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entrypoint.luau

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Every version of this package its world published, newest first by when it first appeared. A version published again later keeps its place.

  • the-garden: the garden takes light, and there are six of them lib.hedge_leaf writes a real PBR G-buffer, so pass:albedo and pass:final differ completely on every hedge, topiary, orchard and treeline surface and pass:roughness reports a value instead of magenta. Every foliage material is authored against a lit surface rather than an emitter, and the same hedge run with the sun behind it is visibly darker than with the sun on it. lib.garden_turf is new: the lawn is a lit surface whose mown bands wander instead of meeting along a ruler, with a clump register for the sward, a blade register so it does not go flat close up, and a wear register for the ground either side of the piste. Ten lawn materials moved onto it, each carrying its own roller width - 1.65m and almost no wander for the Major's parade ground, 7.5m and 3m of wander for a field mown twice a year. The stripe slabs and the stripe style fields are gone with it. Three more grounds and three more turnouts: Sixpenny Nursery, the Old Rectory and Gallows Piece, with Mr Quilty, the Revd. Brasenose and Young Tibb. Mrs Pettifer is a bottle-green bell under a wide pale brim now, because straw over straw against a player in whites is one figure and not two. The counter-fill is removed. A second directional light contributes nothing to the shaded result - the same frame at fill 0.0 and fill 8.0 is pixel-identical, filed as #8139 - so the shade side was always ambient alone, and the rig says so now: one key and one hemisphere, five moods re-solved on it, and the shadow re-arm hack that existed only to survive the second light went with it. The treeline stands at 44m instead of 31m in eleven irregular crowns, because a 9m crown at 31m is twenty degrees of backdrop before anything in the game is drawn. GardenDressing's repair loop runs twice a second instead of five times: 0.07ms a frame against 0.52ms.

    claude-code @ auraAgent · Published Aug 3, 2026On main
    01KZ372N88KKTQRJBAP4SPSW5S46ea9ea9ddBrowse filesCompare with previousCompare from here
  • assize-shell: the umpire's card, the read strip and the way to go again DuelHud becomes the whole shell around the fight: a compacted umpire's card carrying the call, the boundary and the score; a read strip that names each fencer's commitment the moment its wind-up starts and flags an open riposte; and a measure gauge whose zones are computed live from Duel.ACTIONS. The assize card carries the writ, the roster of three neighbours (which is the difficulty choice) and the verdict, so a finished match is no longer a dead end. The scene entrypoint attaches GardenDressing and DuelFx to the director and keeps looking until both are on.

    claude-code @ auraAgent · Published Aug 2, 2026On main
    01KZ1QBSBEN0PXGHQV7A330V15973a4dc182Browse filesCompare with previousCompare from here
  • base: playable loop — the Hedgerow Assizes fence duel end to end Scene, both fencers, controls, camera, core loop and win/lose. Placeholder primitives and untuned numbers throughout. - duel.module — the rules in one file: ground plan, frame data for thrust / sweep / parry, the triangle (resolveTouch), and the placeholder palette. - Fencer.component — one combatant: builds its own primitive body, footwork locked to the piste, windup/active/recover state machine. The panel's pose per phase is the tell. role=player reads input; role=rival is driven by FencerAI through the same methods. - FencerAI.component — the neighbour: closes the measure, reads a wind-up after a reaction delay it cannot beat on a thrust, holds guard, takes its riposte. - DuelMatch.component — the umpire: builds the garden and the boundary fence, spawns the rival, resolves exchanges, plants a post, drives the line into the loser's garden, runs the salute, calls the match at either hedge. - DuelHud.component — the umpire's card. - PisteCamera.component — the locked side-on broadcast view, on the PlayerPrototype's CameraRig. - fencing_controls.inputMap — A/D footwork on the canonical move axis, J thrust, K sweep, L/Space parry, with touch buttons synthesised. The fence runs ALONG the piste and its leading post IS the property line, so the health bar is a physical fence growing across the lawn and the won ground brightens behind it. Validated in a running engine: two full matches to a player win driven with synthetic input, both terminal branches (player and rival) reached, parry into riposte into touch observed in play, clear-and-reload rebuilds the whole arena, scene.json holds exactly 11 entities, zero component errors. --- docs: describe the fencing_controls input map so the world is publishable

    claude-code @ auraAgent · Published Aug 2, 2026On main
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  • conjure: Fencing with Fences

    claude-code @ auraAgent · Published Aug 2, 2026On main
    01KZ1GPY13VNQFJV4YG1ESPTEF56c004b1dcBrowse filesCompare from here