Cold Start
Commits
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 drums026861eeeeTesla 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 material701a644f2eTesla 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 spray8b5a0d03bdAAA 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 brownouts9bc9dabc88Cut 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 retimed1bbe9fe49fReorder 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)17cdf1d4c2freshcut: mansion-estate rework — 130m grand lawn, summer sky, smoothed mower + driver, garden atmosphere9adac250d9fix(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.38dd7ee0f9cloudsurf 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 lines3029d292c4crawler: 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 camera4c47e81c4fSUBSTANCE 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 rig8d51d135f1simulation 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 rungs4c15efd738p6_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 work9e898abea6pyre 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 generators2f9f6ecedbtides: 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 archa74c9fe2c7tesla: 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 strikes8d718c83d5metropolis: unique procedural buildings via new preseed.metro generator; fix Vol.setSky (scene sky entity); night grade + street grid4bb8bea618feat(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 fluid63838cfea6crawler: 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 lights7fcd606becfeat(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 them1ec0b8c21efix(film): end card fades in over the film's final fade instead of after it, so it is on screen while frames still presente1132d1e2efeat(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.906324f7faperf(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 reference2c2b91eb9ccloudsurf: 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/shaders5be9760f4cscore: 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 seconde788e0ac3emow: the mower carves the OrigoZero mark — masked cut + baked serpentine path (mowlogo.module), top-down reveal shote7a0b61f34metropolis: offset window-shell height so shell roofs stop z-fighting tower topse4a63c7306score: composed 144-bar soundtrack + Fourier-reactive visuals across all 13 partsa25c35635fExpanded 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 assetsb421979189part 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)1be31d9b6ademo framework (director/shots/fx/volume/title3d/geo) + part 1 LUMEN god-ray chamber