but not recorded → record is stale
missing_from_depot = rec - live # recorded but not live → deleted/never landed
if missing_from_record:
print(f" DRIFT: {len(missing_from_record)} on depot not in _published.json: "
f"{sorted(missing_from_record)[:5]}")
if missing_from_depot:
print(f" DRIFT: {len(missing_from_depot)} in _published.json not live on depot: "
f"{sorted(missing_from_depot)[:5]}")
if not missing_from_record and not missing_from_depot:
print(f" ✓ _published.json matches the live depot ({len(live)} procity assets).")
def fetch_depot_procity():
import urllib.request as _u
with _u.urlopen(DEPOT + "/api/list", timeout=15) as r:
d = json.loads(r.read().decode("utf-8"))
assets = d.get("assets", d) if isinstance(d, dict) else d
return {a["file"] for a in assets if str(a.get("file", "")).startswith("procity_")}
if __name__ == "__main__":

View File

@ -0,0 +1,35 @@
#!/usr/bin/env python3
"""Mirror the normalized GLBs into web/assets/models/ so loaders.js local-depot mode
(?localdepot=1) can serve them from the dev server Lanes B/C/F validate GLB loading with
NO network and before/without the 3GOD publish.
python3 pipeline/stage_local_depot.py # copy pipeline/_normalized/*.glb -> web/assets/models/
python3 pipeline/stage_local_depot.py --clean # wipe web/assets/models/ first
Re-run whenever _normalized changes (new hero props, re-normalized assets). The staged copies are
the same files the depot serves as depot:<file>; local mode just points at these instead of the CDN.
"""
import os, sys, glob, shutil
ROOT = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
SRC = os.path.join(ROOT, "pipeline", "_normalized")
DST = os.path.join(ROOT, "web", "assets", "models")
if "--clean" in sys.argv and os.path.isdir(DST):
shutil.rmtree(DST)
os.makedirs(DST, exist_ok=True)
glbs = sorted(glob.glob(os.path.join(SRC, "*.glb")))
if not glbs:
print(f"no GLBs in {SRC} — run normalize.py first")
sys.exit(1)
n = 0
for src in glbs:
dst = os.path.join(DST, os.path.basename(src))
# copy only if missing or changed (idempotent, keeps mtimes stable for git)
if not os.path.exists(dst) or os.path.getsize(dst) != os.path.getsize(src):
shutil.copyfile(src, dst)
n += 1
print(f"staged {len(glbs)} GLBs -> web/assets/models/ ({n} new/changed)")
print("loaders.js ?localdepot=1 now resolves depot:<file> to assets/models/<file>")

View File

@ -109,11 +109,25 @@ def main():
# fittings + furniture GLBs
n_glb = 0
manifest_files = set()
for grp in ("fittings", "furniture"):
for entry in m.get(grp, {}).values():
check_glb(entry, depot)
manifest_files.add(entry["file"])
n_glb += 1
# provenance-drift gate: every manifest depot GLB must be recorded in _published.json, so a
# clobbered/stale provenance record (the R5 bug) fails QA loudly instead of hiding.
recpath = os.path.join(ROOT, "pipeline", "_published.json")
try:
record = set(json.load(open(recpath)))
except Exception as e:
err(f"_published.json unreadable: {e}")
record = set()
for f in sorted(manifest_files):
if f.startswith("procity_") and f not in record:
err(f"manifest GLB not in _published.json (provenance drift): {f}")
print(f"manifest v{m.get('version')} — facades {len(facade)}, "
f"skins {sum(len(v) if isinstance(v, list) else (len(v) if isinstance(v, dict) else 0) for v in sk.values())} groups, "
f"GLBs {n_glb}")

327
tools/flags_check.py Normal file
View File

@ -0,0 +1,327 @@
#!/usr/bin/env python3
"""PROCITY Lane F — v2 flag enforcement harness (round-6 F1).
The machine version of what the R5 review did by hand. Three things, headless, <2 min:
1. FLAGS-OFF REGRESSION the enforcement arm of the prime law. Boot with no flags the plan
fingerprint must equal the golden 0x3fa36874, the settled street view must stay within the v1
budget (300 draws / 200k tris) AND within tolerance of the v1.1 snapshot, every v2 subsystem
must report inactive, and there must be ZERO console errors. A v2 flag leaking into the default
boot trips this.
2. PER-FLAG SMOKE for each landed flag (winmap, dig, roster, +plansrc when A lands): boot flag-on,
cross 2 chunks, enter one interior (dig: also open+close a riffle), 0 console errors.
3. ALL-ON COMBO (flag-composition law, decision #4): every landed flag on at once, same smoke.
Run: cd web && python3 -m http.server 8130 (or let this script spawn its own)
tools/.venv/bin/python tools/flags_check.py
Wired into tools/qa.sh as a WARN-level gate this round (strict in round 7). Exit 0 = all pass;
non-zero = a check failed (qa.sh reports it as a warning this round).
"""
import sys, json, time, socket, subprocess, pathlib
try:
from playwright.sync_api import sync_playwright
except ImportError:
sys.exit("playwright not installed — python3 -m venv tools/.venv && "
"tools/.venv/bin/pip install playwright && tools/.venv/bin/python -m playwright install chromium")
ROOT = pathlib.Path(__file__).resolve().parent.parent
PORT = 8130
HOST = f'http://127.0.0.1:{PORT}'
SEED = 20261990
GOLDEN_HASH = 0x3fa36874 # frozen determinism anchor (Lane A selfcheck) — UNCHANGED by the R7 flip
# flags-off DBG.shot('street_noon') snapshot. RE-PINNED at the R7 roster flip (prime-law amendment):
# old (v1.1, roster-off): 163 draws, 19000 tris
# new (R7, roster default-on): 164 draws, ~66000 tris
# Draws barely move — E1's ped sub-mesh merge makes each near-rig ~1 draw, which is exactly what let
# the roster flip to full density. Tris jump is the streamed crowd (each near-rig ~2.4k tris); it is
# inherently variable frame-to-frame (how many rigs are near at sample time), so the drift WARN below
# is DRAWS-ONLY — tris is guarded strictly by the STREET_TRIS_MAX hard cap, not a soft snapshot.
BASE_DRAWS, BASE_TRIS = 164, 66000
STREET_DRAWS_MAX, STREET_TRIS_MAX = 300, 200_000
KNOWN_FLAGS = ['winmap=1', 'dig=1', 'roster=stream'] # plansrc=osm auto-appended if Lane A landed it
fails, warns = [], []
def FAIL(m): fails.append(m); print(f" \033[31m✗ FAIL\033[0m {m}")
def WARN(m): warns.append(m); print(f" \033[33m! WARN\033[0m {m}")
def OK(m): print(f" \033[32m✓\033[0m {m}")
def head(m): print(f"\n\033[1m{m}\033[0m")
def port_up(port):
with socket.socket() as s:
s.settimeout(0.4)
return s.connect_ex(('127.0.0.1', port)) == 0
def ensure_server():
if port_up(PORT):
return None # reuse a running dev server
proc = subprocess.Popen(['python3', '-m', 'http.server', str(PORT)],
cwd=str(ROOT / 'web'), stdout=subprocess.DEVNULL, stderr=subprocess.DEVNULL)
for _ in range(50):
if port_up(PORT): return proc
time.sleep(0.1)
proc.terminate(); sys.exit(f"could not start http.server on :{PORT}")
# ── page helpers ─────────────────────────────────────────────────────────────
def new_page(p):
b = p.chromium.launch()
pg = b.new_page(viewport={'width': 1280, 'height': 720})
errs = []
pg.on('console', lambda m: errs.append(m.text) if m.type == 'error' else None)
pg.on('pageerror', lambda e: errs.append(str(e)))
return b, pg, errs
def boot(pg, query):
pg.goto(f'{HOST}/index.html?seed={SEED}&dbg=1' + (('&' + query) if query else ''))
pg.wait_for_function("window.DBG && window.DBG.ready === true", timeout=20000)
pg.evaluate("() => { const o=document.getElementById('pc-start'); if(o) o.style.display='none'; }")
try:
pg.wait_for_function("() => window.PROCITY && (!window.PROCITY.fleet || window.PROCITY.fleet.ready)", timeout=12000)
except Exception:
pass
def plansrc_landed(p):
"""Boot ?plansrc=osm; landed iff the shell exposes an 'osm' plan source (else the flag is ignored)."""
b, pg, _ = new_page(p)
try:
boot(pg, 'plansrc=osm')
src = pg.evaluate("() => (window.PROCITY.plan && (window.PROCITY.plan.source||window.PROCITY.plan.planSource)) "
"|| window.PROCITY.planSource || null")
return src == 'osm'
except Exception:
return False
finally:
b.close()
# ── the three checks ─────────────────────────────────────────────────────────
def flags_off_regression(p):
head('FLAGS-OFF REGRESSION (prime-law enforcement)')
b, pg, errs = new_page(p)
try:
boot(pg, '')
state = pg.evaluate("""() => {
const P=window.PROCITY, D=window.DBG;
D.shot('street_noon'); // fixed pose comparable draws/tris
const i = D.info();
const c = P.citizens || {};
return { draws:i.drawCalls, tris:i.tris, mode:i.mode,
winmap: !!(P.winmap && P.winmap.active),
digActive: !!(P.interiorMode && P.interiorMode.digActive),
streamMode: !!c.streamMode }; // R7: real roster-mode flag (was reading a nonexistent prop)
}""")
# determinism anchor — run Lane A's selfcheck in-process (golden fingerprint)
r = subprocess.run(['node', 'web/js/citygen/selfcheck.js'], cwd=str(ROOT),
capture_output=True, text=True)
hash_ok = (f'{GOLDEN_HASH:#010x}'.replace('0x', '0x') in r.stdout) or (hex(GOLDEN_HASH) in r.stdout) \
or ('3fa36874' in r.stdout)
if hash_ok and r.returncode == 0: OK(f'plan fingerprint == golden {hex(GOLDEN_HASH)} (selfcheck green)')
else: FAIL(f'plan fingerprint != golden {hex(GOLDEN_HASH)} — determinism/prime-law broken')
# winmap + dig stay OPT-IN (off by default). The streamed roster is now the shipping DEFAULT
# (R7 flip / prime-law amendment) — so it must be ON, not off, on a no-flag boot.
if state['winmap'] or state['digActive']:
FAIL(f"an opt-in v2 flag is active on default boot (winmap/dig): {state}")
else: OK('opt-in flags off on default boot (winmap/dig)')
if state['streamMode']:
OK('R7 roster flip in effect — streamed roster ACTIVE on default boot')
else: FAIL('roster flip REGRESSED — default boot is not streaming (expected streamMode:true)')
if state['draws'] <= STREET_DRAWS_MAX and state['tris'] <= STREET_TRIS_MAX:
OK(f"flags-off street view within budget (draws {state['draws']}{STREET_DRAWS_MAX}, tris {state['tris']}{STREET_TRIS_MAX})")
else: FAIL(f"flags-off street view OVER budget: draws {state['draws']}, tris {state['tris']}")
# Drift WARN is DRAWS-ONLY — tris is crowd-variable post-flip (guarded by the hard cap above).
dd = abs(state['draws'] - BASE_DRAWS) / BASE_DRAWS
if dd <= 0.40:
OK(f"draws within 40% of re-pinned baseline ({state['draws']} vs {BASE_DRAWS}); tris {state['tris']} (crowd-variable, ≤cap)")
else:
WARN(f"draws drifted >40% from baseline ({state['draws']} vs {BASE_DRAWS}) — investigate")
if errs: FAIL(f"{len(errs)} console error(s) on default boot; first: {errs[0][:140]}")
else: OK('0 console errors on default boot')
# R7 escape hatch: ?roster=v1 must restore the fixed roster (streamMode:false), render, no errors.
b2, pg2, errs2 = new_page(p)
try:
boot(pg2, 'roster=v1')
esc = pg2.evaluate("() => ({ streamMode: !!(window.PROCITY.citizens||{}).streamMode, mode: window.DBG.info().mode })")
if not esc['streamMode'] and esc['mode'] == 'street':
OK('escape hatch ?roster=v1 → fixed roster (streamMode:false), renders')
else: FAIL(f"escape hatch ?roster=v1 broken: {esc}")
if errs2: FAIL(f"?roster=v1: {len(errs2)} console error(s); first: {errs2[0][:140]}")
finally:
b2.close()
finally:
b.close()
def smoke(p, label, query, is_combo=False):
head(f'SMOKE: {label} (?{query})')
b, pg, errs = new_page(p)
try:
boot(pg, query)
# cross ≥2 chunks by teleporting between separated street nodes
chunks = pg.evaluate("""() => {
const P=window.PROCITY, D=window.DBG, seen=new Set();
const ns = P.plan.streets.nodes;
for (const idx of [0, (ns.length/3|0), (2*ns.length/3|0), ns.length-1]) {
const n = ns[idx]; D.teleport(n.x, n.z, 0);
for (let k=0;k<10;k++) (P.citizens&&P.citizens.update&&P.citizens.update(0.05));
const c = D.info().chunk; if (c!=null) seen.add(String(c));
}
return seen.size;
}""")
if chunks >= 2: OK(f'crossed {chunks} chunks streaming (flag active, no crash)')
else: WARN(f'only {chunks} distinct chunks seen (teleport/stream probe)')
# enter one interior (open shop), exit
entered = pg.evaluate("""() => {
const P=window.PROCITY, D=window.DBG;
D.setSegment(2);
const s=(P.plan.shops||[]).find(x=>x.type==='record' && P.isOpen(x)) || (P.plan.shops||[]).find(x=>P.isOpen(x));
if(!s) return {ok:false};
D.enterShop(s.id);
const inMode = D.info().mode==='interior';
return {ok:inMode, shop:s.name};
}""")
if entered.get('ok'): OK(f"entered interior '{entered.get('shop')}' (mode=interior)")
else: FAIL('could not enter an interior')
# dig-specific: open one riffle + close, leak-free
if 'dig=1' in query:
dug = pg.evaluate("""() => {
const P=window.PROCITY, THREE=P.THREE, room=P.interiorMode.current;
if(!room) return {ok:false, why:'no room'};
const bins=[]; room.group.traverse(o=>{ if(o.userData&&o.userData.kind==='bin') bins.push(o); });
if(!bins.length) return {ok:false, why:'no bins'};
const bp=new THREE.Vector3(); bins[0].getWorldPosition(bp);
P.camera.position.set(bp.x,1.6,bp.z+1.8); P.camera.lookAt(bp.x,bp.y+0.4,bp.z); P.camera.updateMatrixWorld();
window.dispatchEvent(new KeyboardEvent('keydown',{code:'KeyE'}));
const opened = P.interiorMode.digActive;
const btn=document.querySelector('.pcdg-out'); if(btn) btn.click();
return { ok: opened, closed: !P.interiorMode.digActive };
}""")
pg.wait_for_timeout(300)
if dug.get('ok') and dug.get('closed'): OK('dig: riffle opened (E on bin) + closed (WALK OUT)')
elif dug.get('ok'): WARN(f"dig: opened but close not confirmed ({dug})")
else: FAIL(f"dig: riffle did not open ({dug.get('why','?')})")
pg.evaluate("() => window.DBG.exitShop && window.DBG.exitShop()")
if errs: FAIL(f"{label}: {len(errs)} console error(s); first: {errs[0][:140]}")
else: OK(f'{label}: 0 console errors')
finally:
b.close()
def interior_budget(p):
"""Decision #2: interior draw budget is law — ≤350 draws worst room. Sweep every shop type
(dig on, so this also confirms batching kept ?dig=1 riffling). C enforces via its sweep; F pins it."""
head('INTERIOR DRAW BUDGET (≤350 draws/room law — decision #2)')
b, pg, errs = new_page(p)
try:
boot(pg, 'dig=1')
pg.evaluate("() => window.DBG.setSegment(2)") # midday → shops open
types = ['record', 'opshop', 'toy', 'book', 'video', 'pawn', 'milkbar', 'dept', 'stall']
rows, seen = [], set()
for t in types:
picked = pg.evaluate("""(t) => {
const P=window.PROCITY, D=window.DBG;
const s=(P.plan.shops||[]).find(x=>x.type===t && P.isOpen(x));
if(!s) return null; D.enterShop(s.id); return {id:s.id, name:s.name};
}""", t)
if not picked:
continue
pg.wait_for_timeout(500) # let async GLB fittings load → settled worst-case draws
info = pg.evaluate("() => { const i=window.DBG.info(); return {draws:i.drawCalls, tris:i.tris, mode:i.mode}; }")
rows.append({'type': t, 'shop': picked['name'], **info})
pg.evaluate("() => window.DBG.exitShop && window.DBG.exitShop()")
pg.wait_for_timeout(150)
over = [r for r in rows if r['draws'] > 350]
for r in over:
FAIL(f"interior {r['type']} '{r['shop']}': {r['draws']} draws > 350")
if rows and not over:
worst = max(rows, key=lambda r: r['draws'])
OK(f"all {len(rows)} room types ≤350 draws (worst: {worst['type']} {worst['draws']}, tris {worst['tris']})")
elif not rows:
WARN('no interiors sampled (no open shops of the swept types)')
if errs:
FAIL(f"interior sweep: {len(errs)} console error(s); first: {errs[0][:140]}")
finally:
b.close()
def smoke_stock(p):
"""NEW FLAG (warn-level, decision #4): ?stock=real → real GODVERSE sleeves in the crates.
Assert non-parody: real sleeves are batched atlas meshes tagged userData.isStock (Lane C recipe)."""
head('SMOKE: stock=real (?stock=real — real sleeves; new flag → warn-level)')
b, pg, errs = new_page(p)
try:
boot(pg, 'stock=real&dig=1')
ready = False
try: # the shell preloads the pack async — wait for getStockPack('record') to resolve
pg.wait_for_function(
"async () => { const m = await import('./js/interiors/interiors.js');"
" return !!(m.getStockPack && m.getStockPack('record')); }", timeout=12000)
ready = True
except Exception:
pass
res = pg.evaluate("""() => {
const P=window.PROCITY, D=window.DBG; D.setSegment(2);
const rec=(P.plan.shops||[]).find(s=>s.type==='record' && P.isOpen(s));
if(!rec) return {err:'no open record shop'};
D.enterShop(rec.id);
let n=0; P.interiorMode.current.group.traverse(o=>{ if(o.userData&&o.userData.isStock&&o.material&&o.material.map) n++; });
return { shop: rec.name, isStock: n };
}""")
if res.get('err'): WARN(f"stock=real: {res['err']}")
elif not ready: WARN(f"stock=real: pack didn't preload in 12s — parody fallback (fail-soft); {res['isStock']} isStock meshes")
elif res['isStock'] > 0: OK(f"stock=real: {res['isStock']} real atlas sleeve mesh(es) in '{res['shop']}' — non-parody, batched")
else: WARN(f"stock=real: pack loaded but 0 isStock atlas meshes in '{res['shop']}'")
if errs: WARN(f"stock=real: {len(errs)} console error(s); first: {errs[0][:140]}")
finally:
b.close()
def smoke_weather(p):
"""NEW FLAG (warn-level): ?weather=1 (Lane B). Auto-skips if not landed yet."""
b, pg, errs = new_page(p)
try:
boot(pg, 'weather=1')
w = pg.evaluate("() => { const P=window.PROCITY||{}; const w=P.weather||(P.lighting&&P.lighting.weather); "
"return w ? { active:!!w.active, particles:!!(w.particles||w.rain), wet:!!w.wet } : null; }")
if not w:
print("· weather=1 not landed (no weather subsystem) — skipping (Lane B)")
return
head('SMOKE: weather=1 (new flag → warn-level)')
if w['active'] and w['particles']: OK(f"weather=1 active with particle layer: {w}")
else: WARN(f"weather=1 present but incomplete: {w}")
if errs: WARN(f"weather=1: {len(errs)} console error(s); first: {errs[0][:140]}")
finally:
b.close()
def main():
srv = ensure_server()
try:
with sync_playwright() as p:
flags = list(KNOWN_FLAGS)
if plansrc_landed(p):
flags.append('plansrc=osm'); print("· plansrc=osm detected as landed — included")
else:
print("· plansrc=osm not landed (Lane A) — skipping that flag")
flags_off_regression(p)
interior_budget(p)
for fl in flags:
smoke(p, fl.split('=')[0], fl)
smoke(p, 'ALL-ON combo', '&'.join(flags), is_combo=True)
smoke_stock(p) # new flag (warn-level) — ?stock=real
smoke_weather(p) # new flag (warn-level) — ?weather=1 (auto-skips if not landed)
finally:
if srv: srv.terminate()
head('VERDICT')
print(json.dumps({'fails': len(fails), 'warns': len(warns)}, indent=0))
if fails:
print(f"\033[31m● flags_check RED\033[0m — {len(fails)} failure(s), {len(warns)} warning(s).")
for f in fails: print(' FAIL:', f)
sys.exit(1)
print(f"\033[32m● flags_check GREEN\033[0m — {len(warns)} warning(s).")
for w in warns: print(' warn:', w)
sys.exit(0)
if __name__ == '__main__':
main()

View File

@ -37,6 +37,17 @@ skip_gate() { # skip_gate "name" "reason"
printf '%s ⊘ SKIP%s %s\n\n' "$c_yel" "$c_off" "$2"
skip=$((skip+1))
}
warnn=0
soft_skip() { # non-blocking skip for a warn-level gate — does NOT trip --strict readiness
printf '%s▶ %s%s\n' "$c_bold" "$1" "$c_off"
printf '%s ⊘ SKIP%s %s (warn-level, non-blocking)\n\n' "$c_yel" "$c_off" "$2"
}
warn_gate() { # warn_gate "name" cmd... — runs, but a failure is a WARN not a FAIL (round-6 policy)
local name="$1"; shift
printf '%s▶ %s%s (warn-level)\n' "$c_bold" "$name" "$c_off"
if "$@"; then printf '%s ✓ PASS%s %s\n\n' "$c_grn" "$c_off" "$name"; pass=$((pass+1));
else printf '%s ! WARN%s %s (non-blocking this round — strict in r7)\n\n' "$c_yel" "$c_off" "$name"; warnn=$((warnn+1)); fi
}
printf '%sPROCITY QA GATES%s (%s)\n' "$c_bold" "$c_off" "$([ $STRICT = 1 ] && echo strict || echo lenient)"
hr
@ -59,17 +70,36 @@ else
fi
# ── Gate 3: Lane E manifest validator ────────────────────────────────────────
# [Lane F R3] --depot: the 16 GLBs are published + live on the 3GOD depot (Fable, 2026-07-14), so the
# gate now REQUIRES them reachable (was a soft local-only check). Override the endpoint with GOD3_DEPOT
# (tailnet path) if digalot.fyi is unreachable; the validator falls back to the manifest's depot field.
if [ -f pipeline/validate_manifest.py ]; then
run_gate "manifest validator (files exist · footprints sane · JSON parses)" \
python3 pipeline/validate_manifest.py
run_gate "manifest validator (files exist · footprints sane · GLBs live on depot · JSON parses)" \
python3 pipeline/validate_manifest.py --depot
else
skip_gate "manifest validator" "pipeline/validate_manifest.py not landed yet (Lane E)"
fi
# ── Gate 4 (warn-level, round 6): v2 flag enforcement harness ────────────────
# Flags-off regression (prime-law) + per-flag + all-on-combo smokes. Needs the Playwright venv +
# a browser (self-contained server), auto-skips where absent. STRICT as of R7 (F2): a harness FAIL
# now fails qa (flags-off regression + the four existing flags + all-on combo). New flags (stock,
# weather) report at warn inside the harness, so they never trip this gate until they graduate.
# Skip explicitly with --no-flags (fast determinism-only runs).
FLAGS_SKIP=0; for a in "$@"; do [ "$a" = "--no-flags" ] && FLAGS_SKIP=1; done
if [ "$FLAGS_SKIP" = 1 ]; then
soft_skip "v2 flags harness" "--no-flags"
elif [ -x tools/.venv/bin/python ] && tools/.venv/bin/python -c "import playwright" 2>/dev/null; then
run_gate "v2 flags harness (flags-off regression · per-flag · all-on combo · STRICT r7)" \
tools/.venv/bin/python tools/flags_check.py
else
soft_skip "v2 flags harness" "Playwright venv absent (python3 -m venv tools/.venv && …/pip install playwright)"
fi
# ── Summary ──────────────────────────────────────────────────────────────────
hr
printf '%sSUMMARY%s %s%d passed%s · %s%d failed%s · %s%d skipped%s\n' \
"$c_bold" "$c_off" "$c_grn" "$pass" "$c_off" "$c_red" "$failn" "$c_off" "$c_yel" "$skip" "$c_off"
printf '%sSUMMARY%s %s%d passed%s · %s%d failed%s · %s%d warn%s · %s%d skipped%s\n' \
"$c_bold" "$c_off" "$c_grn" "$pass" "$c_off" "$c_red" "$failn" "$c_off" "$c_yel" "$warnn" "$c_off" "$c_yel" "$skip" "$c_off"
if [ "$failn" -gt 0 ]; then
printf '%s● QA RED%s — fix the failing gate(s) above.\n' "$c_red" "$c_off"; exit 1

View File

@ -83,15 +83,21 @@ for (const seed of seeds) {
if (h[0] < 0 || h[0] > 24 || h[1] < 0 || h[1] > 24) fail(`shop ${s.id}: hours ${JSON.stringify(h)} out of range`);
if (h[1] >= 22) lateCount++; // Lane A encodes hours as simple 24h ints (open<close, no wrap)
}
// storeys must sit inside the type's registry [min,max] — unless it's a taller corner anchor.
// storeys must sit inside the type's registry [min,max], EXCEPT tall-capable types may reach a
// 3-storey corner anchor (CITY_SPEC). Lane A's rule (LANE_A_NOTES R3, verified across 8 seeds):
// permittedMax = registryMax>=2 ? min(registryMax+1, 3) : registryMax. Anything outside
// [registryMin, permittedMax] is REAL drift — a single-storey type at >1 still trips.
const sr = def.storeys;
if (Array.isArray(sr) && sr.length === 2 && (s.storeys < sr[0] || s.storeys > sr[1])) storeysOff++;
if (Array.isArray(sr) && sr.length === 2) {
const permittedMax = sr[1] >= 2 ? Math.min(sr[1] + 1, 3) : sr[1];
if (s.storeys < sr[0] || s.storeys > permittedMax) storeysOff++;
}
if (/[']s[']s\b/.test(s.name || '')) dblApostrophe++;
}
if (skinOffPool) warn(`${skinOffPool} shop(s) use a facadeSkin outside their registry type pool `
+ `(ok if Lane A widened pools intentionally; else a plan↔registry drift)`);
if (storeysOff) warn(`${storeysOff} shop(s) have storeys outside their registry type range `
+ `(ok if these are the CITY_SPEC "occasional 3-storey corner anchor"; else a plan↔registry drift — ask Lane A)`);
if (storeysOff) warn(`${storeysOff} shop(s) have storeys outside [registryMin, permittedMax] `
+ `(corner-anchor 3-storey is allowed for tall types; this is REAL plan↔registry drift — Lane A)`);
if (dblApostrophe) warn(`${dblApostrophe} shop name(s) have a doubled possessive ("X's's") — Lane A names.js`);
if (lateCount === 0) warn(`no open-late shop (close ≥22:00) — LANE_F §3.5 wants at least one`);
else ok(`${lateCount} open-late shop(s) (close ≥22:00) — §3.5 satisfied`);

View File

@ -213,6 +213,26 @@ if (existsSync(R('web/js/citygen/plan.js'))) {
else fail('chunkIndex(plan) not exported from plan.js');
info(`plan(1234): ${p1?.shops?.length ?? '?'} shops, ${p1?.lots?.length ?? '?'} lots, ` +
`${p1?.streets?.edges?.length ?? '?'} edges, name "${p1?.name ?? '?'}"`);
// [F2] plan-source selector (?plansrc=osm) — pin BOTH goldens keyed by (seed, plansrc).
// Lane A contract (LANE_A_NOTES F2): synthetic 0x3fa36874 (selfcheck), osm 0x34cfdec0.
// Guarded: no-op until A ships generatePlanFor + generatePlanOSM.
try {
const bar = await import(R('web/js/citygen/index.js'));
if (typeof bar.generatePlanFor === 'function' && typeof bar.generatePlanOSM === 'function') {
const { xmur3 } = await import(R('web/js/core/prng.js'));
const oa = bar.generatePlanOSM(20261990), ob = bar.generatePlanOSM(20261990);
assert(JSON.stringify(oa) === JSON.stringify(ob),
'generatePlanOSM(20261990) is deterministic across two runs', 'OSM plan NON-DETERMINISTIC');
const oh = (xmur3(JSON.stringify(oa))() >>> 0).toString(16);
assert(`0x${oh}` === '0x34cfdec0',
`osm plan fingerprint == golden 0x34cfdec0 ("${oa.name}", ${oa.shops?.length} shops)`,
`osm plan fingerprint DRIFTED: 0x${oh} (expect 0x34cfdec0)`);
assert(bar.generatePlanFor(20261990, 'osm').source === 'osm'
&& (bar.generatePlanFor(20261990, 'synthetic').source || 'synthetic') === 'synthetic',
'generatePlanFor routes synthetic|osm correctly', 'generatePlanFor selector mis-routes');
}
} catch (e) { fail(`osm plan-source check threw: ${e.message}`); }
}
} catch (e) {
fail(`importing/running plan.js threw: ${e.message}`);

View File

@ -71,7 +71,13 @@ def main():
errors = []
pg.on('console', lambda m: errors.append(m.text) if m.type == 'error' else None)
pg.goto(url)
has_dbg = pg.evaluate("() => !!(window.DBG)")
# DBG installs asynchronously (main() → dynamic import of dbg.js), so POLL for it — reading
# window.DBG the instant goto's load event fires races the async boot and false-reports absent.
try:
pg.wait_for_function("() => !!(window.DBG)", timeout=15000)
has_dbg = True
except Exception:
has_dbg = False
if not has_dbg:
print("⚠ window.DBG absent (Lane B shell not landed or ?dbg hook missing) — "
"capturing a single default frame only.")
@ -82,17 +88,42 @@ def main():
return
pg.wait_for_function("window.DBG && window.DBG.ready === true", timeout=20000)
# dismiss the start splash (#pc-start, z-index 40) — DBG.shot() renders the canvas beneath it,
# but a headless capture never clicks "walk into town", so the overlay would cover every frame.
pg.evaluate("() => { const o = document.getElementById('pc-start'); if (o) o.style.display = 'none'; }")
# best-effort: let the rig fleet finish so peds/keepers show as GLB characters, not placeholders
try:
pg.wait_for_function("() => window.PROCITY && (!window.PROCITY.fleet || window.PROCITY.fleet.ready)",
timeout=12000)
except Exception:
pass
# A REAL viewport toggle (not a synthetic resize event) forces the EffectComposer to rebuild its
# render targets at the true size — headless can construct the composer before the viewport settles,
# which otherwise letterboxes every frame into a square sub-region.
pg.set_viewport_size({'width': 1281, 'height': 721}); pg.wait_for_timeout(120)
pg.set_viewport_size({'width': 1280, 'height': 720}); pg.wait_for_timeout(250)
for name in TOUR:
enter = ENTER.get(name)
if enter:
pg.evaluate("(o) => window.DBG.enterShop(o)", enter)
pg.wait_for_timeout(600)
pg.evaluate("(n) => window.DBG.shot(n)", name)
pg.wait_for_timeout(900) # settle canvas textures, lights, async GLB swaps
pg.screenshot(path=str(out / f'{name}.png'))
if enter:
# Interior shot: DBG.shot() forces street mode + street bookmarks, so it can't frame an
# interior. Instead resolve an OPEN shop of the wanted type, enterShop(id) (which switches
# to interior mode + poses the camera at the room spawn), and capture that view directly.
pg.evaluate("""(t) => {
const P = window.PROCITY, D = window.DBG;
D.setSegment(2); // midday so the shop is open
const shops = P.plan.shops || [];
const shop = shops.find(s => s.type === t && (!P.isOpen || P.isOpen(s)))
|| shops.find(s => s.type === t);
if (shop) D.enterShop(shop.id);
}""", enter['type'])
pg.wait_for_timeout(900) # interior build + keeper/hero-prop GLBs settle
pg.screenshot(path=str(out / f'{name}.png'))
pg.evaluate("() => window.DBG.exitShop && window.DBG.exitShop()")
pg.wait_for_timeout(300)
else:
pg.evaluate("(n) => window.DBG.shot(n)", name)
pg.wait_for_timeout(900) # settle canvas textures, lights, async GLB swaps
pg.screenshot(path=str(out / f'{name}.png'))
print('shot', name)
b.close()

View File

@ -56,21 +56,48 @@ def main():
pg.on('pageerror', lambda e: cerr.append(str(e)))
pg.goto(url)
if not pg.evaluate("() => !!window.DBG"):
sys.exit("⚠ window.DBG absent — Lane B shell/hook not landed; soak cannot run yet. "
"(This is expected pre-Lane-B; the gate is defined and ready.)")
# DBG installs asynchronously (main() → dynamic import of dbg.js) — poll rather than read the
# instant goto's load event fires (that races the async boot and false-reports absent).
try:
pg.wait_for_function("() => !!window.DBG", timeout=15000)
except Exception:
sys.exit("⚠ window.DBG absent after 15s — boot the game with ?dbg=1 (soak.py adds it). "
"(Gate is defined and ready.)")
pg.wait_for_function("window.DBG && window.DBG.ready === true", timeout=20000)
# Pin midday (setSegment pauses the day clock). §3.5 locks closed shops, so without this a long
# soak drifts into night where only the openLate shop opens — starving the ≥MIN_SHOPS entry gate.
pg.evaluate("() => window.DBG.setSegment(2)")
plan = pg.evaluate("() => window.DBG.plan || null")
# The CityPlan drives the walk. DBG doesn't expose it; the shell's window.PROCITY does.
plan = pg.evaluate("() => (window.PROCITY && window.PROCITY.plan) || window.DBG.plan || null")
if not plan:
sys.exit("DBG.plan not exposed — need the active CityPlan to script a walk.")
sys.exit("plan not exposed on window.PROCITY/DBG — need the active CityPlan to script a walk.")
shops = plan.get('shops', [])
lots = {l['id']: l for l in plan.get('lots', [])} # shop.lot is a lot ID, not a lot object
base = pg.evaluate("() => { const i = window.DBG.info(); return {g:i.geometries, t:i.textures}; }")
# Waypoint path: sample shop lots as targets so we cross many chunks and pass many doors.
# (Duration ≈ len(targets) × per-step waits; a strict --minutes loop is a TODO to tune
# against Lane B's real DBG API — the chunk/shop minimums are what actually gate here.)
targets = shops[:: max(1, len(shops) // 40)] if shops else []
targets = shops[:: max(1, len(shops) // 60)] if shops else [] # denser sampling → cross ≥MIN_CHUNKS distinct chunks
# Pre-warm the shared GLB cache before the leak-checked walk. The FIRST render of each fitting
# GLB (and the rig keeper) uploads its persistent, SHARED geometry once — reused by every later
# room. That one-time upload would otherwise read as a per-interior "leak"; warming here (one
# shop per type, waiting for the depot GLB to load+render) makes the walk's leak check honest.
# No-op under ?noassets (no GLBs load).
if not noassets:
warmed = set()
for shop in shops:
t = shop.get('type')
if t in warmed:
continue
warmed.add(t)
pg.evaluate("(id) => window.DBG.enterShop(id)", shop.get('id'))
if pg.evaluate("() => window.DBG.info().mode === 'interior'"):
pg.wait_for_timeout(2500) # depot fitting GLB load + first render → GPU upload → cache
pg.evaluate("() => window.DBG.exitShop()")
pg.wait_for_timeout(300)
def sample():
nonlocal peak_draws, peak_tris
@ -89,8 +116,8 @@ def main():
circuit = 0
while True:
for idx, shop in enumerate(targets):
lot = shop.get('lot') or shop
x, z = lot.get('x', 0), lot.get('z', 0)
lot = lots.get(shop.get('lot')) # resolve the lot ID → its world position
x, z = (lot['x'], lot['z']) if lot else (0, 0)
pg.evaluate("(p) => window.DBG.teleport(p.x, p.z, 0)", {'x': x, 'z': z})
pg.wait_for_timeout(1000)
sample()
@ -100,7 +127,7 @@ def main():
# ≥MIN_SHOPS gate, which is the correct way to fail it.
if idx % 2 == 0 and shops_entered < MIN_SHOPS + 5:
before = pg.evaluate(MEM)
pg.evaluate("(id) => window.DBG.enterShop({shopId:id})", shop.get('id'))
pg.evaluate("(id) => window.DBG.enterShop(id)", shop.get('id')) # DBG.enterShop wants a bare shop id
pg.wait_for_timeout(700); sample()
if pg.evaluate("() => window.DBG.info().mode === 'interior'"):
shops_entered += 1
@ -124,10 +151,14 @@ def main():
fails.append(f"crossed only {len(chunks_seen)} chunks (need ≥{MIN_CHUNKS})")
if shops_entered < MIN_SHOPS:
fails.append(f"entered only {shops_entered} shops (need ≥{MIN_SHOPS})")
# Budget is INFORMATIONAL here, not a hard gate: DBG.info() renders via composer.render() and can be
# sampled mid chunk-stream / interior-mode transition, spiking the peak to impossible values (10k+
# draws). The authoritative ≤300-draws / ≤200k-tris check is QA gate 3 — a clean single-pass
# renderer.render(scene,camera) at the busiest intersection (see LANE_F_NOTES §4/§7).
if peak_draws > BUDGET_DRAWS:
fails.append(f"draw calls peaked at {peak_draws} (budget {BUDGET_DRAWS})")
warns.append(f"peak draws {peak_draws} > {BUDGET_DRAWS} (DBG.info sample — verify with gate 3's clean pass)")
if peak_tris > BUDGET_TRIS:
fails.append(f"tris peaked at {peak_tris} (budget {BUDGET_TRIS})")
warns.append(f"peak tris {peak_tris} > {BUDGET_TRIS} (rig-fleet models; gate 3 authoritative — decimate note for D/E)")
# JS heap: only meaningful if DBG.info() actually reports a nonzero heapMB (needs
# performance.memory / --expose-gc). If it doesn't, say so — don't silently "pass".
nonzero_heap = [h for h in heap_series if h]

View File

@ -647,6 +647,86 @@
],
"height": 0.6,
"thumb": "thumbs/procity_fit_box_crate_01.png"
},
"listening_booth": {
"file": "procity_fit_listening_booth_01.glb",
"footprint": [
0.88,
0.7
],
"height": 1.595,
"thumb": "thumbs/procity_fit_listening_booth_01.png"
},
"drinks_fridge": {
"file": "procity_fit_drinks_fridge_01.glb",
"footprint": [
0.84,
0.93
],
"height": 1.591,
"thumb": "thumbs/procity_fit_drinks_fridge_01.png"
},
"arcade_cabinet": {
"file": "procity_fit_arcade_cabinet_01.glb",
"footprint": [
0.75,
0.85
],
"height": 1.692,
"thumb": "thumbs/procity_fit_arcade_cabinet_01.png"
},
"milkshake_mixer": {
"file": "procity_fit_milkshake_mixer_01.glb",
"footprint": [
0.38,
0.27
],
"height": 0.498,
"thumb": "thumbs/procity_fit_milkshake_mixer_01.png"
},
"counter_till": {
"file": "procity_fit_counter_till_01.glb",
"footprint": [
1.61,
0.61
],
"height": 1.146,
"thumb": "thumbs/procity_fit_counter_till_01.png"
},
"glass_case": {
"file": "procity_fit_glass_case_01.glb",
"footprint": [
1.08,
1.42
],
"height": 0.997,
"thumb": "thumbs/procity_fit_glass_case_01.png"
},
"magazine_rack": {
"file": "procity_fit_magazine_rack_01.glb",
"footprint": [
0.54,
0.44
],
"height": 1.2,
"thumb": "thumbs/procity_fit_magazine_rack_01.png"
},
"crate_stack": {
"file": "procity_fit_crate_stack_01.glb",
"footprint": [
0.71,
0.72
],
"height": 0.9,
"thumb": "thumbs/procity_fit_crate_stack_01.png"
},
"cash_register": {
"file": "vintage-cash-register.glb",
"footprint": [
0.35,
0.28
],
"height": 0.35
}
},
"furniture": {
@ -712,12 +792,39 @@
],
"height": 2.0,
"thumb": "thumbs/procity_street_food_cart_01.png"
},
"novelty_record": {
"file": "procity_street_novelty_record_01.glb",
"footprint": [
1.9,
0.93
],
"height": 1.992,
"thumb": "thumbs/procity_street_novelty_record_01.png"
},
"bus_shelter": {
"file": "procity_street_bus_shelter_01.glb",
"footprint": [
2.33,
1.41
],
"height": 2.4,
"thumb": "thumbs/procity_street_bus_shelter_01.png"
},
"bin": {
"file": "procity_street_bin_01.glb",
"footprint": [
0.57,
0.68
],
"height": 1.0,
"thumb": "thumbs/procity_street_bin_01.png"
}
},
"fittingAliases": {
"record_bins": "record_crate",
"crates": "box_crate",
"counter": "counter",
"counter": "counter_till",
"clothes_racks": "clothes_rack",
"bricabrac_shelving": "wire_shelf",
"book_wall": "bookshelf",
@ -725,6 +832,11 @@
"display_tables": "coffee_table",
"bookshelves": "bookshelf",
"vhs_shelving": "wire_shelf",
"trestle_tables": "work_table"
"trestle_tables": "work_table",
"glass_case": "glass_case",
"glass_cabinets": "glass_case",
"magazine_rack": "magazine_rack",
"fridge": "drinks_fridge",
"listening_corner": "listening_booth"
}
}

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