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m3ultra 55f6698fb2 Lane E R14 (v3.0 release): provenance freeze + doc-consistency fixes
Provenance close-out for the v3.0 tag. Verified via a 6-agent inventory+audit workflow
(both adversarial audits PASS, 0 blockers) cross-checked against glb_stat/ffprobe/manifest.

- LANE_E_NOTES: v3.0-FROZEN provenance table + full audio(28)/GLB(38)/skins(96)/packs(3)
  inventories; by-design notes + v3.1 deferrals (street_bin decimation).
- AUDIT.md: add R13 gig-layer finalization section (14k decimation, _hi published, gigKey
  rename + 2 beds, depot publish done) — ledger was stale at R12.
- manifest glb_law string: state the documented <=8k-hero / <=14k-instrument tiers so the
  frozen contract is self-consistent (regenerated; 1-line diff, Gate 3 still 0/0).
- gen_audio: roomtone-video gain 0.3 -> 0.35 to match the shipped manifest.

Gate 3 GREEN; publish.py --verify clean; 0 quarantine assets in manifest; goldens unmoved
(synthetic 0x3fa36874, gig 0x1f636349). No new synthesis (genres final); no poster templates
(no ask from B).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 01:18:40 +10:00
docs Lane E R14 (v3.0 release): provenance freeze + doc-consistency fixes 2026-07-16 01:18:40 +10:00
pipeline Lane E R14 (v3.0 release): provenance freeze + doc-consistency fixes 2026-07-16 01:18:40 +10:00
priorwork Fable (integrator): round-3 lane instructions + archive round-1 lane prompts 2026-07-14 14:30:36 +10:00
tools Lane F R13 (v3.0-beta, the district): per-venue gig state + walla/applause + queue wiring; qa --strict 6/6 2026-07-16 00:22:03 +10:00
web Lane E R14 (v3.0 release): provenance freeze + doc-consistency fixes 2026-07-16 01:18:40 +10:00
.gitignore Fable: R14 kickoff rulings recorded (push done, flag stays opt-in, genres final) + gitignore local session files 2026-07-16 00:59:42 +10:00
B-progress.md Lane B (Streetscape): round-12 v3.0-alpha — venue frontage + posters + muffled-gig spill (?gigs=1) 2026-07-15 20:15:40 +10:00
C-progress.md Lane C R13 (v3.0-beta, the district): band_room + rsl archetypes, 4-piece band, RY audit (?gigs=1) 2026-07-15 23:05:03 +10:00
D-progress.md Lane D round 12: gig band + crowd + patronage surge (?gigs=1) 2026-07-15 19:49:07 +10:00
E-progress.md Lane E R12 (v3.0-alpha gig layer): 5 instruments + 4 posters + 3 gig audio 2026-07-15 19:44:48 +10:00
F-progress.md Lane F R13 (v3.0-beta, the district): per-venue gig state + walla/applause + queue wiring; qa --strict 6/6 2026-07-16 00:22:03 +10:00
README.md PROCITY scaffold: spec, research, 6 Opus lane prompts, core modules, vendored three r175, 69 inherited skins 2026-07-14 10:46:40 +10:00

PROCITY

A standalone, procedurally generated, fully walkable 90s-Australian shopping town — every building enterable (the Vuntra City trick), every interior seeded and themed: record stores, op shops, toy shops, book barns, video rental, pawnbrokers, milk bars, market stalls. Built on the proven house stack (three.js r175 vendored, plain JS, no build step) and the asset DNA of 90sDJsim + thriftgod. v1 is the system; the GODVERSE/BaseGod real-item content plugs in later.

Run

cd web && python3 -m http.server 8130
# http://localhost:8130            (game shell — Lane B)
# http://localhost:8130/map.html   (2D plan debugger — Lane A)

Read first

  • docs/CITY_SPEC.md — the treaty: schema, units, seeds, budgets, file ownership.
  • docs/RESEARCH.md — what the parent repos already solved, with exact paths to port from.

The lanes (parallel Opus 4.8 sessions)

Each lane is a self-contained prompt. To run one, start an Opus session in this repo and say: "Read docs/LANES/LANE_X_….md and execute it." AE are parallel-safe (disjoint files, standalone test pages); F integrates after they land.

lane mission owns
A — CITYGEN seed → CityPlan data (streets, blocks, lots, shops) + 2D map js/citygen, js/core/registry.js, map.html
B — STREETSCAPE chunk-streamed instanced 3D town + game shell index.html, js/world
C — INTERIORS every door opens: seeded themed shop interiors js/interiors, interior_test.html
D — CITIZENS rigged-near / impostor-far NPCs + shopkeepers js/citizens, citizens_test.html, models/
E — ASSETS audit ultra's library, normalize GLBs, skins, manifest pipeline/, assets/
F — INTEGRATION wire AE into one seed-to-town game + QA gates (after AE)

Already in the repo

  • web/vendor/ — three.js r175 + addons (vendored from 90sDJsim; no CDN at runtime).
  • web/assets/gen/ — 69 generated texture skins (25 shopfront facades, 10 skies, 10 grounds, 8 wallpapers, 16 interior surfaces) inherited from thriftgod + 90sDJsim, style-locked.
  • web/js/core/ — frozen shared modules: prng.js (seeded-everything law), loaders.js (fail-soft promise-cached GLB/texture + 3GOD depot), canvas.js (text planes).

House laws (short form — CITY_SPEC has the fine print)

Seeded everything, Math.random banned in gen code · the game must run with zero assets · instancing from day one · canvas text, no font files · characters = shared base rigs + one clip bank, canonical sources live outside this repo · 🟢 web-ok licensing only.