PROCITY/web
m3ultra aad9baa584 Lane F R4: gate 3 PASS (draws 138/tris 31k) + remove dead setExposure call
Gate 3 (budget) official re-measure vs committed decimated peds (E1 518678d, D2
signed off a5e4b64): busiest node, pop 200, midday, 12-yaw peak -> draws 138 (<=300),
tris ~31k (<=200k). Baseline was 372k. Green.

D3 (a5e4b64) made the impostor toneMapped:true so exposure is global via
renderer.toneMappingExposure; citizens.setExposure() became a no-op, so the F1 wire is
removed (removing it before D's commit would have regressed night brightness). Boots
clean, 0 console errors.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 19:02:19 +10:00
..
assets Lane E round 3 (landed by Fable after review): 5 hero props gen'd local + published, local-depot mode, manifest 14 fittings + 8 furniture 2026-07-14 18:03:03 +10:00
js Lane D round-4: in-shell verify (D1) + decimated-ped validation (D2) + impostor tone-map fix (D3) 2026-07-14 18:56:28 +10:00
models/peds Lane E round 4 (E1): decimate 19 ped rigs 924k→46k tris (≤3k each) for gate 3 2026-07-14 18:29:50 +10:00
vendor PROCITY scaffold: spec, research, 6 Opus lane prompts, core modules, vendored three r175, 69 inherited skins 2026-07-14 10:46:40 +10:00
citizens_test.html Lane D (Citizens): deterministic LOD crowd — rigs/impostors/keepers + test page 2026-07-14 13:43:05 +10:00
index.html Lane F R4: gate 3 PASS (draws 138/tris 31k) + remove dead setExposure call 2026-07-14 19:02:19 +10:00
interior_test.html Lane C R4: hero props into rooms (arcade/booth/fridge/mixer/register) 2026-07-14 18:44:09 +10:00
map.html Lane A (CityGen): deterministic town generator, registry, names, 2D map, self-check 2026-07-14 12:06:41 +10:00
package.json Lane A (CityGen): deterministic town generator, registry, names, 2D map, self-check 2026-07-14 12:06:41 +10:00