init.luau
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bookends, words and the score: the title plays, the card faces the camera, the film sounds The opening title sequence reaches the screen. `installScanlines` called the pp tool with a named-argument table where it takes its arguments positionally, and that raised one line above `Intro.start()`, so for twenty-five seconds the film showed an empty sky. The call is positional now, the sequence starts first so nothing below it can take the sequence with it, and the removal of a "tonemap" pass that does not exist is gone. The sequence is DRIVEN from the part clock rather than integrated from dt, so a seek lands on the right frame and a dropped frame cannot walk the title out of step with the music. SPEED is DURATION / RUNTIME with RUNTIME 25 s, so the part is exactly twenty-five seconds and the mark holds the last second. `strobe` was written and never called: the greeting card now breaks into hard white frames before the sign-off. The end card faces the camera. Text3D fronts its own local -Z and the shot stands at +Z, so the type read as its own mirror image; it is turned to meet the lens. The void is the camera's rather than the scene's: the sky comes off THIS camera for the card's ten seconds and goes back in `exit`, which no other part's sky can notice. The sky and light setup moved out of `build` into `enter` under the director's prebuild rule, and `exit` puts back what `enter` took. Bloom is off on this one: over white type on black it draws a mirrored copy of the type (#12893). The film sounds. `Music.sync(t)` now owns the audible playhead as well as the analysis clock — a source that ended, never started, or walked a quarter second off the clock is re-armed, and a stray source this module lost track of is cleared before a new one is armed. The engine's Audio source can be started but not positioned, so the correction is "start it again from its own zero", which is exact for a film played from the top and offset after an authoring seek; `Music.offset()` reads that. A thirty-second take from the top records mean_volume -25.8 dB against a baseline of -91.0. The score is re-gridded onto the film's cuts. Twelve sections over 220 bars = 275 s, each named for the part it plays under, each taking its length from the table rather than hard-coding it. The cue track lands on the contract: sechit on all twelve cuts, the wrecking ball's one impact at 126.25, the creature's five booms, the rider's six rings, the two storm bolts, the tesla stab grid from 210 to 228.75 and riseend at 262.5. The master renders in 0.6 s of CPU, so re-cutting the film and re-baking the score to the new cuts is one pass. `Bake.installClip` authors the master through `asset.create` instead of writing data.zaud by hand; the engine keeps a clip it has already loaded resident either way (#8904), so the new score is heard on the next boot. Captions are keyed by part NAME and part-local time, resolved through `Director.timeline()`, and anchored to the LIVE camera rather than to a shot table — so a part that restages its camera, or drives it itself from update, cannot leave a card off frame. Each card is sized against the lens and held inside the letterbox. Nine cards, one per part, none over the title sequence and none over the end card. The module-scope require table went with them, which takes p1_lumen, p5_tides, ferry and tides/* off the scene's load path. MUSIC.md is the 220-bar grid, the cue table as times, and how playback works. --- no em dashes in the score doc or the lines this slice wrote
01M2DDCGNDVV32C3VR7WJF7NWPba534e431cBrowse filesCompare with this versionbeauty pass: glow, reflections, textures and lighting across the demo DISCHARGE - the arc is the only thing that blooms (plasma 1.5 -> 9.0 against a bloom knee at 1.15, so lamps and crates stay dark), an anamorphic streak off the arc cores, a baked reflection probe for the hall, real surface maps on every prop (85 binds over 43 materials), and the toroid as tinted chrome on a new tes_chrome shader that samples the probe. SNOWLINE - lit like snow: a raking key over a blue sky bounce at an exposure that reads as daylight. The glint the shader always had now survives the grade. The kickers are groomed snow and wear the snow material. Three baked probes down the run, and an equirectangular alpine sky restored on part exit. CLOUDSURF - the skydome rides the camera, so the horizon no longer swings across the frame as the rider carves. FRESH CUT - one lawn rather than three bands: the grass runs to the tree line at a single density and height, and the ground under it spans the shot. TIDES - out of the running order. Entering it loses the render device every time and a lost device panics rather than degrades, so the demo could never reach its own credits. Restored by un-commenting one line once the card is in a full-width slot. See #7536. New and reusable: lens_fx (ghosts, halo, glare, lens dirt off one threshold), tes_chrome (tinted metal that reflects the room), surfacing (classifies every non-emissive PBR material and maps it, run by the director on every part), director.toolbox + the demo-parts skill, and CC0 surface and sky textures. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> --- feat(preseed): coldstart opener, authored glow/DoF/shutter/flare, park the skier can actually ride Opener: the COLD START title sequence installed as part 1 (module + CRT scanline shader + director part). Post: authored a glow pass and routed every part's bloom through it — the built-in preset is a tight gather that fattens a highlight and leaves the picture flat, which is why every part read as glowless at once. Added depth of field (scatter-as-gather, so a sharp subject does not bleed into soft background) on SNOWLINE and DISCHARGE, and a motion-blur shutter driven by the renderer's own motion vectors. There was no motion_blur preset at all; every part's 'motion_blur = false' was removing something that never existed. Lens flare rewritten to be anchored to the source's screen position rather than derived from per-pixel brightness: a broad bright field returns a broad bright field through ghosts, halo and glare alike, and the sum is a flat wash. Now carries radial streaks and bokeh grime, with occlusion read from scene luminance about the source. Geo.mesh now builds a tangent basis. Runtime meshes shipped a zero-filled tangent channel, which makes the tangent-to-world basis degenerate — a normal map on such a mesh does not do nothing, it drives the shading normal to garbage and blackens the surface. Every normal-mapped prop outside teslahall was affected. SNOWLINE: the park is now placed on the path the body actually takes rather than on the line it aims at. The body chases its line with its edges and arrives ~1 m off, against a rail that refused contact beyond 22 cm — so the skier carved past, clipped the edge for one frame and hopped. Measured: rail contact 0.00 s -> 0.79 s, and two jumps of 1.2 s air off kickers that now launch instead of being ridden over. The part ends mid-air over the second kicker, 7.7 m off the ground. Reflection probes: each part claims its own probeIds before registering, so re-entry cannot exhaust the eight slots and leave a later part with none. Textures: CC0 PBR sets from ambientCG across the DISCHARGE hall. --- feat(preseed): coldstart opener, authored post passes, a park the skier can ride --- strip 330 leaked part entities out of the saved scene --- cut the demo to 4:59 and drop the old 3D title intro --- drop the transport bar from the demo; grass follows the title sequence --- drop PYRE for the runtime cap; ski rider gets skis, poles and a material; first kicker launches and the rail grinds; cave rock textured from re-imported maps --- the skis and poles stop shivering against the rider; cloud bank moves off the lens and the fill shader keeps its colour --- plan: Cold Start - the pass that makes the authored film play: every cut on a barline (275 s), twelve grades and looks back on screen, the title and finale restaged, the score regridded to the cuts, the end card facing the camera --- publish gate: the demo-parts skill names the director toolbox by its identity; the four generated tree bundles carry their previews
01M2DAD6NNPB0D5BRTGH0KY8JG43cda57b9bBrowse filesPicked