Commit Graph

5 Commits

Author SHA1 Message Date
jing
05c2765bd8 SOCIAL_RESET: avatars, emotes, the reset ritual, who's-here roster
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>
2026-07-17 02:01:42 +10:00
jing
74482e5693 Glow-up review fix: concentric groove caps on record tiers
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>
2026-07-16 22:48:32 +10:00
jing
9c668d340c Headshell Workshop + Glow-Up phase: assembly minigame, art pass, review fixes
- Workshop (WORKSHOP_CARTRIDGE): five-stage cartridge assembly at Deck A —
  seat/square, crimp four tag-wires, torque screws, ride-the-arm counterweight
  balance, needle-drop diagnostic with per-fault audio + scope. Relay-synced
  (per-field co-op merge: held screw + carried wire survive remote state).
- Glow-Up (G1-G5): 32px atlas with per-voxel variants, selective LED bloom
  (quality-gated), screen-print decal system + party flyers, mixer/PCB worldgen
  density pass, record groove-sheen side texture.
- 10 confirmed multi-agent review fixes, incl. co-op screw-stomp soft-lock,
  ride-snap collider-identity (magnet feet / eaten record-fling), workshop SFX
  exact-match map (rca_seated hijack), beam ride colliders to the head,
  double-crimp guard, WIRING INCOMPLETE diagnosis mode, skate-abort timer,
  completedState wiring, per-tick material churn, trackingHeavy platter drag.
- Crossfader playtest fix: slew-limited sled (3.4 v/s) + ribbed grip caps with
  amber index — the sled reads as a heavy handle, not a teleporting wall.
- Demo harnesses: machinesDemo hold-key wiring, playerDemo seesaw phase
  continuity, audioDemo incomplete fault button.
- Workshop sync: exact 1.0 screw endpoint gets its own emit signature.

Verified: typecheck + vite build clean, live solo quest smoke, two-client
co-op relay smoke (simultaneous torque, no rewind, exact convergence).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 21:32:07 +10:00
jing
49cab1f69b Concept-art pass: terraced records, spindle towers, warm lit room
- Records are stepped groove amphitheaters (3 vinyl tiers + 4-tier spindle
  tower, stacked rotating cylinder colliders) - you climb a spinning
  staircase. Tonearm clearances raised to match.
- Player physics: cylinder contacts resolve by minimum penetration (fixes a
  latent radial-slingshot bug), collider lips auto-step like voxel ledges,
  rim-standing radius grace.
- Well seam ring raised (was a 7-deep inescapable trench, now a 1-step
  Technics seam).
- Plywood ceiling with amber lamp panels + warm point lights; brighter warm
  lighting rig; colorful mixer knob caps; rim-crumble debris.
- window.TURNCRAFT_CINE camera override for screenshots/trailers.

Verified live: rim->plateau spiral climb at 33rpm, tower climb 83->87,
seam escape, quest/win chain, 121 fps.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 21:48:00 +10:00
jing
f88be60e60 Integrate all five lanes: wire main.ts, fix record height contract, verify live
- 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>
2026-07-13 21:11:10 +10:00