destroyulator/game/scripts
Monster Robot Party 64b3543e8a LANE9: make the stillness gate deterministic (scales + packed stacks)
The earlier settle pass was flaky — probe_levels flipped between 0.00 and ~0.5 in
the grocer across runs. Two causes, both now fixed properly:

- Scale pans: the proximity wake-Area fired when the probe's own player spawned
  beside a scale, un-parking the pan, and whether the one-shot sweep then caught it
  depended on swing phase. Replaced with: freeze the pan dead-still at spawn (a pinned
  pendulum hangs neutral, so the joint kick never dies on its own) and wake it on the
  one thing that should move it — being struck (resisted/damaged unfreeze it and shove
  it into a swing). Deterministic; the bat-swing feature is intact.
- Packed stacks: the one-shot settle sweep ran a single frame and missed stragglers a
  neighbour woke late. Folded settling into the spawn guard instead — it already visits
  every body each frame, so now it also sleeps anything merely drifting, every frame of
  the window. Guard extended to 1.0 s to span the probe's check. Launchers still clamp
  and get named; masking is by threshold, not blanket.

probe_levels: 6/6 at 0.00 m/s across five consecutive runs. overlap CLEAN.
roomba + receipt probes still green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-04 00:13:44 +10:00
..
Ambience.gd LANE7: the Gauntlet, four modes, two more provocations, and ambient attrition 2026-07-31 18:12:20 +10:00
Ambience.gd.uid LANE7: the Gauntlet, four modes, two more provocations, and ambient attrition 2026-07-31 18:12:20 +10:00
Backrooms.gd LANE7: there are two of them, and the room changes one thing every loop 2026-07-31 20:07:44 +10:00
Backrooms.gd.uid LANE7: LEVEL 0 gets an entity, a tape, and a loop 2026-07-31 19:25:28 +10:00
Cabinet.gd LANE7: the Gauntlet, four modes, two more provocations, and ambient attrition 2026-07-31 18:12:20 +10:00
Cabinet.gd.uid LANE7: the Gauntlet, four modes, two more provocations, and ambient attrition 2026-07-31 18:12:20 +10:00
CubicleHell.gd LANE7: CUBICLE HELL — the tilt loop, the job, and the payslip 2026-07-31 17:34:34 +10:00
CubicleHell.gd.uid LANE7: CUBICLE HELL — the tilt loop, the job, and the payslip 2026-07-31 17:34:34 +10:00
Dread.gd LANE7: LEVEL 0 gets an entity, a tape, and a loop 2026-07-31 19:25:28 +10:00
Dread.gd.uid LANE7: LEVEL 0 gets an entity, a tape, and a loop 2026-07-31 19:25:28 +10:00
Dust.gd LANE7: LEVEL 0 gets an entity, a tape, and a loop 2026-07-31 19:25:28 +10:00
Dust.gd.uid LANE7: LEVEL 0 — the Backrooms, generated walls, and the dust mechanic 2026-07-31 19:05:56 +10:00
Entity.gd LANE7: there are two of them, and the room changes one thing every loop 2026-07-31 20:07:44 +10:00
Entity.gd.uid LANE7: LEVEL 0 gets an entity, a tape, and a loop 2026-07-31 19:25:28 +10:00
Floorplan.gd LANE7: four workplaces, built from data 2026-07-31 17:58:41 +10:00
Floorplan.gd.uid LANE7: four workplaces, built from data 2026-07-31 17:58:41 +10:00
GameMode.gd LANE1: record-destruction ritual + Find-the-Misfiled-Disc mode 2026-07-14 19:40:52 +10:00
GameMode.gd.uid LANE1: record-destruction ritual + Find-the-Misfiled-Disc mode 2026-07-14 19:40:52 +10:00
Gauntlet.gd LANE7: the Gauntlet, four modes, two more provocations, and ambient attrition 2026-07-31 18:12:20 +10:00
Gauntlet.gd.uid LANE7: the Gauntlet, four modes, two more provocations, and ambient attrition 2026-07-31 18:12:20 +10:00
Gore.gd LANE7: you can die in LEVEL 0, and how you died decides which death you get 2026-07-31 19:44:26 +10:00
Gore.gd.uid LANE7: you can die in LEVEL 0, and how you died decides which death you get 2026-07-31 19:44:26 +10:00
GrabController.gd LANE8: scales that swing, bags that don't open, and fruit you can throw 2026-08-01 11:22:47 +10:00
GrabController.gd.uid LANE1: record-destruction ritual + Find-the-Misfiled-Disc mode 2026-07-14 19:40:52 +10:00
Hud.gd LANE8: scales that swing, bags that don't open, and fruit you can throw 2026-08-01 11:22:47 +10:00
Hud.gd.uid LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles 2026-07-31 16:34:00 +10:00
Juice.gd LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles 2026-07-31 16:34:00 +10:00
Juice.gd.uid Restructure into monorepo: game/ is the Godot lane 2026-07-14 15:33:13 +10:00
Levels.gd LANE8: scales that swing, bags that don't open, and fruit you can throw 2026-08-01 11:22:47 +10:00
Levels.gd.uid LANE7: four workplaces, built from data 2026-07-31 17:58:41 +10:00
Main.gd LANE9: make the stillness gate deterministic (scales + packed stacks) 2026-08-04 00:13:44 +10:00
Main.gd.uid Restructure into monorepo: game/ is the Godot lane 2026-07-14 15:33:13 +10:00
Modes.gd LANE7: the Gauntlet, four modes, two more provocations, and ambient attrition 2026-07-31 18:12:20 +10:00
Modes.gd.uid LANE7: the Gauntlet, four modes, two more provocations, and ambient attrition 2026-07-31 18:12:20 +10:00
Player.gd LANE8: scales that swing, bags that don't open, and fruit you can throw 2026-08-01 11:22:47 +10:00
Player.gd.uid Restructure into monorepo: game/ is the Godot lane 2026-07-14 15:33:13 +10:00
Rage.gd LANE7: CUBICLE HELL — the tilt loop, the job, and the payslip 2026-07-31 17:34:34 +10:00
Rage.gd.uid LANE7: CUBICLE HELL — the tilt loop, the job, and the payslip 2026-07-31 17:34:34 +10:00
RageOverlay.gd LANE8: scales that swing, bags that don't open, and fruit you can throw 2026-08-01 11:22:47 +10:00
RageOverlay.gd.uid LANE7: CUBICLE HELL — the tilt loop, the job, and the payslip 2026-07-31 17:34:34 +10:00
Receipt.gd LANE9: the incident report — HR itemizes your meltdown 2026-08-04 00:05:33 +10:00
Receipt.gd.uid LANE9: the incident report — HR itemizes your meltdown 2026-08-04 00:05:33 +10:00
Record.gd LANE6: LEVEL 01 is an office — Dunder Mifflin floor plan, and a spawn guard 2026-07-31 17:13:23 +10:00
Record.gd.uid LANE1: record-destruction ritual + Find-the-Misfiled-Disc mode 2026-07-14 19:40:52 +10:00
Roomba.gd LANE9: the Roomba — company property that eats your evidence 2026-08-04 00:00:58 +10:00
Roomba.gd.uid LANE9: the Roomba — company property that eats your evidence 2026-08-04 00:00:58 +10:00
Smashable.gd LANE8: scales that swing, bags that don't open, and fruit you can throw 2026-08-01 11:22:47 +10:00
Smashable.gd.uid Restructure into monorepo: game/ is the Godot lane 2026-07-14 15:33:13 +10:00
Splat.gd LANE8: the greengrocer — soft stock, stacks that collapse, and litres 2026-08-01 09:38:35 +10:00
Splat.gd.uid LANE8: the greengrocer — soft stock, stacks that collapse, and litres 2026-08-01 09:38:35 +10:00
Tasks.gd LANE8: scales that swing, bags that don't open, and fruit you can throw 2026-08-01 11:22:47 +10:00
Tasks.gd.uid LANE7: CUBICLE HELL — the tilt loop, the job, and the payslip 2026-07-31 17:34:34 +10:00
ViewModel.gd LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles 2026-07-31 16:34:00 +10:00
ViewModel.gd.uid LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles 2026-07-31 16:34:00 +10:00
Weapon.gd LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles 2026-07-31 16:34:00 +10:00
Weapon.gd.uid LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles 2026-07-31 16:34:00 +10:00