Verification numbers; the lock-rule divergence with UI (they were right, I was
wrong — the scrammed lesson misapplied); the showroom overflow postmortem; one
contract request (an inspected-entity channel for placed-and-selected auras).
Notes that round 3's MODELBEAST manifest is stale — ?showroom is the live one.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Records that my ten round-3 src/render files reached main inside d1c3f2b
"[sim] round 3 NOTES": the five lanes share one working tree AND one git index,
so SIM committing with -a swept up my staged files. Not a SIM ownership
violation — that commit's render diff is mine. Already pushed and four sessions
are live on this history, so it stays as-is.
Proposal: a git worktree per lane (one index each, one shared repo) would end
this class of accident. Staging discipline can't — the loser is whoever happens
to have files staged, not whoever was careless.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Verification numbers, the prod-leak postmortem, and the showroom's contents as
a 23-row asset manifest (asset key / era / footprint) — every row a live
hot-swap target. One contract request (setGhostMode), filed jointly with UI.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
SIM landed heat this round, so I read their implementation: `scrammed` lives
on their internal Ent, never on EntityState; they deliberately clear `jammed`
on scram ("reported by its own event, not as a flow jam"); and Renderer only
ever receives snapshots, never events. So the latched-off state is not
snapshot-visible at all.
A plain `heat >= 1` test (what I shipped earlier today) therefore un-scrams the
moment a machine starts cooling. With HEAT_RESTART=0.5 and dissipation
0.004/tick, the sim holds it dead for ~125 ticks (~4s) while heat falls 1.0 ->
0.5 — the renderer showed it alive, glowing and animating, that whole window.
Now latches at 1.0 and releases below SCRAM_RELEASE=0.5, mirroring them.
Verified: 1.0 dead -> 0.7 STAYS dead -> 0.3 releases and recovers.
This duplicates SIM's constant, which is the wrong place for it to live —
EntityState.scrammed is filed as a contract request with the evidence.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Verification numbers, the MachineDef.color conflict written up in full, and
3 contract requests (settle color's meaning, EntityState.scrammed, BeltItem.side).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Decisions, verification evidence, honest limitations, and 3 contract
requests (BeltItem stable id, optional MachineDef.color, main.ts placing
on any pointer button).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>