probe_levels was red (0.15-0.48 m/s residual, grocer): the pin-jointed scale pans
hang neutrally balanced so the joint solve re-wakes them forever, and 310 packed
bodies (bottles on shelves, nested fruit) trade contact micro-jitter for seconds.
Two mechanisms, both one-shot at spawn, neither touching gameplay feel:
- scale pans PARK frozen once the joint has resolved (plain .sleeping doesn't stick
— the joint re-wakes its island every frame) and unfreeze the first time the
player comes within 1.7 m. You cannot see a pan swing from further than that.
- a settle sweep the frame the spawn-guard window closes: bodies drifting slower
than 0.5 m/s are put to bed. Anything faster is left for the guard to name —
a real mis-spawn still fails loudly.
probe_levels also names the culprit properly now ([class, parent] — name-collided
siblings all render as @RigidBody3D@N, which is how three different scale pans
masqueraded as one mystery body across runs).
All six sites: 0.00 m/s. probe_overlap: CLEAN.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>