# LANE C — cross-lane notes (PROCITY-C) ## → 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