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m3ultra a4946b7ca2 Lane F R16 (v3.1 THE FLIP): defaults on + ?classic covenant + seated-stature gate (ledger #1, #3)
The town shows its best by default. gigs / weather / winmap / tram flip ON (each keeps a ?flag=0 opt-out;
?classic=1 forces the exact v2 boot). The prime-law covenant MOVED from "flags off" to "?classic=1" —
byte-identical forever (synthetic fingerprint 0x3fa36874). The default boot is now the full experience,
deterministic to the gig golden 0xb1d48ea1 (A's R16 corner-poster re-pin).

- index.html: CLASSIC + flagOn(); gigs/weather/tram default-on; loadPedFleet({sit:!CLASSIC}) for the seated
  drummer (?classic keeps the zero-fetch-delta covenant); a window.PROCITY.flags intent surface for the gates
- buildings.js: winmap default-on + classic-aware (the one cross-lane flip line the flag placement requires)
- flags_check.py: flags_off_regression -> classic_regression (?classic=1 byte-identical); a new default_boot_gate
  (all four flags on, gig layer present, gig golden, budget); every gig smoke re-pointed at the DEFAULT boot
- seated-stature gate (ledger #3, published for D): interior_scale_check.py + flags_check.py accept
  fig.userData.procitySeated at stature [0.9,1.5] m (the drummer); standing figs stay [1.4,2.0]
- qa.sh flags-harness gate name updated (classic regression + default-boot gate)

Verified: ?classic byte-identical (0x3fa36874, gig layer absent); default boot = the full town (14 gigs, 15
posters, tram, gig golden green, 112 draws @ the venue block); the seated drummer passes at 1.32 m stature;
district (3 venues / 3 genres), continuity, and cover all green on the default boot.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 13:20:43 +10:00
docs Lane D R16 (v3.1): the drummer sits + backline unification (ledger #2, #5) 2026-07-16 12:49:44 +10:00
pipeline Lane E R16 (v3.1): the drummer's sit clip — sit.glb produced + published 2026-07-16 12:37:27 +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 R16 (v3.1 THE FLIP): defaults on + ?classic covenant + seated-stature gate (ledger #1, #3) 2026-07-16 13:20:43 +10:00
web Lane F R16 (v3.1 THE FLIP): defaults on + ?classic covenant + seated-stature gate (ledger #1, #3) 2026-07-16 13:20:43 +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 R16 (v3.1): stage.backline[] amp unification, drop primitive ampStacks (ledger #5, C half) 2026-07-16 12:16:38 +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 R15 (v3.0): docs assembly — README v3, LANE_F_NOTES §14/§15, F-progress, freezes confirmed 2026-07-16 11:38:37 +10:00
README.md Lane F R15 (v3.0): docs assembly — README v3, LANE_F_NOTES §14/§15, F-progress, freezes confirmed 2026-07-16 11:38:37 +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.

v3.0 — venues & gigs, THE DISTRICT (?gigs=1)

The Friday-night layer, shipped behind a flag so the default boot stays byte-identical to v2 (the synthetic golden 0x3fa36874 never moves). Turn it on and each town seeds 24 venues — a pub, a band room, an RSL — with a full seeded week of gigs (plan.gigs), town-wide posters, and a Friday night that reads: a 4-piece band (front-line trio + drummer) with real instruments on the stage, a mixed standing/dancing crowd, an outdoor queue at the door, a cover charge per venue (paid & free nights), muffled gig spill through the wall + walla and applause inside, streetlamp pools and lit frontages for the night walk, and identity continuity — the ped you followed in off the street turns up in the crowd. Deterministic from the seed; asset-free (?noassets=1) it all still happens with placeholders and zero fetches.

Flags (all default-off unless noted; compose freely):

flag what
?seed=N town seed (default 20261990)
?gigs=1 the v3.0 gig layer — venues, week schedule, band/crowd/queue, cover, posters, night pass
?weather=rain · ?tram=1 · ?winmap=1 wet strip · tram loop · parallax interior-window shader
?roster=stream chunk-streamed citizen density (on by default) · ?pop=N tunes it
?dig=1 · ?stock=real crate-riffle on record bins · real GODVERSE sleeves in the stock
?noassets=1 asset-free — zero network, 100% placeholders, still legible
?plansrc=osm · ?mute=1 · ?dbg=1 OSM plan source · silence · the window.DBG capture/soak harness

Release tour: docs/shots/release_v3/contact.html — the six money shots (queue_night is the hero) with settled measurements. QA: tools/qa.sh --strict (6 gates) + tools/qa/week_soak.py (the full-week soak) + the continuity/gig smokes in tools/flags_check.py.