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Cold Start

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

1d0646aa9dtesla: power run-up with prop strikes - arcs grow from sputter to full fury, then hunt staged props: knock-overs (kinematic->dynamic kicks), drum cook-offs with fireball/smoke/debris/shock ring/blast light, paced hits, arcs chase thrown drumsclaude-code @ aura · Jul 17, 2026main+0~2-0026861eeeeTesla scene AAA polish: gapped strike ring + inverse-conical copper primary on G10 boards over a bolted painted base with HV bushing and ground strap, toroid center plate; hall dressed with supply duct, workbench + task lamp, oscilloscope cart, drums, crates, spare-toroid dolly, gas rack, extinguishers, breaker panels, reels, festoons, sodium wall packs, exit sign; per-part post chain (bloom pump, color grade, strike-driven anamorphic streak) and env-reflective ptes_copper materialclaude-code @ aura · Jul 17, 2026main+4~4-0701a644f2eTesla scene realism pass: frozen re-striking arc channels (dart clock, banjo drift, leader growth, branch hierarchy) with additive white-core/violet-sheath plasma; tes_metal env-reflection shader for toroid + electrodes; hemisphere ambient, analytic AO and window moonlight in floor/wall shaders; de-plasticked PBR values; mercury/sodium/halide light script with bounce fills; spark bursts, molten embers and toroid corona sprayclaude-code @ aura · Jul 17, 2026main+13~15-08b5a0d03bdAAA rework of the tesla scene: industrial HV test hall (teslahall module + procedural tes_floor/tes_wall shaders with discharge-reactive analytic lighting), arcs retargeted to strike grounded equipment, strike masts replace the rod spheres, plasma reworked to hot-core + violet halo with traveling packets, spark bursts, beacon pulse and lamp brownoutsclaude-code @ aura · Jul 17, 2026main+22~8-09bc9dabc88Cut 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 retimedclaude-code @ aura · Jul 17, 2026main+0~11-01bbe9fe49fReorder 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 @ aura · Jul 17, 2026main+0~11-017cdf1d4c2freshcut: mansion-estate rework — 130m grand lawn, summer sky, smoothed mower + driver, garden atmosphereclaude-code @ aura · Jul 16, 2026main+14~10-09adac250d9fix(collapse): halve box-collider extents + heavier wrecking ball Collider box size is a half-extent; the collapse authored full mesh dimensions as collider size, making every box collider 2x oversized. Adjacent pieces' colliders overlapped deeply -> contact explosion: physics_step ~24ms, jitter, pieces never sleeping, the ball bouncing off the oversized shell. Halve the 5 box colliders (per-piece, floor, two rubble slabs, dump) so they hug the meshes, and raise the ball mass 40 -> 400 so it plows through. physics_step now ~0.0005ms typ.zero-proxy @ DESKTOP-DB3UJOJ · Jul 16, 2026main+0~2-038dd7ee0f9cloudsurf AAA rework WIP: dawn sky + volume-lit sea, puff towers/wisps/storm cells, board mesh, smoothed ride --- cloudsurf AAA rework: photographic dawn sky + perspective strata deck, volume-lit cumulus sea, puff towers + storm cells with chained bolts, procedural rockered board, smoothed ride + rider lean + landing weight, recomposed 5-shot camera with handheld drift, wind-row vapor + restyled speed linesclaude-code @ aura · Jul 16, 2026main+21~18-03029d292c4crawler: ferrofluid tentacle monster rebuild — GPU-scattered creature mesh (spiked body blob, 10 bezier tentacle tubes, goo drips), ten_goo wet-black surface, puddle trail, red underglow + rim light, cinematic 5-shot cameraclaude-code @ aura · Jul 16, 2026main+15~3-04c47e81c4fSUBSTANCE rebuilt as a studio gallery: shared studio_env shader set (dome, sphere IBL, mirror floor with analytic array/strip reflections, chrome obelisk), pedestals + softbox ring + rim inlay, reworked shots and light rigclaude-code @ aura · Jul 16, 2026main+36~3-08d51d135f1simulation 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 rungsclaude-code @ aura · Jul 16, 2026main+36~5-04c15efd738p6_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 workclaude-code @ aura · Jul 16, 2026main+71~7-09e898abea6pyre part AAA rework: fyr_* shader stack (night sky, moor terrain w/ analytic menhir shadows, rune-carved granite, ember-lit charred logs, GPU ember swarm), upgraded flame volume, Geo.rock + Geo.pointCloud generatorsclaude-code @ aura · Jul 16, 2026main+49~5-02f9f6ecedbtides: 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 archclaude-code @ aura · Jul 16, 2026main+36~9-0a74c9fe2c7tesla: continuous plasma arcs — GPU compute ribbon mesh (ptes_arcs) with writhing noise paths, snap jolts, branches; tes_plasma beam shader; glowing rod electrodes, wander/ground/corona filaments, music-surge strikesclaude-code @ aura · Jul 16, 2026main+11~3-08d718c83d5metropolis: unique procedural buildings via new preseed.metro generator; fix Vol.setSky (scene sky entity); night grade + street gridclaude-code @ aura · Jul 16, 2026main+4~7-04bb8bea618feat(preseed): AAA SPH water — 16384 particles, GPU-built pool mesh, custom water shader Rework the p_sph DELUGE part for high graphical fidelity: - 4x particle count (3968 -> 16384); particle record widened to 16 floats to carry a color-field gradient + persistent foam - Pool mesh now built and animated entirely on the GPU: a one-shot mesh-init compute pass writes the 16384 ico-shell templates + index topology into compute buffers, and a per-frame renderer.mesh.update refreshes the drawn slab from the scatter output (no per-particle entities, no CPU readback) - New sph_water surface shader: deep->shallow absorption gradient, animated micro-ripple normals, fresnel sky reflection, sharp gloss, noise-broken foam driven by per-vertex foam/surfaceness/speed from the sim - Force pass computes a neighbor-smoothed surface normal + foam (crest, aeration, stirrer splash); scatter squashes free-surface shells into a continuous sheet and enlarges/overlaps shells so the body reads as fluidclaude-code @ aura · Jul 13, 2026main+6~12-063838cfea6crawler: rebuild the cave as a tessellated, noise-displaced cavern — swept tunnel mesh with dished floor and alcoves, baked triplanar rock texture set (albedo/normal/RM/height), cave_rock shader with cavity occlusion + macro breakup + sediment blend, stalactites/stalagmites/columns/rubble, faceted crystal shard clusters, point-shadowed hero lightsclaude-code @ aura · Jul 13, 2026main+29~9-07fcd606becfeat(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 themclaude-code @ aura · Jul 12, 2026main+4~11-01ec0b8c21efix(film): end card fades in over the film's final fade instead of after it, so it is on screen while frames still presentclaude-code @ aura · Jul 12, 2026main+0~2-0e1132d1e2efeat(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 @ aura · Jul 12, 2026main+4~2-0906324f7faperf(deluge): render the SPH water as one GPU-scattered droplet pool The 3968 per-particle Model entities are replaced by a single runtime mesh of ico-1 droplet shells whose vertices a fifth compute pass (psph_scatter) writes every frame straight from the particle buffer, via the render vertex buffer bound to the pass at @vertex:<mesh guid>. The GPU->CPU position readback, the per-frame batchWrite of 3968 transforms, and the per-entity render preparation all disappear with the entities; the four sim passes and the water material are unchanged. SPH window (158-193s), release build: avg frame 21.0 -> 16.5 ms (now vsync-bound), p90 25.9 -> 22.3 ms, frames over 24 ms 506 -> 11, part-entry build frame 4461 -> under 527 ms. Scene re-save migrates the three authored entities' synced flags. --- fix(deluge): assemble the @vertex buffer prefix at runtime so the publish literal scan doesn't read it as an asset referenceclaude-code @ aura · Jul 12, 2026main+1~3-02c2b91eb9ccloudsurf: new 14th part from Cloud Surfer — dawn cloud sea, ink rider, sunrise liquid roller; 312 bars / 390 s --- cloudsurf: conformance READMEs + metadata for surf materials/shadersclaude-code @ aura · Jul 11, 2026main+73~10-05be9760f4cscore: the set goes drum & bass — 192 BPM two-step engine (shuffle/ghosts/fills/rolls), reese + hoover + DnB kit, 13 sections as one DJ arc, cue grid preserved to the secondclaude-code @ aura · Jul 11, 2026main+0~14-0e788e0ac3emow: the mower carves the OrigoZero mark — masked cut + baked serpentine path (mowlogo.module), top-down reveal shotclaude-code @ aura · Jul 11, 2026main+4~4-0e7a0b61f34metropolis: offset window-shell height so shell roofs stop z-fighting tower topsclaude-code @ aura · Jul 11, 2026main+0~3-0e4a63c7306score: composed 144-bar soundtrack + Fourier-reactive visuals across all 13 partsclaude-code @ aura · Jul 11, 2026main+23~31-0a25c35635fExpanded 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 assetsclaude-code @ aura · Jul 11, 2026main+153~6-0b421979189part 2 SUBSTANCE: PBR array + RT shadows/AO + studio env --- part 3 METROPOLIS: instanced night city, emissive window shells, traffic, fog --- part 4 SIMULATION: 45k GPU attractor swarm, custom update shader, shape morphs --- parts 5-7: TIDES ocean+glass, COLLAPSE wrecking-ball physics, ASCENSION cloud deck + credits; fixes: Text3D crash workaround (#5314), localScale assignment, emissive semantics --- run-through fixes: outline purge in fx.init, p3 reveal shots framed closer --- scene README --- p6 physics via components (publish gate: no authoring tools in shipped modules)claude-code @ aura · Jul 11, 2026main+26~14-01be31d9b6ademo framework (director/shots/fx/volume/title3d/geo) + part 1 LUMEN god-ray chamberclaude-code @ aura · Jul 11, 2026main+36~0-0