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>
New heightfield kinds: hip/corner quarter, kicker (tunable concavity), roller,
wedge/manny pad, volcano, round-bowl option, quarter vert extension. Rails are
now polylines (kink/dbl-kink/rainbow/A-frame/pole-jam/donkey presets, round or
square profile, per-node drag handles) that flatten to straight segments on
export so bookquoy grind detection is untouched. 13 parametric street props
(jersey barrier, picnic table, parking block, fence, floodlight, bleachers...).
Palette regrouped TRANSITION/STREET/STEEL/PROPS; park check covers new kinds.
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>