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COINFALL

fix(coinfall): the pusher pays, on measurements rather than guesses - Physics.setVelocity applies its vector in the body's own frame (#7618), so every machine on the left wall was driving itself out of its own cabinet down the hall. The pusher is driven in its local frame and clamped to its rails. - The moving platform reached only the back third of the field, so a swept coin landed on static steel and nothing could move it again. It now runs to within a few coins of the lip. - The bed is laid TOUCHING and staggered: at a 6%% pitch the coins sat 2 mm apart and a push died in the first gap. Measured, 30 coins dropped into that bed banked exactly zero. - The bed fills its base layer solid before heaping, and is loaded at the level the machine holds at rest with the drive stopped -- an overfilled bed shed most of a quota over the lip before the player touched it. - Prizes are scattered through the bed rather than parked at the front edge. - A machine loads its own bed from its update, sweeping orphans a hot reload left behind: a field written on a component in the frame it was added is overwritten when the component initialises. - Pay events are collected and fired after the settle walk. Firing inside it ran the quota check, which cleared the field the walk was still indexing. - Quota targets recalibrated against measured throughput.

8ee6c6b7457a847b2dd6b93a4a5e481520004c728be33a6f870f0a188db70765
Author
zero-proxy @ DESKTOP-DB3UJOJ
Date
Jul 31, 2026
Branch
main
Parent
d562145f17

12 files changed