PROCITY/web/js
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
..
citizens Lane D round-6: harden streamed roster + default-on readiness memo 2026-07-14 22:56:39 +10:00
citygen Lane A round 6: second plan source ?plansrc=osm (real-data OSM import) — full seam 2026-07-14 22:47:38 +10:00
core Lane E round 3 (landed by Fable after review): 5 hero props gen'd local + published, local-depot mode, manifest 14 fittings + 8 furniture 2026-07-14 18:03:03 +10:00
interiors Lane C R6 C1: interior draw batching (<=350 draws/room law) 2026-07-14 23:01:04 +10:00
world Lane F R6: ≤350 interior draw gate + fix interior renderer.info accumulation 2026-07-14 23:10:11 +10:00