minimap.js drew every lot in the plan from the first frame (493 shops on the synthetic, one M press, against 5,330 m / 4.8 game-days of walking to earn it). It now draws what has been walked past AND FRAMES ITSELF TO IT — a shop lot goes 0.83x1.11 px -> 29.4x39.2 px on bowral_real, 35.3x. ZERO DRAWS, measured as an A/B: two port-isolated no-store servers, HEAD vs treatment, the same 15 stations x 4 yaws compared as JSON before either sweep runs. Draw calls IDENTICAL on 60/60 samples at noon and at night; with the gig layer off both sides (the venue queue's async rigs were the only noise) NIGHT is identical in draws AND triangles. Map mode cannot cost a draw structurally: the frame loop never calls composer.render() in the map branch. - discovery.js (new): a 25 m PROXIMITY PROBE, not onChunkBuilt (R=2 => the outermost live chunk corner is 181 m out), on a plan-derived spatial hash — 1.09-1.37 us a probe, every 6th street frame = every 0.46 m at WALK. Plus a side test: you must be in FRONT of the shopfront. Control with a red arm: walking the synthetic's two service laneways, radius-only reveals 93 shops, the shipped probe 59 — 34 refused through the back wall; on the arcade it refuses 0 of 17. - save.js: optional `known` block under the delta law, keyed by TOWN (re-derived: 23 caches x 3 seeds, shop/edge ids and lot geometry all identical; the synthetic alone keys @<seed>). Bounded by the plan (max 493 shops / 2,593 edges) at 8,192, 64 towns FIFO, ints only. Whole corpus fully learned = 137,547 B (2.6% of quota); 482 B after a 500 m outing. Eight reject arms demonstrated. - classic BY CONSTRUCTION: createMinimap(plan, null) is the pre-R39 map and the file has no flag test at all. ?classic=1 / ?fog=0 / ?game=0 map canvases are hash-identical to HEAD's. - Lane A's address layer consumed (getTownCache + createAddresses): street names along walked streets, deduped; the synthetic gets district labels from the same line. No town-type branch. FILED, NOT FIXED: index.html:384 (Lane D patronage door points) and :450 (the R32 spawn) use (-sin ry, -cos ry) — the BACK of the building. buildings.js:410/583-597, dbg.js:53 and minimap.js all use local +Z. Measured against each lot's own frontEdge the +sin point is 0.00 m from the kerb and the shipped one 15.25 m the wrong side, 493/493 and 72/72 shops. At the shipped spawn 0 of the shops within 25 m are in front of you on all four towns tested; at the corrected one, all of them. Two characters, but it moves the default boot's opening pose mid-round — Fable's call. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
||
|---|---|---|
| .. | ||
| before | ||
| laneA | ||
| laneB | ||
| laneB_r4 | ||
| laneB_r37_kerb | ||
| laneB_r38 | ||
| laneB_r39 | ||
| laneC | ||
| laneD | ||
| laneE | ||
| laneF | ||
| 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.