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AFTERCURRENT

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Every published commit of this world, on every branch, newest first.

44b33d52batest(rainline): publish the rainlineTest bench so a runtime client can be driven The bench asserts a peer into a lobby or a race, presses a menu button by its callback id, drives the car through the throttle binding, votes a circuit, and reports what a peer actually holds -- its races, rosters, car owners and rooms. Reaching a runtime-profile client needs it published, because that profile takes its content over HTTP rather than from a live editor session. It adds no UI. A toolbox is reachable only through something that exposes it, so publishing it puts nothing in front of a player.zero-proxy @ DESKTOP-DB3UJOJ · Sep 12, 2026main+75~0-06c28a7bfe7fix(rainline): singleplayer starts, remote cars draw, and the lobby holds its joining window joinLobby seated the player and left the menu->lobby transition to the rainline.join handler, which a peer never receives from itself, so the authority's own join was the one join the race never saw and a lone driver sat seated in a menu that never advanced. A remote car's visual rebuilt from onPropertyChanged when its replicated variant arrived, and component.add is refused there, so the body was never built and the rig stood empty at the world origin: the car was absent where it drove and present where nobody was. The rebuild now happens on the next tick, ahead of the guard that skips a rig with no body. The lobby countdown lived on a peer-local deadline while its armed flag replicated, so a peer that became the authority without having armed the lobby itself read no deadline, computed zero and locked the grid on the spot -- joining dropped a player onto a grid already running. The countdown now rides the synced field, and a restart re-arms from scratch. refreshHumans counted every player in the world, and each session of one account carries the same membership key, so a singleplayer race seated other peers' cars and spent its bot places on them -- a lone driver got one rival instead of three.zero-proxy @ DESKTOP-DB3UJOJ · Sep 12, 2026main+0~18-0cee3751839A stage whose scene file has not arrived yet is retried, so a slow first load cannot leave a player in the void for the sessionzero-proxy @ DESKTOP-DB3UJOJ · Sep 6, 2026main+1~5-081d0ffec1cSolo leaves every relay room as it appears and remembers the keys, so a player is alone by default and multiplayer can join them backzero-proxy @ DESKTOP-DB3UJOJ · Sep 6, 2026main+0~2-0cec07e89a6Every player races their own session, and the grid starts as soon as they enter itzero-proxy @ DESKTOP-DB3UJOJ · Sep 6, 2026main+0~4-0c415cb1738The sea uses a world-local SeaOcean component whose surface shader samples the scene captures at an explicit mip level, which WebGPU's uniformity analysis acceptszero-proxy @ DESKTOP-DB3UJOJ · Sep 6, 2026main+0~4-074131e9f9fThe sea uses the world-local SeaOcean component and its patched surface shader --- Merge 'origin/main' into 'main' --- SeaOcean component and ocean module carry their README and metadata --- docklands and saltspan use the SeaOcean component --- probe --- The sea uses a world-local SeaOcean component whose surface shader samples the scene captures at an explicit mip level, which WebGPU's uniformity analysis accepts --- The ocean module resolves its compute shaders from the builtin oceans packagezero-proxy @ DESKTOP-DB3UJOJ · Sep 6, 2026main+5~6-056c35a4664docklands stage scene names SeaOceanzero-proxy @ DESKTOP-DB3UJOJ · Sep 6, 2026main+0~0-0d569c29dc6SeaOcean component: the circuit's sea uses the world-local ocean module and patched surface shaderzero-proxy @ DESKTOP-DB3UJOJ · Sep 6, 2026main+1~1-0ab8edc385dSea surface shader lives at seaSurface.shader with every file published; the local ocean module points at itzero-proxy @ DESKTOP-DB3UJOJ · Sep 6, 2026main+6~1-0d420025dcaPublish the local ocean module and patched surface shader with all their files, and the sea component that requires themzero-proxy @ DESKTOP-DB3UJOJ · Sep 6, 2026main+1~2-07ae0a758bcSea uses a world-local ocean module and surface shader whose scene-capture samples carry an explicit LOD, which WebGPU's uniformity analysis acceptszero-proxy @ DESKTOP-DB3UJOJ · Sep 6, 2026main+2~0-0f9068605c0Republish 16 texture import sources so their manifest rows are leaves with bytes (pack refused the composite-flagged rows)zero-proxy @ DESKTOP-DB3UJOJ · Sep 6, 2026main+0~16-03b179c7cf2Republish cold_coastal metalness import source so its manifest row is a leaf with bytes (trial)zero-proxy @ DESKTOP-DB3UJOJ · Sep 6, 2026main+0~1-03e587abb0cRestore texture import sources whose manifest rows had no bytes behind them (17 files, copied from their identical loose siblings)zero-proxy @ DESKTOP-DB3UJOJ · Sep 6, 2026main+0~16-03cafe5e114Remove same-frame headlight toggle that duplicated renderer light rows; split re-seat toggles across frames; ocean preset skyPro -> darkRollingzero-proxy @ DESKTOP-DB3UJOJ · Sep 6, 2026main+1~15-00dfa021eecCarVisual re-seats its headlights every second when a renderer row is missingzero-proxy @ DESKTOP-DB3UJOJ · Sep 6, 2026main+0~2-0db8a4c6de7Split title, opening and circuit select into their own additive scenes driven by RainlineFlow; spawn RainlineRace from onHostLoad; Title cover mode; presentation notes --- Overlay scenes carry placeholder cameras for publish validation; Flow waits for in-flight layer loads; scene READMEszero-proxy @ DESKTOP-DB3UJOJ · Sep 6, 2026main+30~11-09fc7097d77Commit generated assets and verification captures from earlier passeszero-proxy @ DESKTOP-DB3UJOJ · Sep 6, 2026main+15~49-0acf7d2264dRetire and re-seat renderer light rows across stage swaps; drop tail-lamp point lights; document light-row leak root causezero-proxy @ DESKTOP-DB3UJOJ · Sep 6, 2026main+0~5-0b3c90344adRecord confirmed native light versus renderer state divergencezero-proxy @ DESKTOP-DB3UJOJ · Sep 6, 2026main+1~0-0d745578f6cRestore beam fracture response and authored intro title startup --- Reset cinematic state across edit play sessions and repair spawn referencezero-proxy @ DESKTOP-DB3UJOJ · Sep 6, 2026main+2~14-08545752a74Raise focused headlight intensity to eight times normal with existing smooth transitionzero-proxy @ DESKTOP-DB3UJOJ · Sep 6, 2026main+0~4-01af962f58aUse live combat state for headlight focus; soften blackout thermal shader and harden input tickzero-proxy @ DESKTOP-DB3UJOJ · Sep 6, 2026main+1~6-049986ab8dbClear leaked cinematic depth of field when gameplay camera takes overzero-proxy @ DESKTOP-DB3UJOJ · Sep 6, 2026main+0~2-0b537aafd41Profile CPU bottlenecks, optimize title hover and skid marks, restore headlight registration; include engine handoffzero-proxy @ DESKTOP-DB3UJOJ · Sep 6, 2026main+3~9-0a2112ab53bFix wheel mesh residency, align road contacts and accelerate route queries --- Rebuild persistent player setup from scene authoring sourcezero-proxy @ DESKTOP-DB3UJOJ · Sep 6, 2026main+2~42-09d47fc0792Animate extracted car wheel rigs and preload short driving audio loops --- Repair serialized race player prototype bindingzero-proxy @ DESKTOP-DB3UJOJ · Sep 6, 2026main+62~12-0f7aef5987fAdd generated race audio, tire contact spray and front boost dolly zoomzero-proxy @ DESKTOP-DB3UJOJ · Sep 6, 2026main+51~13-01d53ddfe87Add multiplayer podium, finish grace period, durable race stats and car readabilityzero-proxy @ DESKTOP-DB3UJOJ · Sep 6, 2026main+1~15-00adfda156aAdd beam cooking shader, physical wrecks and night reflection bakeszero-proxy @ DESKTOP-DB3UJOJ · Sep 6, 2026main+56~66-0ba6f62679bAdd AFTERCURRENT reactive live title screen and cinematic menu flowzero-proxy @ DESKTOP-DB3UJOJ · Sep 6, 2026main+5~13-028f3627474Polish opening with cinematic bars, shutter blur, focus pulls and dolly zoomzero-proxy @ DESKTOP-DB3UJOJ · Sep 6, 2026main+2~9-04dc0025de0Add native cinematic opening with drift, light combat and crash sequencezero-proxy @ DESKTOP-DB3UJOJ · Sep 5, 2026main+22~9-05060a366d5Polish First Light rain and road lighting; add circuit menu, map tools and two stageszero-proxy @ DESKTOP-DB3UJOJ · Sep 5, 2026main+386~52-07c64c76354Polish lens rain and light combat; align headlights and improve rival tacticszero-proxy @ DESKTOP-DB3UJOJ · Sep 5, 2026main+5~14-03f8f0305c4Build First Light battery combat and dynamic night lighting; save reference and validation --- Make battery depletion wreck cars; preserve drift momentum; stabilize headlights and add vehicle and stage detailzero-proxy @ DESKTOP-DB3UJOJ · Sep 5, 2026main+609~169-02849c81410Record published build receipt and recovery instructionszero-proxy @ DESKTOP-DB3UJOJ · Sep 5, 2026main+0~1-0bcf4961999Build RAINLINE: three combat racing circuits with GPU shallow water and saved designzero-proxy @ DESKTOP-DB3UJOJ · Sep 5, 2026main+705~0-0