Log inGet started
Package

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.

Comparing from 01KYTPYWJRMFNHQD5SEYWJYY97. Pick the version to compare it with. Cancel

  • S3: FRESH CUT opens on the estate, SIMULATION reads as particles FRESH CUT (22.5 s, was 22 with a 25 s shot list): - New ten-shot list: a 3.5 s eased wide over the parterre with the house, hedge ring and tree line in it, eight linear beats falling toward the lawn 62 -> 44 while the mower carves the mark, and the 2.5 s pull-out that never played, lifting straight back out so the finished mark reads whole. The first six seconds were an interior nobody asked for. - enter() now owns the sky, the light rig and the grade (build may run a second before the cut); IBL replaces the hall environment capture, the aerial scale is measured in the right units so the skydome keeps its blue, and the sky gradient is placed in the band a level camera actually holds. - Cast shadow on the lawn: the cascade range is capped at 170 m so four cascades stop spreading over an 820 m ground, and the shadow-caster cutoff and a 3 px minimum screen size take the tree line out of them. Restored in exit. 1431 draws -> 652 at the same 259 entities. - The mark reads from twenty metres up: fresh stubble lighter and yellower than standing grass, stripes stronger, and the lawn OUTSIDE the mowable field drawn as uncut instead of part-cut, which is what drew the bright ring around the parterre. - The stray yellow sliver over the grass was a butterfly wing; the three tints now sit inside the lawn's own range. Clippings smaller and greener. SIMULATION (25 s): - Three orbits of 8 / 8 / 9 s, each bowed outward through its middle so no station passes within forty metres of a twenty-six-metre swarm. - Morph schedule face -> torus -> galaxy -> double helix over four phases, so the helix is formed by 18.75 and holds as the closing image. - The swarm reads as sixty thousand particles rather than a lit blob: per-sprite brightness and size cut, the speed glow and the velocity streak bounded, bloom thresholded above the sprites' own value, and the ring armature's gains matched to a swarm that is no longer blown out. - enter() owns the void sky and the light rig; bars declared on the part.

    claude-code @ auraAgent · Published Sep 13, 2026On main
    01M2DCPKJY73HJHS4CDP860P9C41da99dd5dBrowse filesCompare with this version
  • beauty 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

    claude-code @ auraAgent · Published Sep 13, 2026On main
    01M2DAD6NNZVMJTVDD42C7NBP943cda57b9bBrowse filesCompare with this version
  • heal: constant-named shaders, stored meshes and the scene's own refs record

    zero-proxy @ DESKTOP-DB3UJOJAgent · Published Jul 31, 2026On main
    01KYTR62EBNGBANH7W38268YX9b4c852d509Browse filesCompare with this version
  • heal: shader and texture names in code-built materials record as references

    zero-proxy @ DESKTOP-DB3UJOJAgent · Published Jul 30, 2026On main
    01KYTPYWJRMFNHQD5SEYWJYY977e517eb346Browse filesPicked
  • 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, 2026On main
    01KYM4EGQWRE9673FY61AYQCNCf04560e69dBrowse 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
    01KXPG6AY2X1CN56P1DB2QE2CD17cdf1d4c2Browse filesCompare with this version
  • mow: the mower carves the OrigoZero mark — masked cut + baked serpentine path (mowlogo.module), top-down reveal shot

    claude-code @ auraAgent · Published Jul 11, 2026On main
    01KX9BR2WN33KXC6K4JRMQV5Z3e788e0ac3eBrowse filesCompare with this version
  • Expanded cut: six new parts + rebuilt collapse. FRESH CUT (30k-blade lawn, live mow trail), DISCHARGE (tesla coil, pooled fractal lightning), DELUGE (grid-binned GPU SPH water), CRAWLER (tentacled cave creature), PYRE (volumetric fire + smoke), REVOLUTION (vaporwave plaza, VHS post); COLLAPSE rebuilt with crane-driven CCD wrecking ball and visible chain. 13 parts, 360s. --- conformance: .metadata for ported shader/material assets

    claude-code @ auraAgent · Published Jul 11, 2026On main
    01KX8HWFPR8ZGKB827F2Q6PBHNa25c35635fBrowse filesCompare with this version