Handover: wave 2
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
parent
67a5d8cf58
commit
e0ead6698b
@ -2243,3 +2243,54 @@ needs real wall-clock time, not more `loop.step` calls.
|
||||
still the only patron-art path that does not blind the dress-code game.
|
||||
- Cloudflare's neurons reset daily; a batch started after 00:00 UTC gets ~150
|
||||
free images before it ever touches the farm.
|
||||
|
||||
## SESSION — FABLE-SOLO-26b · 2026-07-28 (wave 2, same session)
|
||||
|
||||
**Branch:** main · **Gate:** lint ✓ build ✓ test ✓ (821 tests) · **Deployed** + verified.
|
||||
John: "if cloudflare is used up we have local FLUX anyway go for it."
|
||||
|
||||
### The bug worth the whole wave
|
||||
`bakeTiles` baked to a single global `'floor:tiles'` and early-returned if that
|
||||
key existed. **Textures outlive a scene**, so the first venue you played baked the
|
||||
floor for every venue after it: survive a week at The Royal, get promoted, walk
|
||||
into Voltage and still be standing on the pub's carpet. It cannot show in a dev
|
||||
route (those reload the page) and only appears **on promotion** — precisely the
|
||||
moment the venue ladder is supposed to pay off. Baked texture is now keyed
|
||||
`floor:tiles:<venueId>`. Verified by switching venues inside ONE session and
|
||||
watching the concrete arrive.
|
||||
|
||||
### Materials (`FloorLayout.materials`)
|
||||
Ten generated plates — carpet, concrete, deck, parquet, looTile, paving, plaster,
|
||||
brick, timber, steel — stamped one per tile via a RenderTexture and **tinted to
|
||||
the palette colour**. The tint is the load-bearing part: an untinted photo-real
|
||||
plate blows straight past the brightness band the room was tuned in, and darkness
|
||||
is the mechanic. Plates are 16×16 (the game's tile) because at that size "carpet"
|
||||
is structured noise, which is what pub carpet looks like from head height anyway.
|
||||
Unlisted kinds, or art that has not landed, fall back to flat colour as before.
|
||||
|
||||
### Filled the two rooms the review called empty
|
||||
The Royal's central carpet (was four props across ~500 tiles) and ROOM's east
|
||||
hall (~23% of its interior, **zero lights**, three props — now two low sodium
|
||||
spills and the gear a warehouse party actually stores there). Plus the kit every
|
||||
real venue has and no game venue does — extinguishers, exit signs, CCTV, bins,
|
||||
notice board, ceiling fans — across all four rooms. Voltage got the same pass;
|
||||
being the reference room is how it quietly missed the first one.
|
||||
|
||||
### Totals
|
||||
**112 sprites.** 91 prop kinds + 10 materials placed across four venues, **none
|
||||
missing art**. 26/26 this wave, no failures.
|
||||
|
||||
### Two smaller things
|
||||
- The duplicate-prop-id invariant caught an id I introduced while placing filler.
|
||||
Working as intended.
|
||||
- Relaxed one ROOM assertion that keyed on ARRAY ORDER — it checked the *first*
|
||||
sodium light stands over the loading dock, which broke the moment the east hall
|
||||
legitimately burned the same colour. Now checks that *one of them* does. Worth
|
||||
noting as a test-writing smell: assert the property, not the ordering.
|
||||
|
||||
### Still open (unchanged from FABLE-SOLO-26)
|
||||
- ROOM's barkeep stands in a one-tile service lane; the player walks through him.
|
||||
- Patron art still wants the body-frames-under-outfits path (ASSETS.md §2).
|
||||
- Cloudflare's 10k neurons reset 00:00 UTC — a batch started after that gets
|
||||
~150 free images before it ever touches the farm. Both waves today ran entirely
|
||||
on MODELBEAST because the allocation was already spent.
|
||||
|
||||
Loading…
Reference in New Issue
Block a user