PROCITY/web
m3ultra 54a030b38b Lane B round 16 (v3.1 THE FLIP): town-wide streetlamp pools + default-boot budget re-baseline
Ledger #4. Verified fresh Chromium seed 20261990. No new rng, goldens untouched.

- Town-wide pools (venue.js): extended the R13 instanced-pool pass from venue frontages to EVERY
  streetlight + bus shelter. New townPoolSpecs(plan) replicates furniture.js's lamp cadence off the
  plan street graph (lamp every 18m from s=8, alternating sides, off=halfRoad+0.7) and reuses the
  exported busShelterStops(plan) -- read-only, furniture.js untouched (imported one function). All
  pools ride the ONE existing InstancedMesh -> still ~1 draw: 381 instances / 1 draw / ~760 tris.
  Night-driven; fog:true now so distant pools fade into night fog (pools aren't chunk-streamed) instead
  of floating as dots. Gig-gated -> ?classic=1 is pool-free = v2 parity by construction (no always-on
  furniture change, the v3.0 blocker). Deterministic cadence, no seeded draws (release law).

- Default-boot re-baseline: measured the default content (gigs + weather=rain + winmap + tram all
  live), settled. Busiest venue block (pub, NIGHT, rain) ~157 scene / ~170 total draws, 66k tris;
  venue_night 122, queue_night 121, district_posters/street_noon 185 (worst tour shot), market_square
  fresh 97/52k. ALL <=300 draws / <=200k tris. Flip adds ~3 draws (rain 1 + tram 2; winmap 0), pools
  add ~0 (instanced). Daytime dense-citizen ceiling (~275, Lane D, live-walk) unchanged (pools night-only).

- Bookmark spot-check: all 19 resolve, un-letterboxed, 0 errors under the default boot; rain+tram+winmap
  compose cleanly in old frames (street_noon rainy 177/114k, nothing blocked). No pose fixes.

Ran before F's flip landed (out of the stated order): pools are gig-gated so they work under ?gigs now;
re-baseline uses explicit all-flags URLs = post-flip default content. F re-confirms at close.

-> Lane F (B->F handshake): default-boot busiest block ~170 total draws / 66k tris; worst street view
   185 / 131k; densest daytime 97 / 52k. All under budget. Town-wide pools ~1 draw. Pool sprite is
   procedural (E has nothing to do).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 12:21:19 +10:00
..
assets Lane E R14 (v3.0 release): provenance freeze + doc-consistency fixes 2026-07-16 01:18:40 +10:00
js Lane B round 16 (v3.1 THE FLIP): town-wide streetlamp pools + default-boot budget re-baseline 2026-07-16 12:21:19 +10:00
models/peds Lane E round 7 (E1): merge ped rigs to ONE draw each (gates roster flip) 2026-07-15 00:33:03 +10:00
vendor PROCITY scaffold: spec, research, 6 Opus lane prompts, core modules, vendored three r175, 69 inherited skins 2026-07-14 10:46:40 +10:00
citizens_test.html Lane D round-9: interior presence — occupancy truth + browser rigs (C->D->F seam) 2026-07-15 10:21:10 +10:00
index.html Lane F R15 (v3.0): identity continuity — wire D's tonight-roster into the crowd (ledger #3) 2026-07-16 11:19:19 +10:00
interior_test.html Lane C round-9 C2: buy-anywhere — pull-and-buy on book spines + toy boxes 2026-07-15 09:56:21 +10:00
map.html Lane A round 12: v3.0-alpha gig layer (?gigs=1) — venue, plan.gigs, band names, closing-time debt 2026-07-15 18:33:53 +10:00
package.json Lane A (CityGen): deterministic town generator, registry, names, 2D map, self-check 2026-07-14 12:06:41 +10:00