init.luau
Versions
Every version of this package its world published, newest first by when it first appeared. A version published again later keeps its place.
fix: the title card is the first thing a player sees again, the room stops holding dust that is not there, and the Kid's verdict stays on the end card The boot never reached the title. is answered both by the presentation slice, which lands the title card, and by the camera director, which started the opening flythrough, and whichever the bus reached last decided what the player looked at — so a fresh session went straight into the flythrough and on to the launcher, and BACK TO THE BOX from the end card did the same. The director no longer starts the flythrough from that event: every path that wants it asks for it by name. The bus dispatches in subscription order rather than in whatever order a table iterates, and the title handoff is spent when the player leaves the title, so it cannot come due again mid-session. An effect that has finished sometimes leaves its last frame of particles standing. Three clouds of dust and splinters were hanging over a settled city with nothing having been hit for five minutes, one of them in shot on the title card. The set slice now gives the idle pool back at the beats where nothing is playing and no frame is being flown. The Kid's verdict left the end card after the clip finished rather than after the twelve seconds the card is written to hold it for; a line running out no longer clears the words. Six modules shipped the scaffolded README placeholder into a public world; they now say what they are. World validation: 8 warnings down to 2.
01M1TZGR3J8Z61M1SD28QXHKBA1bd17c5cd1Browse filesCompare with previousCompare from herecamera: the toy is the subject — a closer chase, an altitude-biased aim, and the shots nobody saw Chase: framing 2.3 -> 1.7 spans, speedPushBack 0.55 -> 0.3, speedOpenLens 9 -> 5, positionLag 0.18 -> 0.13, restPullIn 0.55 -> 0.10 so the launcher station stays where it was while the flight one comes in. Measured on one launch, same method before and after: the eye stood 15.5 m off the toy at fov 63 and now stands 12.1 m off at fov 60 — 1.36x the toy in the frame — and the gap holds rather than opening as the toy accelerates. The aim gains an altitude bias against the STANDING city's own height band (Cam.cityBounds, from City:bounds() with the seeded layout as the fallback): it tips down as the toy climbs over the skyline so the city stays in the frame, and a floor at the table top holds the belly slide, which used to pitch the camera into the slab. Director: every station composed against the city now measures it rather than trusting a constant. The opening's first station lands over the towers (pz 17.1, inside the city's z band) instead of past the table edge; the end wide aims at the city's own middle. A new held TITLE wide stands behind the launcher with the whole skyline across the frame and the toy in the lower third — the shot the title card is laid over. The wreck cut was filming the inside of a block: at 0.78 spans it was pulled to 56 % of even that by the geometry, 2.6 m off a 5.9 m toy. It now stands 1.8 spans out at the launcher side, unobstructed (frac 1.00), with the city behind the toy. A held beat now stands down whenever the state that opened it has moved on, so an end-card wide can no longer keep the frame at weight 1 after the machine advanced. Underneath: cam.module's mutable state moved into modules.state() — the measured span above all, which an edit of that file used to reset to the default under a camera that never re-measures; the poses are published in place so both components keep holding one table across a reload. ChaseCamera's offX: number? sentinel became seeded + offX = 0 and the four casts went. Both components carry onModuleReload. Kept: ChaseCamera is still the only writer of the rig; launch kick, impact shake, the topple dip to 0.35 released to exactly 1, the orbit-then-cut, skipOpening, the aspect rules (3:4 -> 58 deg/x1.0, 9:16 -> 66.5 deg/x1.15) and a pause holding the beat where it is — all replayed after.
01M1TW6KGBD1KH0WZDF95XESAQ8e7baf9dc7Browse filesCompare with previousCompare from herefix: the playroom keeps its paint, the wreck has something to look at, and the Kid's words fit on one card - Set re-asserts the table's painted-wood material rather than assigning it once, so a hot reload's outgoing onDestroy can no longer leave the biggest surface in the game wearing plain white plastic. - The wreck beat stages its station on the table's own footprint: a toy that goes over the edge keeps falling, and the resolution shot was framing a bare wall. It now holds the edge it went over, with the table and city behind. - The caption pill stretches its children instead of centring them, so a wrapping line has a width to measure against. It was breaking one word per line and growing down the whole screen. - Star thresholds re-cut from played sessions (20k / 55k / 100k). At the old 3k / 8k / 15k every session finished on three stars and the rating carried no signal. - Game.plane() falls back to the live player registry, so a reload that loses the entrypoint's one-time handover does not leave every reader answering nil. - Plane767 holds the builtin walking map live so its own suppression covers it: the touch overlay was drawing that map's Crouch / Jump / Sprint buttons and its look-drag zone over the table. - A player-facing README at design/README.md.
01M1SJ2B2FD1VP1PMXF51GM3K236f0b4e8b8Browse filesCompare with previousCompare from herecamera-director: the chase camera's feel and the staged beats ChaseCamera is the only writer of the rig; Director writes an override pose into game.camera.cam and ChaseCamera blends the frame toward it, so a staged move can land on the live chase pose with no seam. - chase feel: speed pushes back and opens the lens, boost adds to both, a stopped airframe is closed in on, decaying shake / lens punch / distance kick, and a slow handheld sway - every distance is a multiple of the toy's own measured span, so the rig reframes itself if the model changes size - every fov is authored at the filmed 3:4 and carried to any screen: wider keeps the vertical lens, taller opens it partway and stands further off - beats: an opening flythrough over the block city that lands on the launcher and releases the state to wind, a launch kick, impact shake, a topple that dips the clock to 0.35 and leans the aim onto the tower, a wreck orbit that cuts to a low close station for the tally, and an end-card wide - the staged holds clear their line of sight, so a wreck among the towers is not filmed from inside a block
01M1SFD88BN3MMNFCY4VVT4EQK9bd5d5f726Browse filesCompare from here