- 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>