LANE4 spec: integrate Lane 2's fractured props into game/ + web/, pointer-lock fallback

Review of the three lanes (2026-07-14): all shipped and verified — Lane 1 smoke test
clean, Lane 2's 16 props (intact+fractured) live on 3GOD with the chunk_* contract,
Lane 3 play-tested via its ?debug handle (smash, rack cascade, record ritual, debris
pool all work). LANE4 closes the integration gap the parallel run left open, plus two
review findings: record.fractured.glb 404 spam and no pointer-lock fallback in
embedded browsers.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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# LANE 4 — Integration: Lane 2's fractured props into both front doors
**Owns:** `game/` AND `web/` (run as ONE session, after Lanes 13 are merged — they are).
**For:** an Opus 4.8 session. **Context:** all three original lanes shipped and were
review-verified 2026-07-14 (Fable). This lane closes the loop they couldn't: Lanes 1 & 3
finished before Lane 2's batch landed, so neither consumer uses the new assets yet.
## What Lane 2 delivered (live now)
All 16 Destroyulator props on the 3GOD shelf as `<slug>.glb` + `<slug>.fractured.glb`
(32 files, verified `chunk_00…chunk_NN` contract): office-printer (the boss), office-desk,
crt-monitor, desk-phone, filing-cabinet, water-cooler, office-chair, fluorescent-light,
coffee-mug, potted-plant, wall-clock, cardboard-box, turntable, amp-speaker, cash-register,
wall-shelf. Fetch: `https://digalot.fyi/3god/a/<file>` (read is public; never write from
game/web code). Local copies also in `~/Documents/meshgod/assets3d/destroyulator/`
(content-hashed names — the depot names are the clean slugs).
## Deliverables
### A. Godot (`game/`) — fractured shatter + the printer boss
1. Pull chosen GLBs into `game/assets/store/` yourself (scope rule: this lane copies, e.g.
`curl -O https://digalot.fyi/3god/a/office-printer.glb` + its `.fractured.glb`). Start
with: office-printer, crt-monitor, filing-cabinet, water-cooler, cardboard-box, turntable.
2. Extend `Smashable.shatter()` to prefer a pre-fractured sibling: if the piece was built
from `<name>.glb` and `<name>.fractured.glb` exists, on smash hide/free the intact body
and spawn each `chunk_*` as a `RigidBody3D` (vinyl/glass brittle rules still apply) that
inherits the parent's velocity + gets the impulse. Keep chunks in `debris` group so HUD +
`Juice` keep working; despawn like existing shards. Fall back to the current primitive
shards when no fractured sibling exists.
3. Place the new props in `Main` — the **printer on a desk as the level boss** (bigger
health/impulse threshold, extra juice on death), others scattered as furniture.
4. **Remember the class-cache gotcha:** after adding any `class_name` script run
`--editor --quit` once before the headless test.
### B. Web (`web/`) — catalog the batch + kill the 404 spam
1. Add all 16 slugs to `props.js` CATALOG (`depot: '<slug>.glb'`, material/kind per prop —
printer/filing-cabinet/water-cooler = steel-ish, desk/turntable/wall-shelf = wood,
crt-monitor = glass, cardboard-box = cardboard, coffee-mug = glass/ceramic voice,
potted-plant = wood/soft). `loadFractured()` already handles the `.fractured.glb` swap —
catalog entries are all it needs.
2. Mirror the printer + 23 heroes into `web/assets/` (offline fallback like the others).
3. Place the printer in the room as the web boss too; a couple of desks/monitors for set
dressing. Keep total bodies modest — check it still holds ~60fps.
4. `record.fractured.glb` currently 404s on every record spawn (fetch not cached).
Fix both ends: cache the negative result in `loadFractured()` (one miss per id, not per
spawn), AND generate the real thing — run meshgod's fracture CLI on the existing store
GLBs (`python3 -m meshgod.fracture <in.glb> --chunks 8 --out …` from `~/Documents/meshgod`,
no meshgod code changes) for record/crate/rack, push to 3GOD via `scripts/push_3god.py`
(tailnet origin, see that script's header), and mirror into `web/assets/` + `game/assets/store/`.
### C. Web — pointer-lock fallback (shareability bug, found in review)
In embedded/iframe contexts the Pointer Lock API is unavailable
(`THREE.PointerLockControls: Unable to use Pointer Lock API`) and the toy dead-ends on the
title overlay. Add a fallback: if the lock request fails, enter a **drag-to-look** mode
(mousedown+move rotates, click still smashes, overlay dismisses anyway). The `?debug`
handle in `main.js` already proves the sim runs fine without lock — this is just input.
## Acceptance
- Godot: headless smoke test still clean (`--quit-after 180`, zero SCRIPT ERROR/Parse Error,
the two "material is null" lines are benign). In-scene: smashing the printer spawns its
16 GLB chunks, not primitive shards.
- Web: `http://localhost:8099/?debug``DESTROY.unpause()`, teleport to the printer,
`aimSmash()` returns its kind, chunks (not generative shards) spawn, `counts()` shows
debris then drains. No `record.fractured.glb` 404s after first load. Drag-look works with
pointer lock unavailable.
- Commit + push per existing conventions (monorepo `origin main`; any meshgod-side fracture
outputs need no meshgod commit unless a manifest changed).
## Out of scope
- 3GOD hardening (open-mode + `/api/fetch` SSRF) — still the owner's call, tracked in PLAN.md.
- New game modes / balance (combo counting is intentionally generous for now).