Pass 4 collects relation jobs, bbox-scans them against the RAM stores,
sorts by NL-spiral distance and publishes store/spool-frontier.txt (key
of the first unfinished relation; spool flushed before every publish).
pbf-base slices a LIVE store behind that gate (--bbox only, torn-tail-
tolerant block reads, pid-scoped sort chunks so concurrent slices never
clobber shared edge blocks), and mapfleet claims block per cell on the
frontier instead of waiting for the whole spool.
Pass-granular resume: passes 2/3 stamp exact spool block lengths +
counters + stats; a restart rolls the spool back to the newest stamp
and reruns only the remaining passes (unit tests + crash drill).
Weave fixes from the Luxembourg end-to-end smoke run: bake outputs land
via temp+rename so the ledger name never exists half-written, and
transmux verification now checks the union of ALL sources with first-
source-wins ownership (it compared source 0 alone and failed every
multi-source weave).
Also: pass-4 worker clamp 12→14, dead paged NodeStore/WayStore and
emit_lines/emit_polygons deleted (flat stores/prepare_* replaced them),
mapfleet --pbf + startup chunk sweep + end-of-spiral drain and final
weave, world-build.sh refreshes the -run binary copies.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- libs/game/math: cross-arch bit-deterministic f32 kernel (f64-internal
fdlibm-style polynomial kernels, exactly-rounded IEEE ops only, zero
platform-libm transcendentals). Parity golden hashes recorded on aarch64;
equal hashes on every other target IS the determinism test
- libs/game/sim: the gamemaker world moved verbatim (entity/terrain/world/
queries/step — float expression order preserved so tapes replay
bit-identically). No Cx, no draw types, no ScriptObjectRef: script
callbacks are CallbackSlots resolved through a generation-tagged
host-side CallbackTable in game_view.rs; sim reset no longer touches audio
- examples/gamemaker: game_view.rs 5545 -> 4640 lines (script boundary,
rendering, input devices, host I/O remain); per-tick args/input objects
built via unchecked pushes + release_transient (flat-heap tick path)
- apps/arcade: Makepad Arcade app shell + workspace membership
- Verified: headless sandbox3d fixture (90 entities) boots end-to-end;
gamemaker/sim/math/script-test suites green
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Escape barrier: every checked store funnel tags stored objects REFFED
(stored => REFFED structural), ret==args guards at native completion,
fn-arg bind-time barrier (closure-captured scopes retained args untagged
-> latent use-after-free under eager release)
- vm.release_transient() for host per-call objects; *_unchecked pushes are
the releasable-container path; call_with_scope native branch no longer
leaks one scope object per Rust->native vm.call()
- pump_widget_async: dead-isolate reclaim every pump + needs_gc-gated
round-robin mark/sweep — isolate heaps were never collected before
- res.rs: resource path cache was Cx-global and cached handle VALUES across
VMs, so isolate heaps held main-heap handle indices (exposed by the first
isolate mark pass ever to run). Now: data shared globally, handles minted
per-heap, cache keyed (heap_key, path), per-heap detach on GC
- vm.gc() no longer shrink_to_fits every run; explicit gc_and_compact()
- script-test: GC campaign suite (flat-heap tick loops, retained-input
survival, escaped-scope capture, isolate churn collection)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
prepare_polygons clipped the FULL ring (and holes) against every tile in
the bbox: a continent-scale boundary relation (millions of points x
millions of tiles) pinned one core for hours at the planet spool's tail.
Halves clip once per split and recurse (geojson-vt scheme); per-tile
output is geometrically identical (equivalence test: same tiles, equal
areas, identical interior vertices — direct's zero-area boundary spikes
are collapsed, which is strictly cleaner).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The wrapper names printed as hex LiveId hashes on non-Metal backends
(identifiers starting with digits — GLSL compile failure at startup on
Linux/GLES). Metal had the lut entries; Glsl/Wgsl now do too.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
map_bake --recompress re-encodes EVERY tile (both pass-through sites) at
the target quality — compression parallelizes across the whole fleet and
the final dataset is uniformly q11. The slicer ships q2 intermediates
(fast, disk-lean). Bake mode also skips runtime-only work per tile:
building/tree vertex extrusion and POI point parsing never reach the
sink and no longer run on workers.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
tools/remote joins the root workspace (default-run makepad-remote, so
'cargo run -p makepad-remote -- --server' works from the checkout root
on worker boxes). Libraries stay in the build graph as path deps; the
runnable-package list is the things a human actually launches.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Protocol extracted to a shared module + TAG_FILE_PULL (server returns a
file from its cwd, escape-guarded). mapfleet dispatches the NL-spiral:
local slicing against the store (serialized), remote bakes via cargo-run
on each box (bootstrap build cached), pull-back, coalesced weave with
atomic world.mkmap swap. Resume ledger (cell-NNN-baked.mbtiles, empty =
ocean) is shared with world-slabs.sh — run one driver at a time. Failed
cells requeue with backoff; a dead box just stops claiming.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
sample(1) showed the hub thread pegged in FlatFileTree rebuild +
git-status cascade: the world bake writing thousands of files under
local/ stormed fs events and every burst re-sorted the whole repo tree
(incl. target/.rustup/255GB of local). One heavy_nonproject_dir
predicate now excludes them at all scan sites. Separately, .term replay
caps at the last 2MB and files rotate at 4MB — a 208MB terminal history
from the weekend's bake logs was minutes of VT parsing at boot.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
GLSL emits _mp_ wrappers over unpackHalf2x16/unpackUnorm4x8 (WebGL2
baseline has them native); WGSL names mapped for the future backend;
the headless runtime gets bit-exact CPU decodes. The packed map vertex
format is now portable to the wasm target.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The dithered dissolve traded one artifact for another (user call): the
real fix is not fading at all in an already-3D scene — fades stay for 2D
and the single flat->3D mode reveal.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
5s mtime watch on the active archive (root.mkidx for mkmap); on change,
Failed placeholders clear and the visible loop re-requests. Workers
already reopen per batch, so an atomic shard-set swap appears live —
apps/route now points at world.mkmap and starts empty until cell-001
(NL) lands.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Alpha-multiplying opaque 3D through a depth-writing fade let the clear
color bleed through for 0.25s per arriving tile. Surviving fragments now
stay fully opaque; a 4x4 Bayer threshold ramps coverage instead.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Fresh/evicted/rebucketed tiles arriving into an already-3D scene were
replaying the pop-up (the zoom-crossing flash).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Tile ~22000 (Westland greenhouse belt) put thousands of identical-height
rings in one union and the memory spike got the bake SIGKILLed at the
same tile every run. Groups over 800 jobs / 120k ring points stay
per-building; the cap is computed identically at bake and runtime so
signatures agree.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Flattened ring lists turned disjoint outers into phantom earcut holes;
i_overlay orientation normalizes via the SAME shoelace form as
polygon_signed_area (outer > 0, holes < 0, y-down).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
BakedFacesBucket v4 carries pre-dissolved (height, tint) building groups
behind their own input signature; the bake sink unions eligible grounded
jobs per group (chunked i_overlay); on a runtime HIT the eligible jobs
swap for the dissolved groups (paint order re-sorted), on MISS the
per-building path runs unchanged. v3 streams parse with an empty section
so the current NL cut keeps working until the next bake.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
near = frustum half-diagonal (rotation-safe, full tilt stretch) plus a
tile diagonal of margin; the fixed viewport-height radii bit into
visible tile columns at some zooms (2D band with a hard seam). Rings now
only ever act beyond what the camera can see.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
simplify_wall_ring merges sub-2-degree collinear runs (digitization
noise) so adjacent wall quads fuse. fill_3d sub-splits by material:
MAT_WALL and MAT_CANOPY get their own bands; mid ring draws roofs +
two-quad crossed trees (geometric, no atlases), near ring full detail,
heights sink only toward the horizon.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
append_cached_road_icons appended logical 19-float records into the
GPU-packed icon buffer with the old stride's index base (fan-triangle
streaks after 2D/3D mode switches). Decals stay logical CPU-side and
pack on the way in. This closes the packed-format bring-up: 76B -> 48B
per vertex across all map buffers, packing on the builder thread, all
three DrawVector-family shaders (vector, map, svg) unpacking via the new
intrinsics.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
One f32 geometry slot carries two f16s or four unorm8s; the vertex fn
unpacks via _mp_ helpers in the MSL preamble. Type checker: float ->
vec2f/vec4f. GLSL/WGSL mappings + headless Rust-backend impl to follow
with the packed layout itself.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The 3D suffix between the fills and buildings laps splits off; the draw
fades it from 0.75 to 1.5 viewport-heights around the view focus. Under
tilt the far (blurred) field skips the bulk of the fill vertex mass;
flat views are inside the near radius everywhere.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>