PROCITY/tools
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
..
qa Lane F R6 F2: wire ?plansrc=osm shell selector + pin osm golden + dig nearest-bin fallback 2026-07-14 22:59:45 +10:00
flags_check.py Lane F R6: ≤350 interior draw gate + fix interior renderer.info accumulation 2026-07-14 23:10:11 +10:00
qa.sh Lane F R6 F1: v2 flag enforcement harness (flags-off regression + smokes) 2026-07-14 22:38:42 +10:00
shots.py Lane F R4 finalize: gate table all-6-green + v1 tour shots + interior-shot fix 2026-07-14 20:22:23 +10:00
soak.py Lane F R3: hours/closed-shops + manifest/rig-fleet/?noassets + --depot + QA harness fixes 2026-07-14 17:19:11 +10:00