Three records in the under-table crate are pressed with whole scenes. E beside
one dives you into its pocket above the booth walls; complete its sound-first
quest to press a STAMP; all three raise the golden slipmat + a permanent bonus
percussion stem. Dust bunnies move in under the table.
- Worlds (Lane W): ACID WAREHOUSE / DUB CHAMBER / DISCO LOFT — sealed themed
pockets, portal rings, exit pads; deterministic, zero light leaks (incl. the
flythrough path), meshes unchanged at 469, build ~760 ms.
- Machines (Lane M): portal dive/exit/safety (membership-based escape catch),
tune-the-303 hold-sweep pedestals, carry-the-charge wobbling spring bridge,
beat-Simon dance floor with glow tiles; stamps store + relay {t:'stamp'}
(default-closed, persisted, join snapshot, fuzzed); golden slipmat; stamps
survive the reset ritual.
- Ambience (Lane S): dust bunnies (wander/flee, zero steady-state allocs),
vinyl-warp portal iris, HUD stamp tray, stamp confetti + golden shimmer.
- Audio (Lane E2): per-world grooves (acid 303 w/ fader-driven bands, dub
feedback-echo + spring, disco pentatonic tiles) over a boothGain
duck-and-handback that can never restore stale state; portal/stamp/golden
SFX; bonus stem.
Post-integration review (2 seam finders, 10 findings, all fixed + verified):
stamp events carry origin (local/remote/replay) so consumers celebrate
proportionately instead of wall-clock guessing — kills phantom join
celebrations, first-person confetti for peers' wins, and audio/visual grace
mismatches; reconnect re-uploads locally-won stamps the server missed;
relay saveState survives disk errors; pocket escape via mined floor counts as
a real exit at any altitude; exit-pad speed gate + dwell stops mid-quest
yank-outs; dive cooldown stops exit/re-dive ping-pong; locked acid bands
need deliberate holds (tap-spam dead); disco foot band excludes jump apex.
Verified: whole-tree typecheck + build clean; per-lane live verification
(27/27 worldgen assertions, relay fuzz, 18-phase audio matrix, fps unchanged);
integrated smoke: dive/exit/safety/stamps/golden + all origin paths live.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Built by the Opus session per docs/briefs/SOCIAL_RESET.md; integrated and
verified by Fable (typecheck clean, relay validation reviewed, 3D avatar
gear/face pixel-confirmed live — the one item the build session couldn't
capture in its frozen preview pane).
- Avatars: hue/gear/face enums in src/net/avatarLook.ts shared by the 3D
build and the Menu AVATAR tab's 2D mirror; live sync with client-side
coalescing (two-tab testing caught the relay rate limit permanently
desyncing rapid editors - trailing send fixes convergence).
- Emotes Z/X/C/V: wave, beat-synced nod, point, rate-limited airhorn
(detuned saws + confetti), server + client caps.
- Reset ritual: after a win the fuse takes a deliberate 5s hold (reuses
the workshop radial meter as the warning dial) -> server-authoritative
reset with 10-min cooldown; music brakes to silence, lights die over 3s,
workshop resets to wires-off with a SERVER-generated random weight notch
(both tabs land identical), player builds survive, quest replayable.
- Roster: hold Tab for who's-in-the-booth with hue swatches.
- interact/ addition (flagged friction): additive setBreakGuard hook so
interaction.ts never learns what a fuse is.
- launch.json: main dev config uses autoPort (5173 collisions with
parallel sessions).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Avatar customization: hue/headgear/face enums, Menu AVATAR tab with 2D
preview, live sync via extended hi + new avatar message (no moderation
surface - palettes only, no free-form content).
- Emotes on Z X C V: wave, beat-synced head-nod, point, rate-limited
airhorn with positional synth + confetti.
- Reset ritual: after a win the glass fuse becomes hold-breakable (5s,
warned); server-authoritative reset with 10-min cooldown - music
power-downs, lights die, workshop resets to wires-off, block edits
survive, quest replayable. Needs Quest.reset() + 'quest:reset' bus event.
- Tab-hold player list.
Protocol validation/rate-limit requirements spelled out for ship-check.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Fresh-eyes review of the glow-up found the G5 side-ring texture applied to
whole tier cylinders - linear UVs on the caps rendered as diagonal stripes
across the disc. CylinderGeometry takes [side, top, bottom] materials: sides
keep Lane E's ring texture, caps get a new radial recordCapGrooveTexture()
(machines/util.ts) with ring count scaled per tier radius so groove pitch
stays constant. Also lands the three handoff-doc updates from the phase.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Fresh-eyes review outcomes as two parallel-safe Opus briefs:
- WORKSHOP_CARTRIDGE.md: the stylus node becomes a five-stage cartridge
assembly - seat/rotate the cart, crimp four color-coded wires onto
stubborn pins (catenary carry, continuity lamp), torque screws evenly
(tilt = azimuth error), balance the counterweight while RIDING the
seesawing tonearm, then a needle-drop test where every mistake is
audible + drawn on a diegetic scope. Multiplayer-shared state.
- GLOWUP_ART.md: atlas v2 (32px, tile variants), selective LED bloom,
screen-print decals + party flyers, mixer-face density, PCB pagodas.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- src/main.ts: full wiring per docs/INTEGRATION.md (renderer/world/booth/
chunks/machines/player/interaction/audio/fx/hud + fixed-step loop),
QuestPositions adapter (Lane C nested -> Lane D flat), attachPlayer step,
pointer-lock-gated input, debug handle for smoke tests.
- core/constants: Y_RECORD_TOP 85 -> 81 (record was an unclimbable 5-voxel
cliff; now 1 proud of the plinth, auto-steppable) + PLATTER.wellDepth.
- machines/platter: body + collider now fill Lane C's well down to y=74.
- fx/layout: VU sprites aligned to Lane C's physical LED towers.
- interact: per-material break times (dust 0.12s) so the crossfader jam
isn't a 96-second mine.
- docs/INTEGRATION_NOTES.md: every glue decision + live verification results
(120 fps, ride/mine/quest/win all green, zero console errors).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Lanes A (engine), B (player), C (worldgen), D (machines/quest),
E (audio/fx/ui) as landed, each with HANDOFF.md + update docs.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>