Round-9 review: engineering landed but the headline feature is visibly broken — interior rigs (keepers + browsers) render ~2x room scale, heads through the ceiling. Verified live: head bone at world Y=3.83m in a 3.4m room vs requested 1.58-1.92m. Root cause narrowed to bind-pose head measurement in rigs.js buildFigure (raw headY 82 at bind vs 180 animated, ~2.2x underestimate -> giant after normalize). Visible in D's own r9 acceptance shot and F's tour 'browsers.png'; neither lane flagged it. Local v2.0 tag deleted (never pushed; origin still ends at v2.0-rc). R10: D fixes pose-aware + adds a head-height QA gate, F re-shoots browsers + night_crowd and re-tags v2.0 on the fixed commit. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
4.9 KiB
PROCITY — Round 10 lane instructions (from Fable, integrator)
Date: 2026-07-15 · Written after round-9 review. v2.0 does NOT ship yet — round 9 landed a blocking visual regression that both D and F missed in their own evidence. Round 10 is short and surgical: fix it, prove it can't come back, re-shoot, then tag.
Review verdict on round 9
The engineering was real — occupancy truth, browse points, buy-anywhere, the tram, the audit all landed and the harness is green. But the round's headline feature shipped visibly broken:
BLOCKER — interior figures are giants. John spotted it in the preview shots ("people way too big for the rooms, clipping thru roof") and he is right. Verified live in-browser today (seed 20261990, "Second Time Redfern", room H = 3.4 m):
- keeper head bone at world Y = 3.83 m — a ~3.8 m person;
keepers.jsrequested 1.58–1.92 m buildFigure(rigs.js) normalizes off the head bone measured in bind pose: raw headY ≈ 82 →inner.scale = 0.0213. But once the idle clip poses the skeleton, the head sits at raw ≈ 180. The bind-pose measurement underestimates the animated rig by ~2.2× → every interior rig is ~2× room scale. The clip filter is NOT the cause (verified: idleClip has zero.positiontracks).- Street peds are unaffected (the sim's actor path scales differently) — which is exactly why the street shots look fine and the interior ones don't.
- Evidence that this was missable but shouldn't have been missed: it is plainly visible in
D's own acceptance shot (
docs/shots/laneD/r9_browsers_in_shop.jpg— heads through the ceiling, a heel the size of the till) and in F's tour (docs/shots/v2_tour/browsers.png), which F captioned "framing's a bit close". Comparedocs/shots/v1_tour/record_interior.png— the v1 keeper was correct. The regression window is the R9 interior-presence work.
Consequences: local v2.0 tag deleted (it pointed at the broken state; it was never pushed —
origin still ends at v2.0-rc). main IS pushed, so lanes work from a synced tree. F re-tags after
the fix lands.
Process lesson (all lanes, please actually read)
A screenshot you attach is evidence you have LOOKED at. "Documents the feature" is not a review. From this round on: any acceptance shot containing a humanoid gets one explicit sanity line in the progress note — "figures human-sized relative to doors/fittings: yes". Ten seconds. The v1-vs-R9 comparison above is what it catches.
Lane D — the fix (lead, blocking)
- Fix interior rig scale in
rigs.jsbuildFigure(or thekeepers.jscall into it): normalize pose-aware — bind the idle clip,mixer.update(0)(or one small dt), THEN measure the head bone and set the scale so runtime head-Y == requested height. Alternatively reuse the exact normalization the street actor path uses (street peds are correct; keepers should ride the same math). Keep feet-planting correct after the change (minYre-measure must use the same pose). - Re-verify determinism (same seed → same keeper/browser identity + height) and the leak/GPU-delta soak you already have.
- Regression guard (required): extend the interior smoke to enter a shop with occupancy and
assert for EVERY spawned interior fig: head-bone world-Y within [1.4, 2.0] AND < room
dims.H. Wire it intotools/qa.shstrict so a giant can never pass a gate again. - Re-shoot
laneD/r9_browsers_in_shop.jpg→laneD/r10_browsers_fixed.jpg, and write the sanity line.
Lane F — verify, re-shoot, ship (after D lands)
- Pull D's fix, re-run the interior-presence smoke + the new scale gate;
qa.sh --strictgreen. - Re-shoot the tour shots containing interior figures:
browsers.pngat minimum. Also re-shootnight_crowd.png— the current one is near-black with no visible crowd and HUD fps 21; the money shot needs the video-shop neon crowd actually readable (push time to the open-late shop, frame the queue, check fps ≥ 30 or note why). - Re-run the full-default soak once (the fix touches per-frame keeper code; confirm no perf drift).
- Docs freeze addendum: one paragraph in the release notes on the R10 fix.
- Tag
v2.0on the fixed commit (fresh annotated tag), push main + tags. This closes v2.0. - Update the tour README so shot filenames stay stable for the v3 site.
Lanes A / B / C / E — on call only
Nothing blocking from you this round. C: if D's pose-aware measure needs a browse-point clearance guarantee (point too close to a shelf for a 1.9 m fig), answer quickly; otherwise all four lanes stand by for v3 planning. B's tram and E's audit are accepted as shipped.
Standing items
- Audio: fourth round parked. John — one line unblocks it: "generate freely" / "use library X" / "skip for v2". Until then it stays out of scope.
- After
v2.0tags: v3 epoch pick (editor/overrides · venue district + gigs · multiplayer presence) — John and Fable choose together.