FIVE GATES, FIVE CONTROLS, each demonstrated in the same run. New F-owned tools wired into qa.sh as Gate 8: r39_address.mjs · r39_transmission.py · r39_runtime.py · r39_shots.py (--no-r39 skips the browser half). Lane A's selfcheck reproduces exactly: 157,647/157,647 ALL GREEN, fingerprint 0x5f76e76 — ZERO GOLDENS MOVED, in a round that added an address layer, a fog ledger, a spawn move and a new interior fitting. THE ROUND'S BIGGEST NUMBER IS NOT THE ONE THE LEDGER ASKED FOR. Two port-isolated no-store roots, the same inode for every byte except one file — the shipped bookshelf GLB vs a copy with transmissionFactor:1 re-inserted (BIN sha1 IDENTICAL, only the JSON chunk moved) — both through interior_test.html's own drawSweep: GLB-on worst 329 (opshop/hall) -> 188 (dept/auto) -141 GLB-off worst 162 (opshop/hall) -> 162 (opshop/hall) 0 — the control's own control margin vs <=350 21 -> 162 +141 opshop 329->174 (-47%) · book 247->125 (-49%) · every other type 0, exactly the shape Lane C predicted from an isolated room, at sweep scale, by a harness C did not write. The worst interior room in the game is now dept/auto — a room with no bookshelf in it. The default boot fetches these GLBs from the public depot, so all four R39 GLBs were fetched off digalot.fyi and scanned: sha1 identical to the local tree, 0 transmissive materials, 4/4. Binding fact #3's third and final value. 39.1 ADDRESS — GREEN. 1,192/1,219 shops (97.8%), 23/23 'ways', 857/857 membership agree / 0 wrong (and the control is asserted to have CHECKED 857 edges). No cache -> supplier 'district', 0 names, still labels 72/72 from district+block. RED ARM: a 3 m shift error RAISES adelaide 89 -> 98 resolved shops (Lane A's number to the digit) while INVENTING 9 names; stats().shiftCheck reads DISAGREE on all 72 perturbations. And the honest limit: at 3 m the membership control reads 0 disagreements, because those shops front ways OSM leaves unnamed — only the shift cross-derivation catches it. 39.2 FOG — GREEN, both arms on one boot. HIDES 4/72 at spawn, 0 of 61 distant shops known. REVEALS 2,125 m -> 58 shops. FRONT TEST: probe from 5 m BEHIND each of 59 unknown shopfronts, 0 learned. +0 DRAWS AND +0 TRIS, four freshly launched browsers, both orders, drained, 3 reads each, with the arms asserted distinguishable first. 8/8 corrupt saves rejected, state untouched. Null store on classic/game=0/fog=0; game=0 and fog=0 pixel-identical, default differs. 39.3 THE SIGN — GREEN. Shops in front of the player at spawn: 4/4 · 4/4 · 4/4 · 1/1, and ZERO on all four with the pre-R39 sign re-derived on the same tree. The live spawn is asserted equal to the +sin derivation, so the shell is what is scored. Re-baselined WITHOUT falsifying a release record: the v7 tour and v7-beta frames are kept as history; docs/shots/laneF_r39/ ships the new pair with its own BEFORE. The R35 gate itself is pose-independent and was green either side. 39.4 RUMMAGE BIN — GREEN. 120 rooms: tub 60/60 both arms, kind:'bin' 0/60 default vs 60/60 armed, 0 carves, 60/60 deterministic, reachable 0.80-1.03 m by a flood fill written here. THE CONTENTS DID NOT SHIP: on the default street boot the tub is kind:'prop', 0 dig targets, E opens nothing. 39.5 TRANSMISSION VALIDATOR — GREEN and it FIRES: hard-fails rc 1 on the fabricated glass asset AND passes on the shipped tree. THREE CORRECTIONS, ALL MEASURED. A's "a 30 m shift returns 0 street names" — it returns 40/12/47 wrong ones; a big shift lands you on the next street, it does not degrade to null. B's "a fresh export has no `known` key" — true of ?fog=0, no longer of a default boot, because B's own +sin fix means you spawn in front of four shopfronts. And my own: I first aimed the transmission control at web/assets/models/ when validate_manifest.py reads pipeline/_normalized/, and nearly filed a defect against Lane E on the strength of it. Aim the control at the code path, not the plausible path. HELD -> LANE E: check_transmission() skips any GLB with no local _normalized copy and never scans web/assets/models/. Demonstrated with a live control — remove the local copy and the same glass asset passes rc 0. A depot-only transmissive GLB (the exact shape of longbench and streetlight) would ship unseen. No tag. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
||
|---|---|---|
| .. | ||
| before | ||
| laneA | ||
| laneB | ||
| laneB_r4 | ||
| laneB_r37_kerb | ||
| laneB_r38 | ||
| laneB_r39 | ||
| laneC | ||
| laneD | ||
| laneE | ||
| laneF | ||
| laneF_r39 | ||
| references | ||
| release_v3 | ||
| release_v3_1 | ||
| release_v4 | ||
| release_v5 | ||
| v1_tour | ||
| v2_tour | ||
| v4_alpha | ||
| v4_beta | ||
| v7_alpha | ||
| v7_beta | ||
| v7_tour | ||
| contact.html | ||
| README.md | ||
| v2_contact.html | ||
docs/shots — visual regression + devlog reference tree
Owned by Lane F (each lane also drops its own acceptance screenshots here).
docs/shots/
laneA/ … laneE/ … per-lane acceptance screenshots (each lane owns its dir)
v1_tour/ … F: the v1 beauty shots (tools/shots.py) — frozen devlog set
v2_tour/ … F: the v2 tour (tools/v2_tour.py) — the CURRENT canonical set (see below)
before/ … F: last known-good capture, for side-by-side regression
references/ … real-world reference photos named per shot
v2_contact.html … generated contact sheet for the v2 tour
v2 tour — stable filenames (do not rename; the v3 site links these)
cd web && python3 -m http.server 8130 then tools/.venv/bin/python tools/v2_tour.py
→ 1280×720 PNGs in v2_tour/ + docs/shots/v2_contact.html.
| file | what it documents |
|---|---|
street_noon.png |
main strip at midday |
crossroads_busy.png |
busiest intersection, peds about |
shopfront_detail.png |
verandah + sign + window up close |
patronage_door.png |
streamed peds at an open shop's door (Lane D patronage) |
rain_verandah.png |
rain outside a lit ?winmap video-shop window |
rain_street.png |
wet strip, rain down the street |
tram_stop.png |
the v2 tram paused at a shelter (?tram=1) |
night_crowd.png |
VIDEO REGAL glowing amid CLOSED neighbours at night — the §3.5 hours story (clean-night boot). NB: no visible street crowd — see the note below. |
browsers.png |
an occupied shop's interior life — a browser at the rack + the keeper at the counter, both human-sized (R10 giant-rig fix). figures human-sized vs door/fittings: yes. |
dig_real.png |
riffling a real-cover record bin (?dig=1&stock=real) |
katoomba_main.png |
plan-agnostic main strip (?plansrc=osm&town=katoomba) |
Note on night_crowd (Lane F, R10)
Re-framed to the tighter, readable "one lit shop in a closed town" composition. It does not show a
standing street crowd, and that is not a framing bug: Lane D's night patronage parks ducked-in patrons
hidden inside the shop (they become the interior browsers seen in browsers.png), and seed 20261990's
video shop sits on a low-traffic corner, so none gather visibly outside (tested: 0 patronage / 0 visible
at night). The town's night life is the interior presence + the neon-vs-CLOSED mood. A visible outdoor
night queue would need a new Lane-D mechanic (loiter-outside-the-openLate-shop) — parked for v3. The
~20 fps in night captures is a headless-chromium software-GL artifact (the scene is light, ~128
draws / 65k tris); on real hardware the night scene is not a perf concern.
Regression workflow
Before a risky change, snapshot the good state into before/, then re-run v2_tour.py and eyeball
v2_contact.html. Process rule (R10): any shot containing a humanoid gets an explicit
"figures human-sized relative to doors/fittings: yes" line in the progress note — actually look.