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Monster Robot Party 9dd6824c14 LANE4 (web): catalog Lane 2 batch, printer boss, 404 fix, drag-to-look
Consume Lane 2's props + close the review gaps in the browser toy.

props.js: all 16 depot slugs added to CATALOG (material/kind per prop; printer is the
boss). loadFractured() now (a) caches its result per id — including the null miss — so a
prop with no fractured sibling stops re-fetching + 404-ing on EVERY spawn (the record.
fractured.glb spam), and (b) returns the real chunk container (the fractured_root wrapper
Blender exports), so physics.js's direct-children chunk swap actually fires.

main.js: loadHeroProps() places the printer BOSS + office set dressing (desk, crt-monitor,
filing-cabinet, water-cooler) with their fractured templates. The boss soaks 4 hits then
bursts into its 16 GLB chunks (kept non-shatterable so a topple can't break it early).

Pointer-lock fallback (shareability fix): if the lock request is refused — iframes/embedded
hosts, where the toy used to dead-end on the title screen — we fall back to DRAG-TO-LOOK
(hold-drag rotates, a tap still smashes) so the shareable link always plays.

Assets: office-printer / crt-monitor / filing-cabinet mirrored into web/assets/ (offline
fallback); record/crate/rack.fractured.glb generated + mirrored so the record ritual smashes
into real chunks. The three store fractured GLBs were also pushed to the 3GOD shelf.

Verified in-browser via ?debug: printer aimSmash→"printer" then 16 chunks; thrown record →
8 chunks; debris drains 16→0; record.fractured.glb serves 200 (no 404); drag-look rotates
the camera when pointer lock is unavailable.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 22:28:25 +10:00
game LANE4 (Godot): real fractured-chunk destruction + printer boss 2026-07-14 22:27:50 +10:00
LANES LANE4 spec: integrate Lane 2's fractured props into game/ + web/, pointer-lock fallback 2026-07-14 21:48:17 +10:00
web LANE4 (web): catalog Lane 2 batch, printer boss, 404 fix, drag-to-look 2026-07-14 22:28:25 +10:00
.gitignore Restructure into monorepo: game/ is the Godot lane 2026-07-14 15:33:13 +10:00
destroyulater.txt Restructure into monorepo: game/ is the Godot lane 2026-07-14 15:33:13 +10:00
README.md Restructure into monorepo: game/ is the Godot lane 2026-07-14 15:33:13 +10:00

DESTROYULATOR

Clock out. Smash everything.

A comedic, non-violent, first-person workplace-destruction game from Monster Robot Party. Level 01 is our actual record store. Nobody gets hurt but the furniture.

Monorepo layout — one lane per directory

Dir Lane What
game/ Lane 1 — the game Godot 4.7 (Jolt physics, Mac-native). The shippable build.
web/ Lane 3 — web toy Three.js dig-and-destroy demo (planned; thriftgod-adjacent).
LANES/ coordination Execution specs for parallel Claude/Opus work sessions.
3D-STORE/ not in git 700MB Blender/Unreal source-asset vault (see .gitignore).
destroyulater.txt lore The founding chat where the idea happened.

Asset generation lives in its own repo: ~/Documents/meshgod (text→GLB factory).

Rules for parallel work sessions

  • A lane session writes ONLY inside its own directory. Cross-lane contracts (asset formats, file drops) are specified in LANES/*.md.
  • Every change to game/ must pass the headless smoke test before commit: Godot --headless --path game --quit-after 180 with zero script errors.
  • GLB convention everywhere: glTF Y-up, 1 unit = 1 m, origin at floor-center.