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81c9c4a349 LANE8: scales that swing, bags that don't open, and fruit you can throw
The three things the greengrocer was still missing, plus the physics bug that
finding them uncovered.

HANGING SCALES. Real PinJoint3D pendulums, not animations: a static dial and
rod, and a scale-pan rigid body pinned at its own origin so it can only rotate
about the pivot. They hang at chest height down the aisles — dial at eye level,
dish below — where a real shop scale hangs and where you keep walking into it.
The dish swings 0.40 m off a light knock and the pin holds the pivot to 1.1 mm.
The pan is steel so it never breaks; what you get is a heavy brass weight loose
in a room full of stacked fruit.

THE BAG YOU CANNOT OPEN. Tearing one off the roll is the easy half — that's the
setup. Then you have to open it, and the bag has two ends, only one of which
opens, and nothing tells you which. Rubbing alternates arrow keys, because
mashing one key is not rubbing. Either the meter climbs or it doesn't, and the
only way to learn which end you're holding is to have already lost several
seconds to the other one. SPACE turns it over. That is the whole solution and
the game never says so.

CARRY AND THROW. E picks up anything under 6 kg that isn't a record; LMB throws
it at 11 m/s, six times any brittle threshold in the game. Thrown fruit bursts
on landing through the same brittle_speed path a collapse uses — no separate
thrown-object code at all.

Then the part that took the longest. Round produce got sphere colliders (a box
on an apple is why nothing ever rolled) and every display in the shop instantly
fell over. Three separate things were wrong:

  - the stack radii were TYPED, not measured. The table said a cabbage was
    84 mm; the model is 213 mm, so that pyramid was built with every row driven
    a third of the way into the row below it. Main._glb_radius() reads the asset.
  - the lattice was box geometry. For spheres the rise per row is
    sqrt(4r^2 - step^2/2) — the height at which a fruit touches all four
    beneath it. Anything else spawns every row above the first in mid-air.
  - there was no tray. A pyramid of spheres on a bare flat table cannot stand;
    nothing holds the bottom row in, so the weight above wedges it outward and
    the display walks itself apart in a second. Main._stack_tray() frames each
    pile in four low timber walls sized to its base row, which is what every
    greengrocer on earth already does.

All 310 bodies asleep within 3 s.

While chasing that, the spawn guard fired on a cardboard box in the OFFICE. The
guard is a net, not a test: it only catches a pair Jolt happens to resolve
violently on the frames it's watching, and this one had been interpenetrating
in four levels for weeks. dev/probe_overlap.gd now finds them by measurement,
comparing every pair of dynamic colliders across all six sites. It found 15,
including a row of filing cabinets 0.70 m apart that are 0.80 m wide, and a
stapler inside a monitor. The box asset is 1.35 m across, so boxes are now
stacked into piles rather than dotted about, and the Backrooms scatter uses
rejection sampling with a 1.6 m minimum. All six sites read CLEAN.

Also: the rage veins were drawing every branch from its own start point
regardless of how far the trunk had grown, so at low rage you got disconnected
fragments floating mid-screen that read as biro scribble rather than blood. A
branch now can't appear before the trunk carrying it, and trunks are thick and
dark where capillaries are fine and pale.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-01 11:22:47 +10:00