AFTERCURRENT
Commits
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.6c28a7bfe7fix(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.cee3751839A stage whose scene file has not arrived yet is retried, so a slow first load cannot leave a player in the void for the session81d0ffec1cSolo leaves every relay room as it appears and remembers the keys, so a player is alone by default and multiplayer can join them backcec07e89a6Every player races their own session, and the grid starts as soon as they enter itc415cb1738The sea uses a world-local SeaOcean component whose surface shader samples the scene captures at an explicit mip level, which WebGPU's uniformity analysis accepts74131e9f9fThe 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 package56c35a4664docklands stage scene names SeaOceand569c29dc6SeaOcean component: the circuit's sea uses the world-local ocean module and patched surface shaderab8edc385dSea surface shader lives at seaSurface.shader with every file published; the local ocean module points at itd420025dcaPublish the local ocean module and patched surface shader with all their files, and the sea component that requires them7ae0a758bcSea uses a world-local ocean module and surface shader whose scene-capture samples carry an explicit LOD, which WebGPU's uniformity analysis acceptsf9068605c0Republish 16 texture import sources so their manifest rows are leaves with bytes (pack refused the composite-flagged rows)3b179c7cf2Republish cold_coastal metalness import source so its manifest row is a leaf with bytes (trial)3e587abb0cRestore texture import sources whose manifest rows had no bytes behind them (17 files, copied from their identical loose siblings)3cafe5e114Remove same-frame headlight toggle that duplicated renderer light rows; split re-seat toggles across frames; ocean preset skyPro -> darkRolling0dfa021eecCarVisual re-seats its headlights every second when a renderer row is missingdb8a4c6de7Split 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 READMEs9fc7097d77Commit generated assets and verification captures from earlier passesacf7d2264dRetire and re-seat renderer light rows across stage swaps; drop tail-lamp point lights; document light-row leak root causeb3c90344adRecord confirmed native light versus renderer state divergenced745578f6cRestore beam fracture response and authored intro title startup
---
Reset cinematic state across edit play sessions and repair spawn reference8545752a74Raise focused headlight intensity to eight times normal with existing smooth transition1af962f58aUse live combat state for headlight focus; soften blackout thermal shader and harden input tick49986ab8dbClear leaked cinematic depth of field when gameplay camera takes overb537aafd41Profile CPU bottlenecks, optimize title hover and skid marks, restore headlight registration; include engine handoffa2112ab53bFix wheel mesh residency, align road contacts and accelerate route queries
---
Rebuild persistent player setup from scene authoring source9d47fc0792Animate extracted car wheel rigs and preload short driving audio loops
---
Repair serialized race player prototype bindingf7aef5987fAdd generated race audio, tire contact spray and front boost dolly zoom1d53ddfe87Add multiplayer podium, finish grace period, durable race stats and car readability0adfda156aAdd beam cooking shader, physical wrecks and night reflection bakesba6f62679bAdd AFTERCURRENT reactive live title screen and cinematic menu flow28f3627474Polish opening with cinematic bars, shutter blur, focus pulls and dolly zoom4dc0025de0Add native cinematic opening with drift, light combat and crash sequence5060a366d5Polish First Light rain and road lighting; add circuit menu, map tools and two stages7c64c76354Polish lens rain and light combat; align headlights and improve rival tactics3f8f0305c4Build 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 detail2849c81410Record published build receipt and recovery instructionsbcf4961999Build RAINLINE: three combat racing circuits with GPU shallow water and saved design