PROCITY/web/js/world
m3ultra 47db478a51 Lane B R37 (v8 wave 0 §0.1 + §0.4): THE KERB IS FOOTPATH — +0 draws, tris DOWN; the chunk seam is subscribable at last
§0.1 — ground.js adopts Lane A's corridor law. The road quad narrows from the whole
corridor to the carriageway and the EXISTING merged footGeos class extends inward to
meet it, consuming `vergeBand(e)[0]` (not `roadWidth/2` — per A's mid-round correction,
so the geometry and A's corrected gate read the same number).

MEASURED, fresh boots, port-isolated no-store servers (:8178 = HEAD control, :8177 =
treatment), 2560x1440:
  synthetic     ground 5 draws / 224 tris -> 5 draws / 216 tris
                walked spine, 102 steps @ 8 m: worst 276 draws BOTH; sum of draws
                20,081 BOTH (identical at every step); 8 bookmarks identical draws
  katoomba_real ground 4 draws / 9,932 tris -> 4 draws / 9,644 tris
                walk 120 steps: worst 100 draws BOTH; sum 7,703 BOTH
+0 draws is proven, not asserted. Tris go DOWN (-8 / -288): the charter's "~2k tris" was
an estimate against a class that already existed. Honest number, stated loudly.

Surfaces verified by RAYCAST, not by reading the code (offset from centreline, topmost hit):
  main@28  road 0-4.75 | kerb 5 | footpath 5.25-17.5     (band [5,14])
  main@24  road 0-5    | footpath 5.25-15.25             (band [5,12], real)
  side@12  road 0-3    | footpath 3.25-9.5               (band [3,6] — 72% of the corpus)
  lane@8   road 0-4    | footpath 4.25-9   DEGENERATE band [4,4] => pre-ruling geometry
  lane@4   road 0-1.75 | kerb 2 | footpath 2.25-5.25     (synthetic, also unchanged)
  arcade   footpath 0-6.5, NO road quad, NO kerbs        (1,102 corpus edges)
  RESIDENTIAL side@14  road 0-2.75 | kerb 3 | GRASS 3.25-6.75 | footpath 7-10.5
The lane case branches on `outer <= inner`, never on a band literal.

Posters: 14 of 14 stood inside painted bitumen before; 0 of 14 after. Not one poster moved
— the ground did.

ONE DEFECT FOUND AND FIXED IN THE ROUND. The first cut painted every intersection shut:
a 12.5 m footpath crosses the perpendicular CARRIAGEWAY where a 3.5 m one only ever
clipped a far corner. Screenshotted, rejected, and fixed by putting the carriageway on
top (ROAD_Y 0 -> 0.04 under the flag): roads run through junctions, footpaths stop at the
kerb they meet. Verified on the real graph's worst 4.3-degree junction.

?verge=0 ships permanently — the gate's falsifiability control. Proven EXACT, not merely
similar: ground vertex+uv hashes identical to the HEAD build (c4c72181 / c111d968 /
1a80ebcd / 12c1241b / fd0d3211), and the same detector goes RED on the default boot.

CLASSIC IS FENCED, NOT AMENDED (the R31 dig-flip pattern). ?classic=1 forces verge off, so
the covenanted town's render does not move on a render-side ruling. Proven twice: identical
ground geometry hashes AND identical ground-only rendered pixels at three poses
(79df268c / 91564001 / a09d1e52), while the default boot differs at all three. If Fable
wants classic to take the footpath too, that is an amendment ruling and a one-token change.

§0.4 — the chunk lifecycle seam. The producer has fired since R3 and Lane D's consumer has
existed since R3, but nothing could connect them: createChunkManager never handed `ctx`
back, so a consumer holding only PROCITY.chunks had nowhere to attach (measured on HEAD:
`!!chunks.ctx === false`). Now `chunks.onChunkBuilt(fn) -> unsubscribe()` for many
consumers plus `chunks.ctx` for the original single slot. Proven live: 136 build / 144
dispose events over a 40-step walk; payload {cx,cz,buildings,furniture,data} with
key === `${cx},${cz}`; a second consumer does not clobber the first; the ctx slot fires;
unsubscribe silences; a THROWING subscriber does not take the streamer down.
ZERO behaviour change when nobody subscribes: a 102-step walk recording
[draws, tris, chunks] per step hashes ceb1ec66 on BOTH builds.

Files: web/js/world/ground.js, web/js/world/chunks.js, docs/shots/laneB_r37_kerb/*,
docs/LANES/LANE_B_NOTES.md, B-progress.md. sim.js untouched (Lane D's).
2026-08-03 16:40:43 +10:00
..
audio.js Lane B (Streetscape) round 14: v3.0 release — alpha-alias retirement + tour audit + queue_night hero (?gigs=1) 2026-07-16 08:43:22 +10:00
buildings.js Lane B R26 (v5.0-beta): the stocked shopfront reads from the footpath 2026-07-17 09:49:54 +10:00
chunks.js Lane B R37 (v8 wave 0 §0.1 + §0.4): THE KERB IS FOOTPATH — +0 draws, tris DOWN; the chunk seam is subscribable at last 2026-08-03 16:40:43 +10:00
dbg.js Lane B R27 w4: poseForShopFront — and the real towns face the wrong way 2026-07-17 15:42:50 +10:00
fixture_plan.js Lane B (Streetscape): chunk-streamed walkable town shell 2026-07-14 14:28:47 +10:00
furniture.js Lane B round 17 (v3.2): wind sway SHIPS -- weather-driven gum-tree sway (ledger #5, parked since R7) 2026-07-16 14:30:09 +10:00
gig_state.js Lane F R30 (v7.0-alpha ledgers #1+#3): THE SAVE CORE + SLEEP=SAVE=TOMORROW — save.js (procity-save/1, delta law by shape, loud reject + stash, beforeunload), game-backed wallet facade on the proven seam, buy seams record the collection (type/sku|slotId/title, C's §9 asks), day-salted stock rotation (stk-* seam in interiors/layout [marked], dig binSeed; day 1 = pre-v7, REAL never rotates), gig weekNight = (day-1)%7 (amended from day%7 with the measurement, §30.3), wake at DAWN. classic/game=0: layer never constructed, ZERO storage touches measured. Verified 7 legs green in fresh contexts; qa.sh --strict 6/6, 0 warn 2026-07-18 14:26:35 +10:00
ground.js Lane B R37 (v8 wave 0 §0.1 + §0.4): THE KERB IS FOOTPATH — +0 draws, tris DOWN; the chunk seam is subscribable at last 2026-08-03 16:40:43 +10:00
hud.js Lane C+B R35 (v7.0 close #2): THE FIRST FIVE MINUTES — arrive hunting, three beats walk the hustle 2026-07-20 20:13:02 +10:00
interior_mode.js Lane F R33 (v7.0-beta wave 2): wants on the save · the keeper's rumor · TRAVEL COSTS A DAY 2026-07-20 19:01:40 +10:00
lighting.js Lane B R32 (§31.6 queue 1–3): the crate lives in shops · cluster-pose spawn · dawn reads dawn 2026-07-20 18:26:56 +10:00
minimap.js Lane B (Streetscape): chunk-streamed walkable town shell 2026-07-14 14:28:47 +10:00
planutil.js Lane B (Streetscape): chunk-streamed walkable town shell 2026-07-14 14:28:47 +10:00
player.js Lane B (Streetscape): chunk-streamed walkable town shell 2026-07-14 14:28:47 +10:00
save.js Lane F R34 (v7.0 close #1): GODBAY — the offline seeded auction, one hammer per item, ever 2026-07-20 19:32:06 +10:00
skins.js Lane B (Streetscape): chunk-streamed walkable town shell 2026-07-14 14:28:47 +10:00
tram.js Lane B round 20 (v4.0-beta): the tram ruling — route by shop adjacency + per-town fence (ledger #3/#4) 2026-07-16 19:35:56 +10:00
venue.js Lane B R30 (v7.0-alpha ledger #4): THE COLLECTION UI + SLEEP surface — the crate panel in hud.js (cover thumb = pack-atlas CSS crop off the sku, per-shop/town-wide bases, parody = glyph by design; where+day honest, foreign towns fall back to townKey), game bar day/$/CRATE count + SLEEP on F's §30.1 contract; construction-gated on PROCITY.game itself (classic/game=0 ⇒ zero DOM/listeners, measured); venue.js compat venueShopId = live weekNight getter (F's §30.4 filing, 116→490 across a sleep). Verified vs F's REAL committed core (nothing stubbed) on no-store :8151 snapshot; qa 6/6 2026-07-18 14:37:15 +10:00
weather.js Lane B round 17 (v3.2): wind sway SHIPS -- weather-driven gum-tree sway (ledger #5, parked since R7) 2026-07-16 14:30:09 +10:00
wind.js Lane B round 17 (v3.2): wind sway SHIPS -- weather-driven gum-tree sway (ledger #5, parked since R7) 2026-07-16 14:30:09 +10:00