hud.js: #pc-game rides document.body (position:fixed, z 30) instead of the mode-hidden street
root — day/cash/CRATE/SLEEP are YOURS inside a shop too (the playtest's 'crate at the counter').
C toggles the crate ANYWHERE; the surface yields to the dig/sell cards and the map (they own
the screen). tickGame() exported so the interior/map frame branches keep it live (buys update
the count while you shop); dispose removes the body-mounted wrap.
index.html: the frozen spawn (-96,9,east) was tuned for the synthetic fixture — on real towns
it faced dirt (§31.6-1). Non-classic boots now spawn ON the main-street footpath door-line
(block kind 'mainstreet', both generators; every-door fallback) at the door nearest the shop
cluster's heart, facing the LONGER run of shopfronts down the strip's dominant axis. Pure plan
math, zero draws — no stream moves; ?classic=1 keeps the frozen pose forever.
lighting.js: dawnSky opt (shell passes high-cirrus, null under classic) — the DAWN segment
swaps the dome off the golden-SUNSET default that read dusk-orange (§31.6-3), and swaps back.
setSky() is now an explicit override: weather's rain/overcast dome always wins over base+dawn.