Backend (virtual.py) now also returns object_decals: crate_type decals (apply to every crate of that
type) + rack/crate decals for this space (was space-only). Frontend: makeDecalMesh() shared by wall/
crate/rack decals; snapToFace() ports WowPlatter snapToCrate/RackFaceAndOrient (preferred_face + face_offset
→ front/back/left/right/top/bottom, eps proud of the face, yaw outward, right-face mirror, rack east/west
readability flip). buildCrate(t,front,typeDecals) stamps crate_type logos on the front; rack loop stamps
rack decals using the rack yaw. Booth now shows 5 crate-type + 4 rack logos. SLOPE CONFIRMED CORRECT: the
custom column is front_height (back=height, front=front_height); slopedSide already builds the trapezoid
right (top edge slopes back→front). Space-decal loop refactored onto makeDecalMesh (DRY).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Scene was dumping all 3 rooms' racks/crates/lights into one room, and the
served decals + portals were never rendered (trapped in booth-room).
- /virtual/scene scopes to ONE room (?space=, default = is_default space);
filters racks/crates/lights/cameras/portals/decals/covers by space_id
- render decals (image + canvas-text planes) and portal doorways; walk into
a portal -> loads the linked room
- portal links_to_id is the PAIRED portal's id, not a space — resolve through
it to the destination room (to_space)
- copy the 29 referenced decal webp/svg into webstore/assets (self-contained,
served /store/assets); rewrite WP /wp-content/uploads/ paths in the scene API
- skip the 17MB logo .glb mesh decal (flat logo-blue.webp covers branding)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- app/mirror.py: centralised enrichment, DISCOGS_MIRROR_KIND selects full (ultra `release`)
vs vps (`discogs_release`); virtual.py + wowplatter_v1.py use it.
- Dockerfile + .dockerignore for the VPS container.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>