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>
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>