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>
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||
|---|---|---|
| .. | ||
| before | ||
| laneA | ||
| laneB | ||
| laneC | ||
| laneD | ||
| laneE | ||
| references | ||
| v1_tour | ||
| contact.html | ||
| README.md | ||
docs/shots — visual regression + devlog reference tree
Owned by Lane F (each lane also drops its own acceptance screenshots here).
docs/shots/
laneA/ … A: 5 seeds rendered in map.html (spine, arcade, market, milkbars)
laneB/ … B: 3 fixed street cameras (P-key shot harness)
laneC/ … C: 9 types × 5 archetypes interior grid
laneD/ … D: near / mid tiers + busy main street
laneE/ … E: skin contact sheets (new skins vs originals)
v1_tour/ … F: the 10 beauty shots (see tools/shots.py TOUR) — the devlog set
before/ … F: last known-good capture, for side-by-side regression
references/ … real-world reference photos named per shot (street_noon.jpg, arcade.png, …)
contact.html … generated by tools/shots.py — this-run | before | reference
Capture (Lane F, once Lane B's shell + window.DBG hook land)
cd web && python3 -m http.server 8130 # terminal 1
python3 -m venv tools/.venv # once
tools/.venv/bin/pip install playwright
tools/.venv/bin/python -m playwright install chromium
tools/.venv/bin/python tools/shots.py v1_tour --seed 20261990 # terminal 2
open docs/shots/contact.html
Before a risky change, snapshot the good state into before/
(tools/.venv/bin/python tools/shots.py before), then re-run and eyeball contact.html.
The v1 tour list (LANE_F_INTEGRATION §Shots): main-street noon, arcade, market square,
milkbar dusk, night neon, warehouse fringe, residential collar, record interior, opshop
interior, busy crossroads. Adjust TOUR in tools/shots.py as the town evolves.