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