The doctrine catches up with the engine: landforms and tunnels are one
call and digging works anywhere; railways and roads are edited by their
path points (crossings generate, styles switch, any model drives);
freshly modeled aliases are live immediately — never park a display
substitute.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The verbs existed with the right doc strings, but the model reads the
brief, not the verb table — and the brief's ONE CALL list never said
railway, so it hand-placed track pieces, horrendously. Now it says it,
with the two-line essential shape.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Post-P8 the game session still advertised assets.query/assets.schema but
the in-process executor answered both Unavailable — the model's main
alias-search tool was dead, and every "find me X" turn gave up on the
store. Both now execute over the server's bounded /v1/assets/query route
(schema via sqlite_master plus the usage notes). The game brief gains the
new-game-vs-edit rule, interior design law, generate-after-search, and
explicit y semantics so player_pos().y stops being pasted into
ground-relative fields.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Squashed from work; the fine-grained history is under tag archive/work-2026-08-26:
- vj: the thumbnail pipeline becomes one honest machine, and effects go livecodable
- repo: context_ladder scratch bin stays local, not shipped
- vj: thumbnails become mp4 — hardware-coded sheets at measured-4K cells, and the bake stops racing the GPU
- store: the ceremony dies — batch publish, one transaction, and the engine stops re-reading its own log
- vj: the console grows real transports, and the deck stops lying about reverse
- models: an interrupted install can never load broken
- importer: the classic worlds stop being mirror images
- asset-ai: the chat tells the truth while it works
- sqlite: derived tables get their real names, their predicates, and all their arms
- llm: the step cost model is chosen per device — the RTX PRO 6000's measured verify curve (13.7 + 3.17·B ms) beside the 5090's; the bench warms every tail shape and times two windows
- importer: a sound and a single-tile sprite publish a picture like everything else
- asset: hardware sha256 kernels, proved against the software oracle before they run
- sim: a declared map facing becomes a body's heading through one rule
- asset: the batch publish route, with the hostile cases it has to refuse
- asset: an example that asks a live store which assets carry a thumbnail
- asset+sim: the two modules their own commits already declared
- asset: ActorDef::scaled — every linear quantity follows the map's person height — plus the place-dump and retire-stale store examples, and the game chat context stops reporting work it did not do
The asset store now uses libs/sqlite_query as its ONLY engine — not a feature
flag, not a fallback. That closes the Windows gap (the embedded store starts
there now, and a SHARED->EXCLUSIVE upgrade is handled rather than assumed
free) and takes the C dependency out of the build everywhere else.
Around it:
- store: a garbage collector, catalogued content that is referenced in place
instead of copied, the `vjeffect` kind, and host/chat routes that keep up
with the chat wire below.
- importer: the unified map contract reaches quake2, quake3, doom and duke —
world placement, nav, welding, prelit maps and glTF node handling shared
rather than reimplemented per game. Music import, billboards and stateful
props move to the data crate so readers stop linking the importer.
- ai: the serving side of multi-lane chat — per-lane conversations, honest
progress and acceptance reporting, penalties and a watchdog, context as a
per-box number that compacts instead of erupting, a realtime session mode,
and inpaint/flux2 backends. `chat_bench` measures the rate the way the
client meter computes it.
- client / chat / chat_ui: a publication can NAME a file instead of carrying
it; the wire says whether a turn is warm and whether it is thinking, so a
client stops guessing; transcript and feed widgets render history the way
the model wrote it. `SessionConfig::catalog_runtime` lets a host size the
catalog runtime's lanes itself — a browsing UI puts every listing, every
per-tile resolve and every thumbnail blob through that one runtime and
wants a wider fast lane than the shared default, while media lanes keep
it (a few big transfers, not a thousand small ones).
- widgets: the shared asset widgets — one video view (knobbed seek,
transport, bracket trim, rail playback) used everywhere, plus thumb,
preview, scene view, walk-world and the lyric reader.