Commit Graph

43 Commits

Author SHA1 Message Date
m3ultra
1753b4c0b0 SPOTTO: knock the fuel cap off a yellow one
Burnout's yellow warning diamonds are the game telling you it noticed,
and half of why it feels good. src/callout.gd builds them: diamond,
outlined text, punch-scale in (overshoot then snap, which reads as
IMPACT), stack of three with the older ones drifting up and out.
TAKEDOWN!, NEAR MISS, BIG AIR with the airborne time -- and the new
Australian one.

Roughly one traffic car in six is now painted yellow, deterministically
per car so junction convoys stay learnable puzzles, via a surface
OVERRIDE -- painting the shared fleet material would have turned every
copy of that model yellow across the whole city, the same trap the
garage's stat upgrades hit.

Sideswipe any car hard enough and its FUEL CAP pings off: a real
physics prop, chrome (or yellow), spat off the correct flank behind the
midline with sparks, tumbling into the road for ten seconds. Do it to a
yellow one and it's SPOTTO! -- 0.45 boost, cash or crash-score, a
running session tally, and a sting pitched up 35%. Merely near-missing
a yellow one at speed still earns the shout, because that IS the game
as played in the back of every Falcon on the Bruce Highway.

Sideness is judged in the victim's local frame before it goes dynamic
(|x| vs |z|), so a rear-ender is a shunt, not a sideswipe -- asserted,
along with one-cap-per-car and the cap prop actually existing.

Airtime rides along: car.gd tracks time with no wheel down and emits
landed() past 0.55 s, which pays boost and shouts BIG AIR.

Callout placement note: Control.position is relative to the PARENT, not
the anchor, so anchoring the row and then tweening position:y yanked
every badge to the top of the screen. Screen-space maths instead.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 13:51:09 +10:00
m3ultra
837015dc64 The sensation of speed: nine lies at once
Burnout 3 ran about 110 km/h and felt like 300. None of this makes the
car faster; all of it makes the car feel faster.

Screen pass (src/speed_fx.gd, shader authored in code like everything
else, layer 0 so the HUD stays sharp):
  - RADIAL BLUR smearing the world outward from the crosshair
  - SPEED LINES, the Sonic trick: 300 radial lanes, randomised phase,
    streaming outward, sparse while merely quick and a storm on boost
  - CHROMATIC ABERRATION folded into the blur as a per-channel radius
  - TUNNEL VIGNETTE squeezing the frame under boost

Camera (game.gd _speed_cam): drops and hugs the boot as speed rises
(2.4/6.0 m -> 1.75/5.1), lags on hard acceleration so the car pulls
away from the lens, aims further up the road, dutch-rolls into the
steering (doubled mid-drift), and gains speed-scaled micro-shake on top
of the impact shake. FOV runs 72 -> 96 with speed, +12 on boost, and
PUNCHES +9 the instant boost lights -- the punch is what sells the
shove.

Plus motes streaming past the lens (Fx.rusher, parented to the camera
in local space -- the radial blur smears each speck into a streak for
free) and a procedural WIND loop whose volume and pitch ride the same
curve, so the ears agree with the eyes.

Everything keys off one number, km/h, with a squared response: nothing
happens at town speed, then it piles on. Effects cut in at 55 km/h and
max at 165.

Two things measurement caught that reading wouldn't: bolting chromatic
aberration on AFTER the blur samples sharp red/blue against blurred
green and fringes every edge magenta (it looked like a broken display,
not a fast car) -- the fix is per-channel sample radii inside the blur
loop; and the first pass was simply too much everywhere, so boost is
now the visual event and cruising fast is merely urgent.

Smoke: at ~160 km/h the lens must open >8 deg, the screen pass must
engage and become visible, the motes must emit, and pressing boost must
kick the FOV further still.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 13:51:09 +10:00
m3ultra
939c2c5c35 Gateway Bridge: 64.5 m over the river, and a drag strip to match
The Sir Leo Hielscher Bridges and their industrial hinterland, from OSM
+ DEM like everything else -- but a 64.5 m concrete box girder split
across 13 OSM ways and twin carriageways broke every bridge assumption
the builder had, three different ways, before the right abstraction
appeared:

- Per-way sine humps (the Story Bridge recipe) turned each short
  approach span into a 52 m wall.
- A whole-bridge axis projection lifted named segments 3 km from the
  water and cliffed at every segment seam.
- The fix: deck height is a CONTINUOUS FIELD of distance-to-river --
  smoothstep from terrain to +57 m over the water. The river is the
  thing being bridged; let it set the profile. Seams are geometrically
  impossible because the field doesn't know what a segment is.

The bridge arg grew to Name:hump:style. Style "box" adds concrete
piers under every bridge-tagged span (28 of them), collision guardrails
chasing both deck edges (a 64 m deck with open edges is a cliff with
lane markings -- the first playtest fell off it), and puts Spawn,
DragStart/End and the RacePath on the deck field. Story Bridge keeps
its 16 m truss unchanged.

The payoff mode: a 1,422 m drag strip -- the longest in the game --
running up and over the bridge, verified in-shot racing Nanna's Morry
between the steel rails with the deck climbing ahead. Race mode's
auto-traced loop weaves interchange ramps and is honestly chaotic;
README flags the hand-authored-loop fix if bridge racing matters.

Plus the trace stitcher's loose-join pass (carriageways within 60 m
merge), a FLUX river-industrial sky, and the loose-join is what future
divided-road levels will lean on.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-01 18:41:24 +10:00
m3ultra
9844bee7ab Two mountains: Mt Coot-tha and Mt Gravatt hillclimbs on real terrain
The OSM pipeline pointed at actual mountains. Both levels ride the real
terrarium DEM (Coot-tha's range tops at 287 m, Gravatt's at 196 --
matching the survey numbers) with the real roads draped and carved over
it: Sir Samuel Griffith Drive winding up one side of town, Mount
Gravatt Outlook Drive zigzagging up the other. Race mode is 3 laps of
the mountain; the drag finder even discovered a 1080 m strip through
Mount Gravatt's suburbs (Logan Road, of course it is).

Pipeline upgrades earned along the way, all reusable:

- trace: RacePath mode now STITCHES every OSM way sharing the name into
  one chain by shared endpoints (SSG Drive is 19 segments; tracing only
  the longest produced a fraction of the route) and samples densely --
  16 points cut hairpins cross-country and gridded race starts in a
  paddock.
- 9th builder arg selects the raw-terrain texture. Bushland levels pass
  "grass" (tiled at 3 m -- 18 m tiling reads as macro-photography lawn
  blades under the car) which also enables forest fill: ~2600 extra
  gums, 65% biased to within ~150 m of roads, where the driver's eyes
  actually are.
- amenity=parking polygons are now PAVED (draped asphalt) as well as
  stocked with parked shitboxes -- a summit lookout carpark is a
  burnout pad, not a dirt patch. Both summits come ready.
- man_made mast/tower ways become tapered lattice towers with a cage
  and whip antenna, built from beams into the steel bucket. Mount
  Gravatt's telecom tower stands over its carpark.
- Levels can carry their own sky: levels/<id>/sky_<time>.jpg overrides
  the global panorama for any time of day, including day (previously
  always procedural). Both mountains ship FLUX skies with the Brisbane
  skyline on the horizon; Gravatt also has a sunset one, because John's
  reference photo demanded it.

Suite green at 11 levels. Next burnout spot: the Gateway Bridge, when
the details arrive.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-01 12:08:05 +10:00
m3ultra
955413b735 Wrench phase 3: driveway customers -- the shed becomes a business
Visit The Shed and one of the locals is waiting on the driveway with a
broken shitbox and cash: their actual car model parked there under a
floating Label3D job sign -- who they are, what they reckon is wrong
("it makes a noise at church speed"), the honest fault name, and the
offer. Pull up beside it and hold still to take the job; the wrench
minigame opens on THEIR car.

The roster is the extended universe: Nanna, P-Plate Pepper, Mullet
Merv, Torque'n Tezza, the Self-Described Bathurst Legend, Your Mate
Dazza (don't tell Shazza), Karen from Number 12, and the Widowmaker,
who says nothing and pays cash. Roster and fault rotate
deterministically off jobs_done.

Settlement: full pay at 60+, a $50 tip at 85+, half below 60 -- and
SHED REP moves with the workmanship (+3 clean, -6 botched, cap 40),
scaling the next offer from 70% of shop rate at rep 0 to 100% at cap.
Rep shows on the menu and garage header. Customer jobs bank NO quality
buffs: the customer's car id might be a car the player owns, and
fixing Merv's Kingswood must not secretly tune yours -- the wrench
consumes Garage.ui_customer and routes _finish to customer_done()
instead of clear_fault/set_quality.

The shed guards the spawn (parent is Game and mode == cruise) so the
wrench scene's backdrop copy of the level never summons a customer
mid-job. The spare parked shitbox moves to the kerb; the driveway
belongs to commerce now.

Smoke: customer waits after a shed visit, holding beside the spot takes
the job (flag-guarded for headless), the driven wrench job pays, rep
rises, the driveway clears, and the customer's own-car quality stays
untouched.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 19:12:15 +10:00
m3ultra
89b9106f88 Wrench phase 2: gearbox and gasket in 3D, the crane ceremony, tool tiers
The 2D repair panel retires -- every fault is a wrench job on the real
car in the real shed now. Gearbox and gasket open with DIAGNOSIS: three
lit warning lights, one honest, the code reader pointing at it through
its cracked screen ("D!IV!TR!IN"); a wrong pick costs quality and makes
every nut in the job run a turn longer (penalty_turns feeds _need() and
the HUD torque arc).

The gearbox is the hero job. Without a hoist you drag the 60 kg box out
by hand and hold the steady ring so it doesn't land on you; with the
Cashies crane it's the ceremony -- hook the chain, pump it out -- and
the tier-3 gantry winch hooks itself up. The gasket job is the full
rite: bonnet, head bolts, old gasket out (mind the mayonnaise), seat
the new one square, torque the head IN the window, coolant back in.

Tool tiers: every line goes Cashies -> Supercheap -> SNAP-OFF
PROFESSIONAL (buy again to upgrade, garage shows [T2] UP $N). Tiers are
felt, not read: sockets scale turns 1.6x down to 0.5x and widen the
torque window 0.8 to 1.3 rad; the tier-2 compressor's RATTLE GUN
converts non-torque nut twists into BRRRT clicks (windows keep the hand
skill -- guns strip); ramps cut jacking 10 clicks to 3; the fluids
shelf speeds pours; the SNAP-OFF tablet skips diagnosis outright.
Pre-tier saves read as tier 1.

Workmanship reaches the strip: an 85+ gearbox rebuild raises box_limit
to 4 blown shifts, an 85+ gasket job lifts the overheat ceiling to
1.18. Both wired into the drag setup and asserted in the suite, which
now also covers tier upgrade/cap flow, wrong-then-right diagnosis, the
toolless 60 kg gearbox path, and a clean gasket run -- via one shared
driver that handles every verb including diagnose.

The := inference trap, visit four: indexing untyped const Arrays.
Typed the tables (Array[float]/Array[int]) so every index site infers.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 18:04:15 +10:00
m3ultra
a5158bf6ec Wrench phase 1: 3D jobs on your car in your shed -- your hands are the tune
The repair game grows its 3D half (src/wrench.gd): flat tyre, oil
change and dead battery are done on the player's actual car model,
parked in the actual shed level, through five mouse verbs on projected
3D anchor points:

  GRAB   part follows the cursor on a ray-plane, drop at the target
  TWIST  circle the mouse around the anchor; torque steps have a seat
         window (release inside = clean) and blowing past it STRIPS
         the thread -- quality hit plus an extraction step inserted
  PUMP   rhythm clicks (jack up, jack down)
  YANK   press and flick (pop the wheel, bonnet up)
  STEADY keep the cursor inside a wandering ring (line up the studs,
         pour the oil)

Camera presets per step (wheel / under-car / bonnet), a screen-space
ring overlay with a live torque arc, and props spawned per job (spare,
tray, bottle, batteries). The battery job enforces RED THEN BLACK --
backwards earns a spark shower and commentary.

Workmanship is a stat: every job scores 0-100, and an 85+ fix BUFFS the
car through Garage.apply (tyres +0.2 grip, oil +3% power, battery +0.15
boost) until that fault recurs -- add_fault clears its quality entry, so
your last good fix is exactly as durable as your driving.

Faults now have gameplay sources: a red light at the tree flat-spots
the fronts, every 4th wreck rattles the sump loose (oil light, not in
junctions where wrecking is the game), and getting busted kills the
battery. All three are suite-inert by construction. New faults route to
the wrench scene via FAULTS[id].scene; gearbox/gasket keep the 2D panel
until phase 2. Wounds: flat -0.35 grip, oil -7% power, battery -0.3
boost (boost floor clamped at 0.4 -- the old ba>0 guard never subtracted).

Smoke plays a clean flat-tyre job through the API (7 steps, quality
90+, grip buff verified on the next boot) and a sabotaged oil job (blown
torque window -> stripped thread -> extraction step appears). The same
Variant-inference parse trap struck a third time (Dictionary index this
time); the suite caught it before it cost anything.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 15:36:05 +10:00
m3ultra
3e9a8616ab SHITBOX INFINITY + The Shed: a drivable home base
The game is now called Shitbox Infinity (project name, window title,
title screen, README). The Gitea repo keeps its name until John renames
it -- gitea redirects, and the remote gets a set-url then.

The Shed (levels/the_shed) is the payoff for the whole garage arc: a
drivable suburban block on a quiet cul-de-sac. Single-storey brick
house with a corrugated roof and a porch light that works at night;
paling fence (new FLUX texture) with a gate gap for the driveway; hills
hoist mid-spin with three towels on it; wheelie bins at the gate and a
spare fleet shitbox parked on the street; gums; neighbours across the
road so you feel watched.

The shed itself is a 10x12 corrugated double garage on a slab: FLUX
pegboard wall, workbench, fluoro batten (a real light at night), and a
painted bay. The tools you OWN (Garage.tools()) stand in it as the real
TRELLIS'd cashies models -- sockets and the code reader ON the bench,
the engine crane by the wall, ramps at the bay mouth -- while unowned
tools leave an oil-stained outline of where they'll go. The rest of the
tool library is permanent clutter via the new shared ToolProps helper
(dragway.gd refactored onto it too).

Roll into the bay in Cruise, hold still 1.4 s, and game.gd opens the
garage -- diegetic shopping. Headless suites have no current_scene to
swap, so the trigger sets garage_requested first and the smoke suite
asserts on that: owned-tool display (sockets present, ramps absent on
the test save), bay marker found, bay trigger fires. Suite covers 9
levels now.

Scale lessons baked in: facade_brick at 0.14 tiling reads as a
three-storey office (0.045 reads domestic), and corrugated iron at 0.35
has metre-wide ridges (1.4 reads like roofing).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 15:07:34 +10:00
m3ultra
324dbdf625 Cashies tool library: dealgod photos -> TRELLIS -> shuntable paddock props
The dealgod.pro products database holds ~82k secondhand tool listings
with photos (69k cached on the VPS). This turns the good ones into game
assets: 15 tool classes curated from 45 candidates (socket set, air
compressor, chain block, car ramp, OBD reader, trolley jack, engine
crane, engine stand, toolbox, angle grinder, welder, jerry can, battery
charger, jack stands, grease gun), each run through the MODELBEAST farm
by the new tools/cc_to_glb.py: bg_remove_local cutout, then trellis_mac
image->3D (1024 tier). Retries with backoff after a transient queue 401;
the jerry can made trellis_mac exit 2 on two different photos and went
through hunyuan3d_mlx instead (--operator flag), which ate it happily.

Raw TRELLIS output is ~20MB per prop, so tools/slim_glb.py (headless
Blender) decimates to 18k tris and re-exports with 1024 JPEG textures:
the library lands at 27MB total for 15 props instead of ~300MB.

The Willowbank paddock strews the whole library as RigidBodies --
TOOL_SPECS in dragway.gd gives each class its real-world size (TRELLIS
output is unit-ish; the AABB is measured live and scaled) and an honest
mass, so clipping the 70kg engine crane is a different event to punting
the grease gun. The loader is directory-driven: drop a new GLB into
assets/tools/ and it appears in the paddock next boot.

Textures inherit whatever branding was in the source photos -- fine for
secondhand background clutter, flagged in the README for anything that
gets promoted to hero status. Smoke suite asserts every GLB in the
library spawns as a prop.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 14:25:48 +10:00
m3ultra
e47fecf2a8 The repair minigame: what you break, you fix -- with YOUR tools
Carnage now follows the car home. Grenading the gearbox or blowing the
head gasket on the strip records a persistent FAULT in the garage save,
and the car boots WOUNDED everywhere -- gearbox: 80% power and leaking
oil patches; gasket: 85% power and steaming from the bonnet -- until
someone fixes it. The garage screen grows an "IT'S BROKEN" section with
two routes per fault: pay the shop's someone-else's-problem rate ($700
to $900), or GET UNDER IT for free in the shed.

Getting under it opens the repair minigame (src/repair_ui.gd, all code
like every other screen). Step one is diagnosis off the dash warning
lights: with the CASHIES CODE READER the fault name comes through the
cracked screen ("D!IV!TR!IN") and the right light glows amber; without
it you're on vibes, and a wrong pick adds two penalty turns to every
nut in the job. Then the hands-on steps: hold-and-circle the mouse to
spin nuts (direction enforced -- a full turn the wrong way earns
"OTHER WAY."), click to pump the jack, drag the dead box to the bench.

The shed skill tree pays off physically: ALDI SOCKETS halve every nut,
SUPERCHEAP RAMPS halve the jacking, the CASHIES HOIST deletes the 60 kg
drag-the-box step entirely, the ADDITIVE CRATE shortens the coolant
top-up -- and finishing a job without the right tools leaves three
bolts over ("they're spares now").

Mouse plumbing routes everything through pick_light/twist/pump/drop_at,
so the smoke suite plays a complete toolless gearbox swap headless:
wrong light penalised, right light advances, every step type exercised,
fault cleared at the end. Wounded boot, shop fix and the drag-finish
fault handoff are covered too.

Two traps re-confirmed on the way: `var x :=` cannot infer through
InputEvent.position (base-class Variant) -- the parse error took the
whole suite down as a silent hang; and a full-rect background ColorRect
eats every mouse event before root._gui_input sees it unless its
mouse_filter is IGNORE.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 12:46:56 +10:00
m3ultra
a8fed95d42 Mechanical carnage: burnouts, grenaded gearboxes, blown head gaskets
The drag strip now has consequences on both sides of the green.

Burnouts: DRIFT+GAS in the staging box lights up the rears -- fat white
FLUX-free tyre smoke (new Fx.burnout emitter), fake rear-wheel spin via
car.spin_override, the skid loop singing while stationary -- and builds
TYRE TEMP. Warm tyres hook up off the line, cold ones spin the launch
away: a traction factor (0.78 cold to 1.20 hot) applies for the first
150 m. The burnout holds the car with power_scale 0, so it can never
red-light you; releasing into a creep still can, as is right.

Gearbox: blown shifts are now strikes. Three in one run and the box
grenades -- a panel bangs off the back (car.mech_pop), the lever goes
dead (stuck in whatever gear you murdered it into, 55% drive), and the
car starts LEAKING: oil patches spawn behind it every 7 m of travel and
sit on the strip for 30 s. Everyone can see what you did.

Coolant: riding the limiter cooks ENG TEMP at 0.30/s (boost adds a
little; driving clean cools). At 100% the head gasket lets go: a steam
jet out of the bonnet (Fx.steamer), 72% power for the rest of the run,
and COOLANT EVERYWHERE. Sitting on the redline refusing to shift is now
a self-solving problem.

HUD shows tyre temp in staging and OVERHEAT/BOX GRENADED/GASKET
STEAMING flags in the run; the result screen commemorates both failures.
Smoke suite: burnout warms without tripping the beams, three panic
shifts grenade the box and lock the gear, the leak flag sets, and a
forced overtemp pops the gasket.

Next: these failures become persistent per-car faults you repair in the
shed with a drag/click/twist minigame and the Cashies code reader.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 12:26:57 +10:00
m3ultra
21032191a3 Raceday: Willowbank quarter mile + the Queensland Raceway Paperclip
Two proper venues off the real Ipswich pair, both built in code.

Willowbank Dragway (levels/willowbank_dragway): a true 402 m dual-lane
strip -- concrete launch pad, FLUX-rubbered lanes, crowd grandstand with
canopy, red control tower, distance boards at 60ft/eighth/1000ft,
checkered finish under a scoreboard gantry, sand trap and tyre wall,
smashable SL_ light towers and a staging paddock of parked fleet cars.
Between the lanes: a working christmas tree, six bulbs driven by game.gd
through material_override emission.

Drag mode grew the event around it. Every drag now stages at the tree
(three ambers, green at 2.7 s); rolling >2 m early is a RED LIGHT that
bogs your launch. The opposition is a six-rung ladder of preset locals
(Nanna's Shopping Run through The Willowbank Widowmaker), each with its
own fleet car, power and reaction time. Beating your current rung climbs
the ladder and pays an escalating purse ($250-$1600, top dog repeats);
crossing at all pays $50; and every car keeps a persistent quarter-mile
PB worth $150 when beaten. Losing no longer ends the run early -- you
still cross for your ET, with a 10 s grace if you dawdle. Ladder rung
and PBs persist in the garage save (schema extended compatibly).

Queensland Raceway (levels/qld_raceway): the National Circuit digitised
from the official track map and scaled to its exact 3126 m lap. The road
is one generated quad strip with trimesh collision; kerbs, gravel traps
and tyre stacks derive automatically from centreline curvature, sponsor
hoardings space themselves down the straights, and the SF straight gets
the checkered line, gantry, pit wall and the mandatory red pit complex.
Plus the pond. Race/cruise/rage all run on its RacePath.

Trap for the diary: Godot front faces wind CLOCKWISE. The first cut of
the road ribbon wound CCW and rendered invisible from above while
colliding perfectly -- the smoke suite passed and the screenshot showed
four cars gridded on open grass.

Three new FLUX textures (crowd, dragstrip, sand; the sand prompt tripped
Cloudflare's NSFW filter, of all things, and fell back to local). Smoke
suite covers tree staging, the held rival, rung-0 identity, green-bulb
emission, red-light innocence, PB/rung persistence and the 3126 m lap.
Also swept stale shot_*.png.import debris and ignored the pattern.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 11:43:08 +10:00
m3ultra
117d950675 The Shed: workshop tools unlock tune-ups (second progression path)
Six tools, bought once, global: SUPERCHEAP WHEEL RAMPS, CASHIES CODE READER
(one previous owner, screen cracked), ALDI SOCKET SET, BUNNINGS AIR
COMPRESSOR, CASHIES CHAIN HOIST (on wheels, definitely not stolen), SERVO
ADDITIVE CRATE. Each unlocks a per-car tune-up at labour prices: dodgy
alignment (+0.4 grip), check engine delete (+6% power, the light WAS the
problem), 60 PSI in every tyre, head skim & lumpy cam (+12%), octane booster
habit (+0.25 boost), and RETORQUE EVERYTHING -- the one effect parts can't
buy: it raises the car's panel-shed and wreck thresholds, which are now
per-instance vars instead of consts. Parts buy bling; the shed buys labour.

Garage screen grows three sections (parts / shed / tune-ups) with locked
states showing which tool a tune needs. Save schema extends compatibly.
Smoke covers the tool gate, double-sell refusal and panel hardening on a
live car.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 11:11:20 +10:00
m3ultra
fd1218621b The Garage: shit-tier upgrade economy
Earn bucks from every mode (takedowns, outruns, escapes, derby kills, medals,
a cut of crash damage) and spend them on performance parts of deeply
questionable provenance: K-MART MEGA WING, GO-FASTER STRIPES, SERVO FLAME KIT,
BLINGY MAGS, SERVO NEONS, BUNNINGS DRAINPIPE, TURBO THRU THE BONNET. Every
part gives a real stat bump AND bolts a procedural eyesore onto the car, sized
off the model AABB so the same tat fits a BUBBLA or a Kingswood. Fully kitted:
+35% power, +1.1 grip, +0.55 boost.

Per-car, persistent (user://garage.save), player-only -- stats apply to a
DUPLICATE of the shared CarStats so tuning your Lazza doesn't secretly tune
every Lazza in the city, and the save path is redirectable so the smoke test
can never wipe real progression. Bolt-ons attach after the deformer snapshot:
the wing survives every crash, as is right and proper.

GARAGE button + bucks readout in the menu; shop screen with prices, blurbs and
FITTED states. Smoke covers the earn/buy/duplicate-stats roundtrip.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 10:50:55 +10:00
m3ultra
9e98d5ba65 DIEHATSU FACADE 1.0: the 1984 Charade, from the owner's own exhibits
3.55 m, 680 kg, one-litre three-cylinder -- gutless beyond parody in life,
which under the reversed-stats rule makes it elite: grip 8.0, the most
chuckable thing in the fleet, slotted just under the BUBBLA on power.

Modelled from reference photos: upright glasshouse, short bonnet, wide dark
grille band with amber corner indicators, black side strip, tiny 12-inch
wheels, and rear hatch louvres (det_, shed slat by slat) per the Cape Town
specimen. New builder key black_bumpers: 80s econoboxes wear true black
plastic, not body-tone dark -- the Lazza can adopt it too.

35 cars.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 10:29:17 +10:00
m3ultra
de2712ad34 Medal targets re-measured on real terrain
Terrain rewrote every junction's scoring economics, so the tuner re-ran (12
varied launches per event, closed-loop aim, percentile targets). The spread is
now $3k bronze at Cliffs Corner to $111k gold at Albert x Adelaide -- terrain
funnels that one into a monster pile-up, while the downhill scenery-crash
events (Margaret x Edward, Cliffs Corner, Bridge Approach) top out early with
median == max around $3-4k: winnable and honestly tuned, but they end on the
first wall. Those three still deserve hand-picked crossings eventually.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 15:39:39 +10:00
m3ultra
65da434678 Real terrain: DEM elevation under every level
tools/fetch_dem.py pulls the open AWS terrarium elevation tiles for each
level's bbox (derived from the OSM geometry itself -- the fetch bboxes were
never recorded) and writes an f32 heightmap. The builder bilinear-samples it:
roads/footpaths/crossings drape (subdivided to ~8 m so long OSM segments stop
chording across curved ground), buildings lift rigidly to the lowest terrain
under their footprint with a 2 m foundation skirt, trees/props/planters ride
their own base heights, and the flat ground slab becomes a real terrain mesh.
Bridges get an explicit deck profile (lerp between end heights plus a hump)
instead of draping down into the river, the truss follows the deck, and the
Bradfield Highway now genuinely flies over Kemp Place -- the game has an
underpass. Kangaroo Point's cliffs are an actual 20 m drop, Edward Street
climbs to 55 m at Spring Hill.

Junction events bake spawn/convoy heights (osm_junction.py grew a pure-python
DEM sampler); the game respects marker heights everywhere it used to hardcode
ground=0.

Bugs the terrain surfaced, all found by measurement:
- Long road segments chorded across curved ground: the car visually sank to
  its windows mid-block. Fixed by subdividing draped ribbons.
- The 9 m terrain grid aliases cliff edges and bulged metres ABOVE the finely
  draped roads: a car spawning there was inside the terrain sheet and got
  depenetrated through the floor into the void (y = -710). Fixed by giving
  roads real collision and carving the terrain grid down wherever a draped
  road sample lands (11k+ carve samples on Kangaroo Point alone).
- The junction validator and tuner drove throttle-only, which cross-slope
  drift turned into 40-86 m misses; they now hold aim like a player would.
- Edward x Elizabeth launched down a 17% grade, went airborne at the crest
  and wedged off-street: unwinnable geometry, not a bug. Swapped for
  Elizabeth x George on the flat lower CBD. All 9 junctions validate.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 15:08:42 +10:00
m3ultra
30d5cfd846 Loose shopping trolleys in the Woolies carpark
18 kg of chrome chaos each: procedural basket + handle + castors on a
low-friction RigidBody, so they roll away when nudged and FLY when hit at
speed. Four strays around every trolley bay plus five rogues claiming
parking spots, as is tradition.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 13:58:02 +10:00
m3ultra
52f7705e13 Dusk and night: FLUX sky panoramas, working street lamps, headlights
A Time column in the menu picks day / dusk / night per run:
- Dusk: low orange sun under a FLUX-generated equirectangular panorama (golden
  hour rakes the heritage facades -- best light in the game).
- Night: dim blue moonlight, city-glow panorama, headlight spotlights on the
  player, and every street lamp gets a real OmniLight under its lantern.
  Because the light is parented to the lamp's physics body, toppling the lamp
  takes its pool of light with it.

Panorama seams are wrap-blended in post (PanoramaSky tiles horizontally and
FLUX edges never match on their own); flux_local.py learned non-square
generation (1024x512) for exactly this.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 13:54:34 +10:00
m3ultra
d886188475 Fleet expansion: ute, wagon, muscle coupe, microcar (34 cars)
Four new archetypes, all one spec dict each:
- HARDON WB UTE: builder grows ute=True support -- cab glass ends behind the
  seats, open tray with visible floor, bulkhead and a det_ tailgate. The most
  load-bearing vehicle shape in Australian culture.
- HARDON WAGGO HJ: the roof refuses to end; vinyl cap, tan over brown.
- FALCODORE 351 GT-OH-NO: black bonnet, ducktail, and per the reversed-stats
  rule the worst grip in the game (4.6) under the most bark (1710 kg).
- BUBBLA 600: a jellybean with delusions. 640 kg, grip 8.2, second-quickest
  car in the game behind the Excel.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 13:44:40 +10:00
m3ultra
63c32928ee Road Rage, oncoming boost, a real Crashbreaker fireball, title screen
The last two design-doc gameplay items land:
- Road Rage: 90 s, wreck as many rivals as you can. They recover on their own
  (no hold_wreck) so the supply never dries up, and a 220 m leash teleports
  strays back to the road ahead of the player. Bronze/silver/gold at 4/8/12.
- Oncoming: driving against the RacePath tangent while actually on the road
  (within 7 m of the line, above 12 m/s, heading dot < -0.55) trickles boost
  with a periodic toast. Runs in cruise, race and rage.

Crashbreaker finally looks the part: layered Fx.explosion (70-particle additive
fire bloom, rising smoke, 60-spark shower) inside a thin additive shockwave
shell -- the old opaque orange bubble drowned the fire out completely, so it
became a fast-fading front-culled dome instead. Plus a 0.8 camera shake.

Menu is a title screen: FLUX-generated key art (battered sedan, flying hubcap,
bridge, jacarandas -- the hubcap is canon now) behind a scrim, outlined golden
title. Art prompt asks for no lettering; the plate gibberish is FLUX being FLUX.

Smoke coverage for both mechanics. The oncoming test taught a harness lesson:
setting global_position on a continuous_cd body SWEEPS it there, wrecking the
car before the test began -- teleport via PhysicsServer3D.body_set_state.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 11:39:00 +10:00
m3ultra
3070a96b41 Car bodies sculpted, wheels that spin, destruction that reads
Skin pass (build_cars.py, whole procedural fleet rebuilt):
- warp_obj() kills the slab: plan taper (nose/tail pull in), tumblehome (the
  glasshouse leans inward above the belt) and rocker tuck, applied to
  world-space verts so det_ panels stay flush with the body.
- Beveled body edges catch light instead of vanishing into flat shading.
- Wheels are tyre + rim with the mesh centred on the hub and the OBJECT at the
  hub -- the old wheels baked position into their verts, so a spinning wheel
  would have orbited the car's origin. Chrome det_hub hubcaps on every corner,
  dark arch shrouds so wheels sit in wells rather than under a slab.
- B-pillars over the one-piece glasshouse, licence plates, exhaust, door
  handles. Mirrors anchored to where the tapered flank actually ends up.

Destruction feel:
- Visual wheels spin with road speed and the fronts steer (rotation order YXZ:
  yaw then roll, so steered wheels roll about the steered axle).
- Shed panels burst outward with lift instead of just detaching; light hits
  ping a hubcap off first, saving doors for crashes that deserve them.
- Sparks on every impact, soft-puff smoke on wrecks and heavy damage, tyre
  smoke while drifting (src/fx.gd -- procedural particles, radial-gradient
  billboards, no textures). Camera shake on player crashes, applied after
  look_at so it reads as the camera being knocked, not re-aimed.
- Crumple strength up ~40% now that scratches and dulling ride on it.

Traffic and parked cars inherit all of it via the shared fleet GLBs.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 11:06:45 +10:00
m3ultra
589e99c727 Procedural sound kit: the whole game has audio, no recordings
Every WAV is synthesized from maths by tools/gen_sounds.py (run through Blender
for its bundled numpy) -- sines, noise and envelopes, seeded and reproducible,
licence-free by construction. Loops (engine, skid, boost, siren) are built from
integer-Hz components over exactly 1 s so the seam is mathematically silent;
noise beds get a crossfaded seam. Seam continuity is verified numerically.

Wiring: pitch-tracked engine loop on every car (idle burble to top-end scream,
bump while boosting), skid loop off slip, player boost whoosh, small/big crash
by jolt with glass on wrecks, two-tone siren on pursuit cops (derby brawlers
stay silent), Crashbreaker boom, gearbox clunk/bog, win/lose stings on
takedowns, outruns, escapes, busts and derby eliminations.

Loop flags live in code (sfx.gd), not per-file .import settings, so a
regenerated wav never silently loses its loop.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-29 13:05:48 +10:00
m3ultra
aac4384c05 Per-junction medal targets, measured; fix the last unplayable junction
Medal targets are no longer one uniform 15/35/60k guess across every event.
tools/tune_junctions.gd plays each junction 12 times with varied launches and
sets bronze/silver/gold at the 35th/65th/88th percentile of actual damage, so
they now range from $4k at Cliffs Corner to $73k gold at Melbourne x Merivale.
The old numbers made half the events impossible and the other half trivial.

Grey x Glenelg scored $0 in 12/12 runs and took three fixes, each found by
measuring rather than reading:
- The launch sat on the street centreline, so the car drove cleanly BETWEEN the
  two convoy lanes -- closest pass 2.9 m, almost exactly the 2.7 m lane offset.
  It now launches in a lane. (The first attempt offset the wrong way and widened
  the pass to 5.5 m, which is how the sign error announced itself.)
- int(L / headway) floors to one car on a short clipped stream, so that junction
  fielded 9 convoy cars against the usual 20-25. Minimum 3 per stream, evenly
  spaced to fit.
Result: $0 -> $91k, convoy 9 -> 18, and 0 of 9 junctions now unplayable.

The tuner has turned out to be the event validator as much as a balance tool --
"scores nothing in every run" is an unplayable event, not a tuning problem.

Also from the review: the deformer no longer crumples det_* panels after they've
been shed onto their own body, and notes that rebuilding an ArrayMesh drops any
imported LODs.

Honest gap: Cliffs Corner and Bridge Approach show median == max at ~$4.7k --
winnable and correctly tuned, but the run ends on scenery before the convoy is
reached. Both are curved approaches; they want better crossings picked by hand.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-29 00:15:05 +10:00
m3ultra
0c13c82eac Pursuit, drag and derby modes; crash-damage paint; junction fixes
Three new modes, all our own code:
- Pursuit (Simpsons Hit & Run's meter): smashing in cruise fills heat, at full
  the police hunt you. Open 250 m for 6 s to escape, get pinned 4 s to be busted.
  Heat decays, so picking a fight is a choice not a timer.
- Drag (NFSU2's): the gearbox IS the event. The builder finds each level's
  longest genuinely straight run of wide road (442-628 m across the five OSM
  levels) and drops DragStart/DragEnd, so no level needs hand-authored coords.
- Derby: five opponents in the carpark, last one running. Reuses the pursuit AI,
  each hunting a different car so it's a brawl not a mob.

Crash damage now shows: total control-point travel drives paint dulling,
roughness and a scratch layer, so scuffs and crumple can never disagree.

Junction generator fixes, all found by measurement rather than inspection:
- streams[:6] truncated after street A's ways, so junctions where A yielded 3+
  usable ways shipped with ZERO cross traffic. Interleaved before capping;
  every event now has 2-4 crossing streams.
- RADIUS 170 -> 95 spread the convoy over a 340 m window, so you threaded the
  intersection through a 20 m gap. Margaret x Edward was unwinnable: 27 convoy
  cars alive, zero collisions, $0.
- Launch points now walk the street to exactly SPAWN_DIST and pick the busiest
  shared node, and _clear_spawn() unblocks a buried start. Albert x Adelaide
  went from $0 (drove 1 m into a building) to $91k.
- build_all_junctions.sh records the street pairs, which existed nowhere before.

Fixes from an adversarial review (23 confirmed findings), the worst being:
- Derby could only ever be LOST: wrecked opponents un-wrecked 2.2 s later via
  Car._recover, so "last one running" was unreachable and the kill bounty could
  be farmed to the boost cap off one revived car. They now hold their wreck.
- Drag reported WON to a beaten player: the AI's lookahead wrapped on a 2-point
  path, U-turning before the line so its distance-to-finish grew again.
- The scratch layer used BLEND_MODE_MIX, whose mask defaults to white -- it
  replaced the paint entirely rather than scuffing it. Now MUL.
- Drag on a level with no strip left the car at the origin, half-buried, unable
  to end. Cop spawns used an unflattened basis. Stale "WANTED" HUD text.

Test harness: smoke covers all seven modes, and failures now exit instead of
hanging -- a failed assert in a headless SceneTree halts the script but leaves
the tree spinning, which cost 53 minutes of wall clock to notice.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-28 23:07:41 +10:00
m3ultra
59202c222c Crash deformation: control-hull vertex displacement from the design PDF
Implements the algorithm the README has listed as "still to come" since v0.
A 3x3x5 lattice of control points encloses the car; an impact shoves nearby
points inward and mesh vertices follow via inverse-distance weighting
(W_i = 1/||p_j - c_i||^alpha, alpha=2), clamped to the PDF's bounding-box
safety limit so panels crumple rather than fold through themselves.

The weights depend only on original positions, so they're precomputed once per
car at setup -- each impact is then a plain weighted sum at 0.3 ms, with no
per-frame cost at all. Meshes are deep-copied per car so deforming one Kingswood
doesn't dent every other Kingswood sharing the GLB.

Measured on the Lazza: a hard nose-on hit displaces 11.9 cm, accumulating to
18.2 cm over repeat hits, well inside the 42 cm clamp. Only the player and
rivals carry a deformer; traffic and parked cars stay plain bodies.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-28 19:01:43 +10:00
m3ultra
e9717326f4 Smashable street furniture; fix levels losing every texture on rebuild
Street lamps, bollards and bins are no longer baked scenery. The builder emits
SL_/BO_/WB_ markers off the OSM nodes and game.gd spawns them as RigidBodies
with a low centre of mass, so clipping a lamp at 100 topples it instead of
driving through a painted pole. ~206 physics bodies per level (58 parked cars,
60 lamps, 88 bollards/bins), all asleep until hit. Verified by ramming one:
23.6 deg tilt, launched at 18 m/s.

Fixes a self-inflicted trap from the last commit: level_*.jpg are Godot's
extraction of the GLB's embedded textures, NOT Blender output. build_all
cleared them to avoid orphans but left level.glb.import, so Godot's cache
decided nothing had changed and never re-extracted -- queen_st_mall shipped
with 0 of its 31 textures, loading fine but rendering untextured. The .import
now goes with them.

Also confirmed the Wheel of Brisbane pivot really does turn (0.086 rad over
120 frames, 0.000 m centre drift) -- it was previously untested.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-28 18:53:05 +10:00
m3ultra
1db71420a3 Scenery v4: traffic signals, power lines, local FLUX fallback
Taps the last big unused seam in the OSM data: 140 highway=traffic_signals per
CBD level become pole + mast arm + two lantern heads with emissive lenses.
Timber power poles with catenary-sagging wires run down one side of every
residential street. Billboards now cycle three fictional ad designs.

Cloudflare's free tier (10k neurons/day) ran out mid-session, so flux_texture.sh
now falls back to the local MODELBEAST farm automatically -- transparent, same
output contract. tools/crop_poster.py trims generated billboards to the poster
face by saturation, since FLUX renders them in situ with sky and support pole
however the prompt is worded.

Fixed: signal lenses were built as 0.04 m beams and beam() bails under 0.05 m,
so they silently never existed -- caught by inspecting the exported GLB, not
the screenshot.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-28 17:21:35 +10:00
m3ultra
6808710f31 Scenery v3: smashable street life, Brisbane colour, Southbank landmarks
Every OSM level now spawns 50 shuntable parked fleet cars + 40 wheelie bins
from builder-emitted PP_/WB_ markers (kerbside + real amenity=parking rows;
asleep until rammed, absent in junctions to keep the puzzles deterministic).
Traffic bumped in cruise/crash.

Brisbane pass: red busway asphalt, jacaranda canopies on a fifth of the street
trees, Queenslander weatherboard + corro on building=house, art deco + glass
apartment facade variants, fictional shop-fascia signs above awnings, rooftop
billboards. Southbank gets the Wheel of Brisbane (by its mapped ticket office)
and the Grand Arbour's bougainvillea tendrils along the mapped footway.

Verified: smoke green, 50+40 smashables counted on southbank, screenshots of
the wheel, arbour trail, red busway, and one authentic parked-car rear-ending.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-28 16:42:14 +10:00
m3ultra
81ed13b1ff FLOORED LAZZA 1.5: John's actual first car, '82 KA Laser hatch
Built from his photos: white 5-door wedge, black bumpers + belt-line rubbing
strip, amber corner indicators, wide dark grille bezel (pale headlights vanish
on white paint without it), and the crown jewel -- rear hatch louvres, five
slats that shed one by one on impact like a dropped pie. New optional spec
keys: louvres, indicators, side_strip, wide_grille; build_cars.py now takes
`-- <id>` to rebuild a single car; screenshot harness gains cam=rear.

Reversed-stats rule applied: 54 kW carby IRL -> 21.0 power / 860 kg / 7.8 grip
here. Second-quickest thing in the game behind the Excel, and the chuckable-est.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-28 16:16:32 +10:00
m3ultra
da63829e9e Outrun mode: NFSU2-style roaming 1v1 duels in cruise
Two rivals now lap the RacePath in free roam. Pull alongside one at speed and
the duel arms: first to gap the other by 250 m wins. Straight-line distance
decides when it ends (side-street escapes are real); path order decides who
won (reversing away is a loss). Rubber-banded chase, takedown-tier boost
payout, R mid-duel forfeits, 8 s re-arm cooldown. Mechanics only -- no assets
from anywhere near an EA disk. Smoke test arms a duel and settles the win path.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-28 14:18:20 +10:00
m3ultra
82dae637a1 Scenery overhaul: real OSM street furniture, FLUX texture set v2, lighting pass
Builder now uses the furniture OSM already carries (footways, lamps, benches,
bins, bollards, bus stops, crossings): raised chamfered footpaths, shopfront
bands, awnings in three fabrics, parapets, layered fig/palm trees, zebra bars,
dashed centre lines, Queen St Mall winged canopies. ACES tonemap + SSAO + fog
in game.gd. flux_texture.sh gains size/luma clamping (FLUX renders "pale" as
blown-out white); gen_textures.sh + check_textures.py manage the set. Woolies
carpark rebuilt textured, parking the real fleet. Fixes: fractional OSM layer
tag crash, zero-length-normal UV projection, blood-red mall pavers.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-28 14:13:29 +10:00
type-two
565caa6f85 Crash Mode junctions: scripted convoys, Aftertouch, Crashbreaker, medals
9 junction events across 6 levels, auto-generated from real OSM intersections
(tools/osm_junction.py): each crossing street's ways become lane-offset convoy
streams, deterministic speeds/intervals/models -- learnable puzzles, not dice.
Menu lists CRASH JCT entries; crash -> 9s settle with camera-relative
aftertouch on the wreck and a one-shot crashbreaker shockwave (blast() on
traffic, radial impulse on debris, orange boom). Damage tally vs
bronze/silver/gold targets. Fixed zero-normal UV projection that striped
roads. Smoke test drives a full junction run to tally (k, gold).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 00:14:33 +10:00
type-two
7fd11f3806 Four more Brisbane levels + FLUX textures: these scenes pop
southbank, albert_parklands, story_bridge, kangaroo_point + queen_st_mall
rebuilt textured. Level builder now does: FLUX facade/road/grass/water/rock/
steel materials with box-projected UVs (roofs split to plain grey), parks,
multipolygon river water (solid, cars skim it), tree nodes as low-poly cones,
natural=cliff walls, and a procedural steel cantilever truss along a named
bridge way (Story Bridge / Bradfield Highway, 338m). osm_xml_to_json.py
assembles water relations; osm_level_args.py gains trace: mode for race paths
that follow one iconic road. 11 textures via Cloudflare Workers AI
flux-1-schnell (tools/flux_texture.sh, creds from .env never printed).

Data (c) OpenStreetMap contributors, ODbL.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 23:48:55 +10:00
type-two
d9b69e688e Brisbane: Queen Street Mall crash-run level from OpenStreetMap
tools/build_level_osm.py extrudes OSM buildings (-col), lays road strips,
Spawn + RacePath empties; osm_level_args.py computes a building-clear spawn on
a named way and race-loop corners from street intersection nodes. game.gd
builds Path3D from GLB RacePath empties, sanitizes spawn bases, and places
bodies BEFORE add_child. Three real bugs fixed: mall canopies (building=roof)
extruded as solid blocks, underground busways rendered at surface, and the
km-wide ground trimesh breaking suspension raycasts (now -convcol). Cars get
continuous_cd for thin building shells. tests/probe.gd is the physics
raycast debugger that found it.

Data (c) OpenStreetMap contributors, ODbL.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 23:33:51 +10:00
type-two
c4f11cc7de Batch-import the whole shitboxes stash: 13 more real models
FX/EH/HR Holdens, Kingswood HZ, both Excel imports, 240Z, AE86, KE80, both
Minis, Minicab, Delica coach, Leyland bus (untextured ghost bus, still
menacing). import_shitbox.py grows pitch axis, 1K texture cap and 150k-tri
decimation (cars/ went 501MB -> 146MB). tools/import_all.sh is the rerunnable
manifest with per-pack orientation fixes. Cutlass pack was junk, skipped.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 22:47:38 +10:00
type-two
4c5323ba60 Reversed stats pass + real-model import pipeline (CASSEROLA DX, MORRY)
Stats quietly inverted: shitboxier IRL = better in game. Excel X3 is now the
fastest car; TURDRUNNER is the slowest. tools/import_shitbox.py converts
downloaded models (glb/gltf/fbx/obj/blend) to game GLBs -- normalizes scale,
yaw, ride-height origin. First two imports: Corolla mk7 and Morris Mini.
shitboxes/ stash gitignored + .gdignore'd (its .blend files broke Godot's
headless import scan).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 22:24:36 +10:00
type-two
9a3b0c6c6a CHAEBOL HLYR dynasty (X1/X2/X3) + HARDON CMERE
Excel X1 boxy '86 sedan, X2 rounder '90s hatch; existing X3 renamed into the
family. Camira in head-gasket cream with black plastic bumpers.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 22:06:42 +10:00
type-two
9a4d96ae54 MINI MERK, MAXI MERK (6 wheels), HARDON SHAGGEN panel van
New moke body style: open slab tub, no doors, exposed seats, windscreen,
rip-off det_roof canopy on posts, optional extra visual axles (physics stays
4-ray). New van style: cargo box from cab to tail with det_tailgate. Smoke
test ram made deterministic (re-aim loop instead of blind throttle).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 21:48:37 +10:00
type-two
09c7b2b280 TURDRUNNER SLUR 500, FLOORED XD LOLTOP, DADSON 420YO repaint
Builder learns 2-door coupes, two-tone accent bonnets, vinyl roof caps and boot
spoilers. Datto repainted orange with vinyl roof per reference. Screenshot
harness gains cam=front for front three-quarter checks.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 21:41:37 +10:00
type-two
99718774fd Ignore stray screenshot import file
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 21:29:57 +10:00
type-two
eb7c189c9f Gameplay systems + procedural Blender car fleet
Modes: Cruise / Crash Mode (60s damage dollars) / Race (3 laps, rubber-banded
rivals). Burnout loop: boost earned by drift, near miss, smash; takedowns refill
and grow the meter to 4x; hard crashes shed det_* panels and trigger Impact Time
slow-mo. Traffic follows the level RacePath frozen-kinematic and goes dynamic
when whacked. tools/build_cars.py builds six Aussie shitbox GLBs (profile
extrusion + detachable doors/mirrors/bumpers/bonnet/boot). Smoke test covers
all three modes headless.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 21:29:42 +10:00
type-two
1c0b7efb32 Engine v0: Godot 4.6 data-driven arcade racer scaffold
Drop-in content: cars/<id>/stats.tres (+optional car.glb), levels/<id>/level.glb
or .tscn with a Spawn marker. Raycast arcade car (boost, drift, drift-earns-boost),
chase cam, HUD, menu built from registry scan. Placeholder Woolies carpark with
shuntable parked cars. Headless smoke test + windowed screenshot harness.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 21:03:45 +10:00