New bowlpoly element: the rim is a polygon, every vertex a draggable handle
with its own depth slider. Inside/outside corners, hips, shallow-to-deep
escalators and waterfall drops all come from the same continuous carve (IDW
floor blend, quarter-pipe wall transition) — no seams by construction. Auto
pool coping (bullnose tube, exported as grindable ledge segments per rim
edge) and tile band baked into the ground texture. Ships parks/pool_demo.json
(THE POOLROOM) as a premade showcase; ridden end-to-end in test mode.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Data-driven parks: one heightAt(x,z) evaluated from element JSON drives the
editor viewport, collision, test ride, and exported game levels. Ships with
Paddo ported from bookquoy, a MODELBEAST panel (gen images, cut bg, image->3D,
place farm GLBs as props), image decals + reference underlay tracing, a park
design linter (docs/DESIGN_PRINCIPLES.md), THPS-style instant test ride, and
a level.js codegen that drops straight into bookquoy.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>