build_paint_faces maps every outline vertex's exact f32 coords to its
miter normal and emits offsets (normal x keyframe half-width) parallel to
body and fringe verts; junction blends, clip cuts, carrier outer edges
and translucent groups pin at zero.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
BakedFacesBucket v3 carries the dissolved shadow shapes + grounded
footprints under their own input signature (job rings/heights, sun,
scale, min-edge); the runtime shadow block on a HIT skips
sweep/dissolve/diff/open wholesale and tessellates the baked shapes
(b-sh-baked 0.5ms vs 0.2-2.6s). bake_tile_paint_faces now builds 3D so
the shadow pass runs at bake time; faces signatures are road-only and
stay valid. Night/dynamic-sun themes gate at bake_shadows and simply
never submit the shapes. Theme-independence test passes on v3; NL smoke:
8418/5388 2.7s -> 97ms, 8417/5387 1.6s -> 134ms, worst AMS rz16 258ms
honest (was 611ms with runtime shadows).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The headless probe theme ran with bake_shadows OFF while every app theme
runs it ON, so all headless profiles silently skipped the shadow pass —
'155ms worst tile' excluded the 0.2-2.6s shadow dissolve the app pays
(user's 1.6-3.1s dockland tiles reproduce exactly now). Probe now bakes
shadows; b-jobs/b-sh-sweep/-dissolve/-diff/-open laps split the stage.
Buildings-buffer pre-reservation REVERTED (first-touch of ~240MB zero
pages per builder serialized 12 workers on the kernel fault path: 340ms
-> 3000ms in-app). Minkowski-sweep shadow silhouette tried and REVERTED
(epsilon-concave rings hand i_overlay self-crossing polygons, 10-15s;
also: f32-grid arithmetic in shadow geometry is load-bearing — f64-exact
translated points changed boolean coincidences and tripled dissolve
time). Real fix queued: bake dissolved shadow shapes per bucket.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
libs/mbtile_reader gains the .mkmap consumer: root.mkidx parse (Hilbert
tile ids, root ranges -> brotli leaf directories -> shard/offset/len),
positioned shard reads, same get_metadata/get_tile_decoded surface as
MbtilesReader; TileArchiveReader sniffs the path so mbtiles_path can
point at either. Index format v2 drops JSON: the metadata section is now
varint KV like the leaves (writer + reader; no serde in the container).
Loader, zoom-range probe and the headless harness go through the enum;
bridge-dz/overlay sidecars stay mbtiles. Harness parity via shards:
worst AMS rz16 164.7ms, z12 native 51.3ms — identical to mbtiles. App
repointed to local/maps/europe-base-br.mkmap (111 shards + root.mkidx,
the exact bytes a CDN would serve).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Road-surface tier identity (RoadSurfaceKey) now carries a theme-stable
class id (fnv of the styling rule's kind) plus geometric fields instead of
resolved colors; identically-styled rules alias to one canonical id at
theme compile so kinds a theme paints the same still union as one tier.
Plaza grouping keys on alpha alone (road-polygon fills are one theme
constant). The bake input signature contains no colors, so recolor-only
themes (night, circuit city — user contract: themes only recolor, shadows
fade via alpha) share one baked stream: proven by
baked_faces_theme_independent (5 keys, identical signatures + regions
under a full recolor via probe_compiled_theme_recolored). Light output:
fills byte-equal, casing within 0.3% (same-rank painter tiebreak moved
from color values to class ids — visual check pending).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The bake guard now hashes the ring-construction INPUT (tier order/styles,
smoothed way points+dz, plaza rings, joint/portal end sets, clip) with a
deterministic FNV std-Hasher instead of hashing the constructed rings, so
a HIT skips road_ribbon_rings + per-ring field classification wholesale:
rings+fields 35.7 -> 0.8ms, worst AMS rz16 3D 224 -> 155ms (NL v2 bake,
byte-equal buffers vs the runtime cascade kill switch). BAKED_FACES_VERSION
2 rejects v1 streams (old semantic) into the safe fallback. Also: part-
centroid cell grid for the building cover test (buildings 25.5 -> 13.6ms,
Paris was 56ms), lookup-only cell maps switch SipHash for a multiply-rotate
hasher (DzField::sample), VisibleRegions: Clone for the OOB-region guard.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Replaces the remaining linear bbox scans in grade-through/flush-ends with
a 16-unit cell grid (candidates stay in ascending way order, so
first-match semantics survive); append helpers now extend_from_slice one
19-float record with reserved capacity. 7-tile rz16 sweep + z12 byte-equal.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The zoom-out pyramid was never baked: z11-13 city tiles ran the full
painter cascade at runtime (z12 AMS 340ms cascade, 661ms build). map_bake
gains --zooms (native bucket below z14) and the renderer accepts baked
buckets 10-16; NL smoke bake: 861 tiles/55MB/31s, z13 166->19ms,
z11 252->28ms. Remaining z12 cost was two quadratic endpoint passes over
4017 join ways: bbox+reach prefilters and an endpoint hash grid cut
grade-through 103->33ms and flush-ends 98->3ms, bit-identical (every gate
is half-width-bounded; buffer sizes byte-equal across the sweep). Also
sp-* sub-laps in stroke-prep.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Deck matching was O(verts x corridor segments) per stroke (84ms on the
worst AMS tile): per-tile CorridorGrid + mirrored-pair reuse cut it to
4ms, bit-identical (MAKEPAD_CORRIDOR_VERIFY oracle, MAKEPAD_CORRIDOR_BRUTE
fallback). Detail-merge parsed all six osm_* layers with full tags
(~110ms/tile constant): per-geometry-class layer skip + tag-key whitelist
below icon zooms cut it to 28-40ms; whitelist audited against style.rs
readers ('tunnel' omission flipped Paris plaza rings and MISSed the baked
cascade — CASCADE-GROUP dump + 7-tile size-parity sweep now guard it).
Full-build stage laps (payload/baked/dz/mvt-parse/detail-merge) close the
former ~110ms accounting gap; MAKEPAD_TILE_HASH prints a buffer fnv.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- The boolean union cascade (59-77% of heavy tile builds) is now baked
per (tile, bucket 14/15/16) as additive field 101: cascade output made
deterministic (1/64 grid snap, canonical ring order, sorted tiers) and
bit-reproducible; renderer consumes guarded by structure signature +
coordinate checksum with runtime fallback; MAKEPAD_NO_BAKED_FACES=1.
Roundtrip bit-identical on all keys x buckets x dz configs. New
tools/map_bake producer (worker-pool incl. worker-side brotli).
- z14 streets merging never ran (early-out at DETAIL_ZOOM): fixed —
1957->1285 ways (-34%), payload -20MB, cascade input shrunk at source.
- Slow-tile log now prints per-stage ms + a ready-to-paste headless repro
command; harness honors archive/detail/dz/overlay/rz/3D envs.
- Worst AMS tile: 2-3s cold -> 175ms rz16 (61ms native); NL bake data
882MB at 60ms threshold; Europe needs threshold 150ms + 2 buckets to
fit shard budget (+2-4GB est).
- App -> nl-base-br3-faces archive; bridge-dz rebake required (joins
fail closed against br3 feature indices).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The stale-bucket result drop compared buffers.render_zoom (request-zoom
space, clamped to the archive max) against render_bucket() (unclamped):
never equal at overzoom, so EVERY completed tile at building zooms was
discarded, re-requested and discarded again — one-tile viewport, stuck
queues. Stale-bucket results are drawable; the bucket-restyle path
rebuilds them properly.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Regression attributed: the combined archive's six osm_* detail layers
were wholesale-ingested and STYLED by the base parse (roads double-
styled via streets + osm_lines: union input 946->3940 rings, stroke
prep 26x) -> 2.1-5.5x slower than the old two-archive pair. Layer-level
lazy skip (MvtSink::wants_layer): unconsumed layers skip as raw bytes
in both passes; all 24 profile cells improve 1.3-2.3x.
- Gray-tile keep-stale: three kill paths fixed — mark_tile_failed no
longer replaces drawable Ready entries with gray placeholders on batch
errors (archive rewrites), transient absent reads no longer evict
Ready meshes + 30s blacklist, retry backoff moved to TileEntry.
- Tilt-aware request priority (camera-projected screen distance with
toward-camera bias) — the near field builds first under tilt.
- Restyle bursts lift the 4-slot gesture throttle to 12; queued jobs for
dead zoom/bucket/mode are pruned (TagThreadPool::retain_queued), stale
results dropped pre-upload; uploads byte-budgeted (24MB/frame).
- Stage matrix: painter-order union cascade = 59-77% of every cell
(~320-350ms worst key) — per-bucket face bake is the path to <200ms.
- Baked-fill strips: A/B shows no measurable win post fill-tessellator
optimization -> removal recommended (dissolve stays).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Sign probe was 57-76% of z9/z13 fill cost (point_in_fill_rule scans all
contours per probe): exact bbox prefilter (always on, bit-identical) +
trusted-winding map-only mode (holes take the exterior's sign; bowties
and orphan slivers keep the probe). Sweep rework: persistent zero-alloc
tessellator, events sorted once + cursor (BinaryHeap::pop was 40% of
fill CPU), ~V events instead of 2V, direct index output. 4.4-7x per
tile, worst per-fill 42.9ms -> 4.5ms, 6798/6798 fixture fills
bit-identical in both modes. MAKEPAD_TESS_DUMP fixture capture +
fixture_bench with per-stage split.
- Baked-fill fast path (v2-fills-1, flat mode): field-100 strip decode,
per-triangle Sutherland-Hodgman clip to the fill overlap rect, edge AA
via new Tessellator::fill_fringe_into over the deduped rings; 5% area
guard falls back to runtime tess — and caught a real emitter bug
(inverted ring winding on z13 water would have erased a water body).
MAKEPAD_NO_BAKED_FILLS=1 kill switch; baked_fill_audit headless test.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- The combined-archive detail reuse handed the base blob back as detail
at EVERY zoom, but detail layers exist only at z14 — mid-zoom tiles
(already 10-20x heavier than the versatiles ones) were parsed twice,
up to 3.5s per z9 tile. Detail reuse now gates on z>=14.
- While a zoom gesture is live only the 4 most-central tiles dispatch
(12 after settling): every dispatched job runs immediately on the
14-thread pool, so speculative edge giants were pinning all slots and
the zoom target's center waited multiple seconds.
- Slow-tile forensics stay: builds >150ms log key/bytes.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Tile requests now dispatch nearest-the-viewport-center first: keys were
row-major and the 12-slot in-flight cap filled corners before the
center, which became visible once per-tile cost grew.
- Combined base+detail archives (pbf-base single-file mode) no longer
brotli-decode every z14 blob twice through a second reader on the same
file — the base bytes double as the detail input.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The mid-stream VPIO<->plain unit swap glitched the start of the
assistant's own speech; keep the voice-processing unit armed for the
whole capture (standard+Min ducking) instead. set_echo_cancellation and
the options-rebuild plumbing stay for apps that want the trade.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Idle listening now runs PLAIN capture (no VPIO, zero ducking — music
untouched); the app arms the voice-processing unit only while its own
TTS is audibly playing (+0.8s tail), which is the only window where echo
cancellation matters. Options changes rebuild running input units
(AudioUnitAccess.last_input_options); WindowVoiceInput/VoiceWave gain
set_echo_cancellation; route app polls speech playback at 4Hz.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
* TextFlow: fix inline `<code>` spans sagging below the baseline
finish_row_center centered every walk by its own height, so a code run's
shorter walk got a larger downward shift than the surrounding prose under
`RowAlign.Center`. That undid TextFlow's baseline_shift: inline `<code>`
spans sat a few px below the line's baseline, and their descenders poked
out of the bottom of the code box.
* FinishedWalk now carries an optional `align_height` that text runs set
to their line style's height, so every text run on a row receives the
same centering shift and stays on the baseline. Also fixes sub- and
superscripts drifting under `RowAlign.Center`.
* The per-style metrics probe now caches descenders too, since we need
the full line height (ascender + descender) to compute `align_height`.
* Html/Markdown: make the fixed/code font size scale configurable
Replaces the hardcoded 0.85 `FIXED_FONT_SIZE_SCALE` consts with a
`fixed_font_size_scale` live property on TextFlow (default 0.85), so
apps can tune how much smaller `<code>` text renders than the prose.
use_audio_inputs_with_options(devices, AudioInputOptions{echo_cancellation})
— platform-neutral trait default ignores the flag; Apple swaps the input
unit HAL->VoiceProcessingIO (system-wide AEC, the unit iOS input already
uses), so the assistant's own TTS no longer feeds back into the mic.
Voice capture (WindowVoiceInput) requests it always.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- ggml: read-only mmap module (unix-gated) + two-region Context (mapped
weights / dirty caches) + segmented Metal buffer binding; llama loads
GGUF weights as file-backed clean pages (jetsam-exempt) with owned-arena
fallback (MAKEPAD_LLAMA_NO_MMAP=1). Route app dirty footprint 12GB -> 4-7GB;
model load becomes lazy page-in; A/B byte-identical on 4B + 9B.
- llama: fix graph-cache keying corruption — a graph keyed wider than the
KV cache corrupted attention for any prefill batch >= 2 (flash op reads
permute-node dims baked at build; view reconfigure never reached the
kernel; masks were written cache-narrow). Masks now always fill the full
graph key width and graphs key by 1024-buckets; reconfigure path removed.
Verified byte-exact vs per-length reference across batch 1/2/8/64/512,
short+long prompts, mmap on/off, plus a two-session concurrency probe.
- voice: passive VoiceWaves no longer register the global audio-input
callback (the invisible caption-bar wave stole mic audio — last
registrant wins — and spawned duplicate whisper workers); whisper back
to F16 default (voice Metal library has no quantized kernels; q5_0
failed every GPU matmul); raw transcripts render immediately.
- route: kokoro TTS voice output (speaker toggle; streams reply sentences,
announces nav maneuvers + arrival) with barge-in — voice activity on the
mic stops playback instantly; dispatcher context 8k -> 32k (hybrid KV is
12/48 layers, ~48KB/token); window caption bar suppressed under studio.
- llama-generate: --max-context/--prefill-batch-size + state fingerprints;
new llama_concurrent_probe bin.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Deep gauss pyramid levels (3-5) are re-homed to 1/8 resolution via
progressive half-texel tent upsamples so no on-screen sample comes from
a texture coarser than 8 device px/texel; half-texel offsets keep the
exposed sigma ladder at ratio-2 per level (full-texel tents inflate deep
levels ~35% and open a visible blur band at the raw->re-homed boundary).
Per-pixel sampling replaces the 13-tap cross cascade with 4-tap bicubic
B-spline reconstruction: C2-smooth (kills the bilinear texel lattice)
and cheaper (glass 26->8 taps, chromatic variant 78->24).
Headless shader JIT fixes found while verifying: RenderCx always emits
vtx_pos (vertex fns that return the position have no VertexPosition io),
vec*vec MulAssign/DivAssign impls, and discard returns a value.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Three distinct micro-artifacts all read as 'shadow spikes' in review;
each needed its own cure, pinned down by a material-null shader bisect
and pixel-level crops:
- sub-meter slits between abutting building sections collected shadow
as dark vertical hairs -> subtracted footprints dilate 0.5 m,
- quay humps (solved dz peaking at exactly 1.0 m) hung 1 px fascia
bands at their stub ends -> fascias only for decks above 1.0 m,
- the boolean weld left hair-thin shadow tendrils ATTACHED to the main
body in narrow passages, untouchable by per-ring filters -> a
morphological opening (0.5 m erode + dilate via OutlineOffset) on
the final shapes removes anything under ~1 m wide wherever it hides
and softens shadow corners as a bonus.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The spike fixes had over-corrected: dropping the translated-footprint
ring from the shadow union left the far side stitched only from edge
quads, and the 14-degree facing gate then erased the contribution of
grid-aligned walls (most of Amsterdam runs nearly parallel to the NW
sun) — shadows collapsed into sheared wedges and spikes. The union is
back to the full hull (footprint + translated footprint + connecting
quads, degenerate-only gate): thin near-parallel quads are interior to
the hull and cannot surface as spikes, while the winding normalization,
bevel fringe and aa-scaled sliver filter keep handling boolean dust.
Forest crown lattice: extend the shader-side zoom clamp to the
uniform's full range — freezing at 0.25 let the pattern swim against
the map past z18.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The junction-plaza dz field ingested road ways at the shared 6-unit
(~56 m) reach, and DzField holds full dz until radius-1.5 — so a 1 m
bridge hump raised half of Weesperplein and sheared the square over
its grounded surroundings (worst at high zoom where 1 m is ~43 px of
lift). DzField segments now carry per-source radii: plaza RING sources
keep the wide reach (quay slabs need it across their interior), while
road ways lift the plaza only across their own deck width. Diagnosed
via bake probes + an SVG dump of the paint buffers and a lift-zero
shader bisect; the dz archives themselves are clean and tapered (the
morning stairfix is not implicated).
Shadow geometry hardening from live review: facing gate widened to
0.25 (near-parallel edges swept hair-thin spikes), sliver filter
scales with the AA fringe, and deck shadows clamp their projected
height (solver outliers turned one segment into a canal-spanning
slab) and skip implausible dz outright. Probe tests document the
Weesperplein window and the dz A/B across archives.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Per-edge quad soup left hairline slivers welded to the shadow union
wherever a footprint edge ran near-parallel to the sun (needle pins at
building corners). Each ring now sweeps only its contiguous runs of
shadow-facing edges — one clean polygon per silhouette chain plus the
footprint, nothing degenerate to weld on.
Dark/Circuit themes stop baking sun-cast shadows (no sun at night);
baked AO keeps buildings grounded, and Circuit City's glow does the
depth work.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The unbounded screen-position nudge let whole roof fields align with
the sun on wide viewports and bloom out white; sheen now also fades out
toward regional zooms — it is a close-range material.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Circuit City (shiny.md showcase) ships as a built-in third theme slot on
MapView (style_circuit, theme_select 0/1/2, set_theme with the
keep-stale restyle so switching cross-fades per tile as rebakes land):
near-black ground, charcoal volumes with gloss 1.1 sheen, dark
reflective water, and every road an emissive amber filament weighted by
class. Emissive plumbing: MapRoadRule.emissive -> StrokePassStyle ->
PaintGroup/PaintFace -> road-union center faces carry MAT_ROUTE_GLOW +
strength in param1, and the shader pushes the line color white-hot
behind the route_glow gate. Gloss is now a theme value (ShinyConfig).
Street-tree canopy/trunk colors become theme-driven (tree_canopy /
tree_trunk fill rules) so dark themes get night trees. The example's
Layers panel grows Night/Circuit City rows behaving as radios.
Shadow geometry hardening from live review: silhouette simplification
floored at 0.35 units, and a needle filter drops hair-thin boolean
slivers (area/perimeter < 0.05) that read as dark pins at building
corners.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Difference output can wind hole rings like outers; un-normalized they
inverted the shadow fill into self-overlapping wedges (sharp corner
lines + striping). All boolean shadow output now goes through one
emit_shadow_shapes helper that clips, winding-normalizes and
tessellates.
Elevated road segments cast shadows: per-segment slab quads projected
by their per-vertex deck height (grounded stretches skip), dissolved,
minus building footprints, drawn as the same material-6 decals — the
overpass grounds itself like a building does.
Textured materials now fade back to plain 2D carto as the camera goes
top-down (cos(tilt) drives the blend in-shader, so dragging flat IS the
animation): flat water, flat green, Gouraud canopies, classic ring
trees. Shrub blobs anchor map-physically across the zoom range via a
wide-clamp zoom uniform and blend into the legacy rings at far zoom,
lattice-matched so they replace the circles at the same size/place.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
A wall pixel N px up its quad carries the depth of ground N px behind
it, so the 0.40 shadow decal cut a dark band across building bases
whenever the camera rotation put the shadow behind the building on
screen. Walls, roofs, parapets and balls now sit at 0.50 — above every
ground decal, below lifted deck bumps — plus two more close-zoom FBM
octaves for water, deeper zoom anchoring (clamp 0.03), and grass
rebuilt as sharp blade speckle with traveling gust bands instead of a
domain-warped wavy surface.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Shadow fixes from live review: subtract every grounded building
footprint from the per-tile shadow union (overhead the roof lift-depth
vanishes and a decal under a neighbor building blotched its roof/walls);
tree/stoplight contact discs get per-disc depth steps above the union
and are skipped entirely for trees already inside a building shadow
(stacked decals double-darkened and z-fought). Stoplights now cast
discs too. Fill micro-depth ladder rekeyed to paint-order position
(order_pos % 19) — the old feature_count % 16 tied every 16 features
and shimmered green-vs-gray in tilt mode.
Water rebuilt as a fractal slope FBM: value noise with analytic
derivatives over four rotated octaves, each shimmering in place on its
own drift phase, chopped into crests and lit with a Blinn-Phong sun
glint + fresnel sky term. Camera is part of the material — cos(tilt)
and a physical zoom factor (exp2(16 - view_zoom), clamped) gate the
drama so top-down/far views keep the flat 2D color, and high octaves
fade before going sub-pixel. Flow-vector advection was tried and
removed: interpolated per-vertex directions painted seams across big
polygons; the water now shimmers in place.
Green areas: wavy grass (aniso blade noise swaying on a traveling wave,
daisy speckles at close zoom); woods/cemetery pattern fills grow shaded
canopy blobs behind the foliage gate. A 20 Hz heartbeat animates water
and grass while they are visible; everything anchors map-physically via
the same zoom uniform.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Screenshot review at Rozengracht/Vondelpark/IJ passed: baked AO and
shadow geometry cost the GPU nothing, water/foliage are a few ALU on
minority pixels, and every toggle A/B-verified back to the classic
frame. Specular sheen defaults on only in the dark theme (it carries
the dark look); route glow stays opt-in.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Two wide additive halo passes under the route casing/fill: premultiplied
rgb energy with alpha 0 makes the framebuffer blend pure additive, so
roads under the route brighten instead of being covered — the glow trick
without float targets or a bloom pass. Traveled-portion dimming scales
halo rgb (the alpha multiply is a no-op for additive). Behind the
route_glow theme toggle, stamped per frame.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Shadows are polygons, not passes: each building's roof ring is projected
along the sun's ground direction by height * shadow_len, and footprint +
projection + silhouette quads dissolve into ONE per-tile union (i_overlay
chunked, the road-union lesson) so overlaps never double-darken. Emitted
as material-6 ground fills in the ICON pass — in a city almost all
ground is road surface, and anything earlier gets painted over by the
street passes — with micro-depth 0.40, above the whole grounded road
ladder but below lifted deck bumps. The decal bakes full-dark and the
shader scales it by the live shadow_alpha uniform, so time-of-day fades
don't need a rebake. LOD gates: 3D mode, z>=14, and skip shadows under
2 px at bake magnification. Trees get soft contact-shadow discs.
Terrain: horizon-march cast shadows in the hillshade worker (17-step
exponential stride, ~15 ms per 512px region), skipped automatically
when regional relief is under 150 m. Hillshade + march light from the
one SceneSun via a new per-request sun/flag channel to the worker.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
One global light (draw/src/scene_sun.rs): SceneSun POD shared by the
tile bake, ball lighting and terrain hillshade, replacing three
hardcoded sun rigs. ShinyConfig carries every shiny.md toggle; it rides
CompiledMapTheme so bake-flag flips reuse the style-epoch restyle and
stale tiles stay drawable (MapView::update_shiny).
T1: shape-0 geometry now carries its surface normal in param1/2 and a
material id in param3 (walls/roofs/water/canopy/green) — channels were
free, no vertex-format growth. DrawMapVector dispatches per-material
pixel effects behind uniform gates that default off (legacy frame when
off): T4 water noise sheen + sun glint, T4b building specular sheen
with heading-rotation highlight sweep, T5 canopy clump noise + rim and
green-area patchiness.
T2 (first slice): wall vertical AO gradient (ground-contact darkening)
and roof-edge parapet AO strips, baked at zero GPU cost behind bake_ao.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Inhouse i_overlay 7.0.3 and its i_float/i_shape/i_key_sort/i_tree deps
(used by the map road union mesh under the widgets 'maps' feature) as
workspace-excluded path crates, stripped of tests/locks/registry crud.
i_float's no_std libm dependency is removed by switching it to std
float math, so the maps feature no longer pulls any external crates.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Remove the legacy flat-road fallback and A/B harness, keep patterned non-road strokes on their dedicated path, and make solid roads use the geometry/boolean mesh pipeline unconditionally. Reconcile bridge, link, and padded-tile elevation continuations generically in the tile baker and renderer.
The persistent artifacts were four distinct data bugs, found via the
dump_base_dz_at forensic test:
- Dual carriageways: two parallel ways whose ribbons merge in 2D but
solved to different heights -> a height step down the merged surface.
New solver pass: each way vertex adopts the max height of PARALLEL
ways within its own half-width (parallel_max sampler, own line
excluded); duals equalize, frontage streets are out of reach.
- Stacked grabs: a way split sitting under a parallel deck sampled the
deck overhead (no direction/distance gate can reject 2D-coincident
stacked ways). Isolated lifted runs under 25 m arc are zeroed —
measured in arc, not vertices, so short 2-vertex bridge ways survive
(zeroing those broke the Gooiseweg viaduct: fixed).
- The final coincident-vertex consensus TELEPORTED heights through
chance-coincident vertices of stacked ways; it now only reconciles
values already within 1 m (its actual job: unifying overlap copies).
- Post-consensus values had no ramps behind them (consensus ran after
blending): grade blend + hold re-runs after it, plus interior zero-run
interpolation (<120 m) for sampling holes; endpoint fallback keeps a
relaxed direction gate instead of none.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Split ways duplicate a carriageway with an OFFSET centerline through
gores — the twin failed the direction/median gates and baked a lower
fallback height: two overlapping deck slabs at slightly different
heights, swapping mid-deck (the persistent 'road break'). Rejected
all-zero line paths now resample the field ungated with a tight cap
(2.5u, median <= 2u, 60% hit rate) — a gore twin sits within a lane of
the accepted profile and inherits it; frontage streets stay rejected.
Also: seam_probe forensic test (casing-buffer vertex dump + cross-tile
band compare) that located this; memory watchdog removed at user
request (runaway fixed and verified earlier).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Annotation now runs ONCE over every base tile in global coordinates —
junction consensus and a final exact consensus over coincident vertices
(largest |dz|) unify the overlap clip copies adjacent tiles both render.
DzField terminal cap extension skips endpoints on the tile clip bounds:
holding a cut height flat while the neighbor tile interpolates the ramp
mismatched the overlap band. Reduces (not yet eliminates) the doubled
slab at tile seams on ramping decks.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- One continuous surface face per group ((surface − grounded cover) ∪
lifted): no more overlapping level twins micro-diverging at grazing
tilt (the lens endcaps). Tunnels stay a separate early-painted face.
- Tier-transition joints (bridge/approach style splits from the layer
rank bias) become FLUSH butt joints — but only at collinear
continuations; forks and T-junctions keep round caps. No cap discs, no
wall quads across a joint (suppressed within half_width of the joint).
- Walls/fascia unconditional again (~1.4 m band, clamped at ground): the
field-probe seam filters false-positived on every low deck through the
field's edge fade and stripped the thickness the whole look lives on.
- Baker: cross-tile boundary consensus on base_dz — every tile solves
with 1-ring context, so the same way baked slightly different heights
across a tile seam (visible mid-deck steps at z14 edges); boundary
vertices now unify to the largest-|dz| across tiles (153 paths).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Baker: tunnel sink solve (downward mirror of the lift solve): 5.5 m
clearance at every 2D crossing with a surface way, 30 m hold, grade
ramps, portals pinned to the surface at shared nodes. Tunnel ways get
their own SolvedField (never mixed with the surface field) and the
annotator runs a negative sampling pass for paths with no deck lift;
base_dz now carries signed dm values (195 tiles, +2 tunnel-only).
- Renderer: third level in the cascade — sunk parts with their own cover,
painting before ALL surface content; sunk faces displace down through
the existing signed-lift shader path. Tunnels with baked negative dz
join the union as solid sunk roads in 3D bakes (tunnel tag stripped for
styling); flat bakes keep carto dashes. Tunnel ways stay out of the
stroke/arrow corridors so surface streets above a tunnel line cannot
inherit the sink.
- Deck walls become fascia bands (~1.4 m below the deck edge, clamped at
ground): underpasses are OPEN — you can see through them.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Every lifted level part emits wall quads along its boundary rings: top
vertex rides the deck dz field (v=0), bottom stays grounded (v=1), same
x/y — flat mode degenerates them to nothing, tilt reveals the wall.
Darkened face color, drawn one zbias step under the face at a quarter
ladder step below. Decks read as volumes, ramp-displacement crescents are
closed, and underpasses look like underpasses.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>