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captions.module

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  • verify: the score survives a seek, FONTAINE's jets read again, ASCENSION's credits fit the frame, CRAWLER's cave goes back toward black Music.sync compares lastArm against the demo clock, so a clock that moved BACKWARDS left the cooldown permanently unexpired and the score stayed silent for the rest of the session: a recording over CRAWLER measured -91.0 dB. A deliberate move now re-opens the cooldown with the budget, and a source that has gone rather than merely stopped is put back, which is what the module's own docstring already said it did. The same passage measures -24.0 dB mean / -9.2 dB peak after. p_sph: the composite blends water into the frame by clamp(thickness * 6, 0, 1), so an airborne arc under a sixth of a unit thick is mostly not drawn whatever its shading says. thick_scale 2.4 (deep_k down by the same factor so the lake keeps its body) puts the jets back. asc_finish: CARD_HEIGHT 3.2 was never photographed and runs the longest credit off the left edge; 1.9 puts all three cards whole inside the letterbox. p_tendril: the cave ambient at 0.42 was carrying the whole room, so the rock read as pale blue daylight; 0.24 hands it back to the crystals and the rim. Plus the viewer-facing design/README.md and a README line that claims only what the film actually holds across two runs.

    claude-code @ auraAgent · Published Sep 13, 2026On main
    01M2DJNZM43XR5Q6VETFRZR8VZc6212c86afBrowse filesCompare with this version
  • 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

    claude-code @ auraAgent · Published Sep 13, 2026On main
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  • heal: constant-named shaders, stored meshes and the scene's own refs record

    zero-proxy @ DESKTOP-DB3UJOJAgent · Published Jul 31, 2026On main
    01KYTR635E7SJ2ZYKV7TZSA6ESb4c852d509Browse filesCompare with this version
  • freshcut: ground-truth occlusion, an antialiased image, and two defects the lit frame never showed GTAO joins the shared stack, and with it screen-space GI, edge antialiasing and sharpening. All four sit in base(), so any part opting into the stack gets them rather than each part deciding again. The mansion additionally takes screen-space reflections for the polished chequer floor and the mirror; roughnessCutoff keeps the trace to surfaces smooth enough to show anything, so plaster and fabric never pay for it. Screen-space GI is the term image-based lighting could not supply indoors. It is derived from what the frame actually drew, so a wall occludes it, where the IBL diffuse landed sky irradiance on every interior surface at full strength. Antialiasing comes before sharpening in the raise order: sharpening an aliased edge sharpens the staircase. Twelve systems now, and the frame cost did not move. Two defects found by asking the engine rather than by looking at a picture, both invisible in every lit capture taken of this hall: The stair carpet z-fought on every step. A tread top face sits at y + dy*0.5, and the red runner was laid at +0.02 with a half-thickness of 0.02, putting its underside on exactly that plane; the gold band a further 0.01 up overlapped the red almost entirely. Two coplanar pairs per step, sixteen steps. The red now clears the tread by ten millimetres and the gold is embedded in the red rather than stacked on it, so no two faces share a plane. The volume composite rebound a dead effect every frame. ensure() was guarded by a module-level flag, spawn() called it and frame() never did — but the module outlives a part and the effect does not, so after a mode flip the flag still claimed a registration that had gone and every later bind failed with an invalid effect. ensure() now verifies against the live post chain instead of trusting the flag, and frame() re-establishes before binding. The texture and shader creates are guarded so a re-ensure cannot abort on one already being present; the effect re-add is the part that has to land. Known and not addressed: the balustrade rails and a sideboard still z-fight. The balusters top out clear of the rail underside, so it is not the coplanar cause the treads had.

    claude-code @ auraAgent · Published Jul 28, 2026On main
    01KYN6CKGTSVQX4JZPSN6WY05N1a8f0d784dBrowse filesCompare with this version
  • freshcut: a hollow mansion, the Amiga ball, and one move out to the great garden The mansion becomes a house you can be inside. Its limestone is assembled around real apertures — every sash sits in a punched opening whose surrounding masonry lines the reveal — so daylight reaches the rooms and the rooms read from the forecourt. Behind the facade: a double-height entrance hall on a chequered floor, a grand staircase down from the rear landing, a brass chandelier carrying the Amiga ball, a drawing room and dining room through oak archways, and a library and morning room in the wings, all dressed. The twin front doors are dark oak and swing on cue. The house's shaders take only the sun and the sky, so the interior carries its own warmth: the lamps are baked into the vertex colours at build time rather than spawned as point lights the shaders would ignore. Beyond the hedge on the same axis stands the great garden — the fountaincourt parterre on an offset origin, with an oval lake and a fountain on the centreline — and the treeline steps out around it. The part is now one continuous move: the camera starts on the landing, walks down under the ball, out through the opening doors, across the forecourt and past the mower, then climbs over the freshly carved mark and on into the garden. The caption re-anchors into the hall, ahead of the camera for its whole window. --- fix(preseed): migrate the retired Collider component to the typed shape colliders @builtin::components.Collider moved to @builtin::components.legacy.Collider, so every add() against the old identity raised "is not a registered component type" and aborted the part build at the first call. freshcut lost the mansion, estate and mower at mowfield spawnVisuals. collapse lost the tower, crane and ball at the first piece, and its update then threw every frame on a nil reach. discharge lost its static props and victims. Box sites take BoxCollider with half-extents, sphere sites SphereCollider with a radius; friction and restitution carry over unchanged. freshcut also bakes an environment reflection, from the hall on enter and again from the forecourt once the camera clears the doors, so the gilt, mirror and glass read as metal instead of black.

    claude-code @ auraAgent · Published Jul 28, 2026 · last published Jul 30, 2026On main
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  • collapse: one blow takes a nine-storey tower The wrecking ball no longer chews the building down over five strikes. It hangs, sweeps in on its arc, and lands one heavy blow on the section's single impact cue — then carries straight on through the tower and out the back wall, opening the corridor ahead of itself as it goes. The failure runs out and up from the strike and the whole structure folds into its own footprint. The building is now nine storeys instead of five, with cornice bands, a fire escape up the right facade, and a roof deck (stair penthouse, water tank on legs, vents, mast, signboard). The part is 25 s instead of 30, so the score loses four bars from the collapse section and every later section moves back with it; captions and the baked soundtrack follow. Film is 335 s, score 260 bars. Performance, whole part, measured back to back against the old part on the same machine: physics p90 22.6 -> 1.8 ms, frame p90 56.5 -> 45.8 ms, spike frames 11.1% -> 8.9%, frame p50 36.9 -> 33.8 ms. Structure is static until the blow rather than kinematic, the release wave is a sorted walk instead of a per-frame scan of the tower, settled rubble petrifies on a widening gate, and the facade's glass and window frames fly ballistically instead of as bodies.

    claude-code @ auraAgent · Published Jul 25, 2026On main
    01KYCGMVAN4VGNFXHPTB42K9X0403a017da1Browse filesCompare with this version
  • p_sph: PATISSERIE -> FONTAINE — gilded two-tier fountain in a dusk palace court. Basin/pedestal/tazza SDFs + GPU drain pump with crown/side nozzles replace the mixing bowl; scalloped rim spills six overflow streams; pre-filled golden pool; champagne/rose tints blend in the basin. New fountaincourt set (checker plaza, balustrade, torcheres, peristyle, topiary); kitchen set and pat_tile/pat_wood shaders removed.

    claude-code @ auraAgent · Published Jul 21, 2026On main
    01KY1ZE2EG37KAZEZKD7219D44015f81d805Browse filesCompare with this version
  • AAA polish pass: living material drives, screen-space SPH water, depth-aware volumes, grounded ridges, z-fight-free estate --- director: start() resolves DemoCamera when no camera is passed; commit canonical scene.json --- p_mow AAA pass: hot summer day — heat-haze post, marble/limestone/glass mansion, parched lawn, contact AO --- metadata for the mow estate shader assets --- p_tendril: bilateral body-plan tendril gait — side-locked anchors, role reach windows, progress-based release --- refactor(patisserie): DELUGE becomes a pastel-kitchen stand mixer — two colored SPH pours whisked into cream. 32k-particle sim (H 0.062 grid, agitation-scaled tint diffusion, bowl SDF boundary), fluid.module per-pixel color path, glass depth_write fix, Geo.cylinder winding fix, Geo.lathe builder --- chore: render missing material previews (publish-gate content requirements)

    claude-code @ auraAgent · Published Jul 20, 2026On main
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  • Cut substance and metropolis from the film — 13 parts / 340 s; score re-laid to 264 bars and rebaked (pyre riser now lands on the tesla drop), tesla/ascension captions retimed

    claude-code @ auraAgent · Published Jul 17, 2026On main
    01KXQJ87FZSQ1W195KKTF2D2KS9bc9dabc88Browse filesCompare with this version
  • Reorder the film: lumen, simulation, freshcut, vapor, tendril, collapse, cloudsurf, tides, deluge, pyre, substance, metropolis, tesla, ascension, endcard — score sections re-laid on the same barlines and rebaked, caption windows/anchors recomputed (cloudsurf, deluge, ascension cards now actually in frame)

    claude-code @ auraAgent · Published Jul 17, 2026On main
    01KXQH820D2T8QJMNJXWP8F8JA1bbe9fe49fBrowse filesCompare with this version
  • freshcut: mansion-estate rework — 130m grand lawn, summer sky, smoothed mower + driver, garden atmosphere

    claude-code @ auraAgent · Published Jul 16, 2026On main
    01KXPG6B6NCP8XHAX6SXHRN6BB17cdf1d4c2Browse filesCompare with this version
  • simulation part AAA rework: face/torus/helix/galaxy morphs end on particle-formed OrigoZero; containment chamber (nebula dome, obsidian mirror floor with analytic swarm reflection, camera-tracking halo rings, void motes); velocity-stretched sparks; caption re-anchored --- simulation: DNA look for the helix phase — grooved backbones + teal/amber base-pair rungs

    claude-code @ auraAgent · Published Jul 16, 2026On main
    01KXNG9VD1V2VKV999MV7GC5C78d51d135f1Browse filesCompare with this version
  • p6_collapse AAA rework: real brick/steel/glass building with progressive freeze/unfreeze demolition, lattice crawler crane, cable+chain ball rig, col_* dusk shader stack, GPU dust bursts, new camera work

    claude-code @ auraAgent · Published Jul 16, 2026On main
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  • tides: AAA sunset ocean rework — shared sky_env sunset environment across four new surface shaders (tid_sky dome with HDR sun/cirrus/stars, tid_ocean Gerstner grid with per-pixel normals + glitter path + collar foam, tid_chrome mirror ring, tid_glass monoliths); Geo.grid/Geo.inside generators; caption re-anchored above the arch

    claude-code @ auraAgent · Published Jul 16, 2026On main
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  • feat(film): captions become world-space 3D text; the film closes on an in-scene ORIGOZERO endcard part The zui caption screen is replaced by preseed/captions.module spawning billboard Text3D cards inside the playing part — placed on the camera's look line from the part's own shot table or an explicit anchor, scale-ramp materialize, seek-safe despawn. The end card becomes p_endcard, a fifteenth part (390-400 s): ORIGOZERO with origozero.ai floating in a dark void under a slow dolly, a silent coda after the score resolves. The lumen and ascension hero titles switch from extruded font.textMesh meshes to Text3D while extrusion is broken on this machine (#5335 — glyph tessellation produces mangled topology; the swap keeps the film clean and reverts when the engine fix lands). Docs follow the fifteen-part / 400 s shape. --- fix(film): static require map for card shot tables so the publish literal scan resolves them

    claude-code @ auraAgent · Published Jul 12, 2026On main
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  • fix(film): end card fades in over the film's final fade instead of after it, so it is on screen while frames still present

    claude-code @ auraAgent · Published Jul 12, 2026On main
    01KXAYBV3VFPQHKZETJDF2N8WR1ec0b8c21eBrowse filesCompare with this version
  • feat(film): investor caption track over the demo preseed/captions.module renders eleven title cards from a single zui screen driven by the director clock: the ORIGOZERO opener under the lumen title, lower-third product claims through the parts, the BRING YOUR OWN AGENT hero card on the tesla scene, the agent-authorship meta card, the pre-seed ask, and an origozero.ai end card that mounts on black after the film's fade and holds to the end of the recording. Berkeley Mono, smoothstep fades, backing strips for bright scenes; the screen unmounts between cards. Wired from the scene entrypoint beside the director tick.

    claude-code @ auraAgent · Published Jul 12, 2026On main
    01KXAWRKC6AC4T94VHE2KCZJTWe1132d1e2eBrowse filesPicked