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Lane E S15: THREADS — gate 1.2 receipts, the exact world.js patch for the integrator (leadFor precedent), ruling constraint satisfied by construction, palette proposals for the next yard
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Lane E S15 gate 1.2: RULE 4 pins — manifest===GLBs both directions (4a), runtime===manifest across all three shipped sites (4b); compared against the manifest, never a literal; both mutation-checked red-then-green (post 1.0->0.9)
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Lane E S15 gate 1.2: ratings.js — factoryExtras(type), the runtime end of the manifest; refuses to guess for ambiguous types, warns once
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Lane E S15 gate 1.2: re-bake sail_post top_anchor 0.90 -> 1.00 per the gate 1.1 ruling; factory emits the per-type anchor ratings manifest (anchor_ratings.gen.js) from the re-imported GLBs, ambiguity-aware, --only-guarded; asset_report carries per-asset anchor extras
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Round 3: superweapons — THE DROP (mastering) and THE SHUFFLE (Algorithm obelisk), support power palette, charge bars, announcer lines, AI fires them
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Defense turrets: Horn Pit (MRP) and Ad Tower (Stream), AI builds them
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Round 2: 16-facing rotating vehicles, projectile/explosion effects, death booms, real terrain + wax crystal art, Pressing District 4-player map
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Phase D+F: real MODELBEAST art for all 23 actors + icons, MC 8-TRACK announcer, 3-track ACE-Step soundtrack, emblem branding
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Phase E: The Stream faction (9 actors), Wax AI bot for both factions, bot-vs-bot shellmap battle
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The club gets dressed: full MODELBEAST art drop (20 sprites + street backdrop), scan-beam light show, colour-cycling dance grid, pool corner + furniture, present-race fix