# AGENT SLOTS — the cap depends on the time (local IST, `date`)
- OFFICE HOURS 09:00-18:00: at most **7** subagents running (user, 26 Oct 11:2x: "maximum 7 sub agents at office time 9:00AM to 18:00 pm").
- Outside office hours (18:00-09:00): at most **12** (user, 25 Oct 22:05: "Only run 12 subagent at a time not more than that").
- At 09:00 stop the 5 OFFICE-PAUSED agents (TaskStop, they resume cleanly) so 7 run; at 18:00 resume them with their next step so 12 run.

Every agent counts as one slot, forks and helpers included. No agent may spawn its own helpers or forks.
When an agent reports back (its turn ends), either give it its next step (it keeps the slot) or, if its lane is
finished or lower priority than the queue head, let it rest and resume the queue head instead.
Edit this file whenever the active set changes. The check-in reads it; never exceed the cap for the hour.

## OFFICE CAP = 10 (user, 27 Oct ~12:42: "u can run 2 more agent if needed"; 8 since 11:50, 5 since ~10:40)
OFFICE HOURS 09:00-18:00: max 10 agents (drop toward 5 if the Mac is overloaded). After 18:00: max 12.
RUNNING NOW (10): E a9bdfae9fb3e5af72 (beam 7s, then b2), I ae52af647f540618d (fists 7s, then b3), C aac18caeaa58c940d, N1 a8467981ee03da1bd, A a6a2242227c8daaf7, F ac0d3fd7a148f072a, MINIGUN a3ac1dfb391787d5d, N3 a07fefca9ed6adb16 (ice 7s + b3/b4), O a46fa6168b6c0c287 (PUGILIST, COOK-OFF, flamer b2), B aec968d0de5da06f0 (AR 7s, then b3)
QUEUE (after 18:00, or as slots free): N2 a4853a187048b719b, NEW-4 abec8947a46f7e234

## (superseded 11:50) OFFICE CAP = 5 (user, 27 Oct ~10:40: "go parallel only 5 at a time, put others in queue, during office hours")
OFFICE HOURS 09:00-18:00: max 5 agents. After 18:00: max 12.
RUNNING NOW (5): MINIGUN a3ac1dfb391787d5d (took GUN-SFX slot 10:40; GUN-SFX done, #42 merged v4 bebef64b), C aac18caeaa58c940d, N1 a8467981ee03da1bd, A a6a2242227c8daaf7, F ac0d3fd7a148f072a
QUEUE (resume in this order as a slot frees, each with its next step):
1. N3 a07fefca9ed6adb16: ice batch 3 + lifts (SNOWFLAKE, COLD HANDS, ANCHOR ICE, BIRD STRIKE, TDD, COOLANT, SNOWBALL)
2. O a46fa6168b6c0c287: flamer batch 2 (STEPPING STONE first) + PUGILIST splits/face
3. B, E, I, N2, NEW-4 (after 18:00, or as slots free)
When GUN-SFX finishes its sound fix, MINIGUN takes its slot.

## (superseded) OFFICE PLAN 27 Oct (set 08:25 by the coordinator; the 09:00 tick applies it)
ACTIVE IN OFFICE HOURS (7), chosen by confirmed full 8s per agent (quality per token) plus the minigun (the user named it first):
- C aac18caeaa58c940d (sawed-off + pump, 8 full 8s)
- N1 a8467981ee03da1bd (SMG, 6)
- A a6a2242227c8daaf7 (pistol + HFX kit, 6)
- F ac0d3fd7a148f072a (hammer + melee, 5)
- N3 a07fefca9ed6adb16 (ice/glue/portal, 5)
- O a46fa6168b6c0c287 (flamer, 4)
- MINIGUN a3ac1dfb391787d5d (minigun, 2)
OFFICE-PAUSED (TaskStop at 09:00, resume at 18:00 with their next step):
- B aec968d0de5da06f0 (AR: the five 7s, then batch 3)
- E a9bdfae9fb3e5af72 (beam batch-1 notes)
- I ae52af647f540618d (fists fixes, then batch 3)
- N2 a4853a187048b719b (scythe fixes and b2)
- NEW-4 abec8947a46f7e234 (sniper batch 1)

## (old) ACTIVE IN OFFICE HOURS (7) · 26 Oct 11:2x · 3 CODE + 4 PAGE
| # | name | id | lane · next step |
|---|------|----|------------------|
| 1 | TF-PORT-SYSTEM (CODE) | a0c4471520c5ae6d6 | full gate on 44f39d96 (all + 18-arena killtest + ktui), then killsysnet; send pass counts + tf-killsys hash |
| 2 | TF-PORT-ENGINE (CODE) | a762567949a63eb1f | rng per-frame draw count in both dumps; lane run on 53984817 (re-run play18b_taped, stopped at the 08:40 eject); DARK VIVID taped x3 arenas x3 modes |
| 3 | TF-PORT-SMG-1 (CODE) | aa7e0ebfbee61e293 | re-run par_bank-shot_24e + par_tear_24e (killed at the eject); UH-OH; LAG SPIKE TA split test; SL4 + lane C |
| 4 | MINIGUN | a3ac1dfb391787d5d | THE CIRCLE (grave framing, face above the waterline), THE CHOIR, then rares/commons/skins/mids |
| 5 | I | ae52af647f540618d | RPG L1 fixes (coord 08:24 verdict), then L2 (approved), then fists F1 (approved w/ 3 conditions) |
| 6 | E | a9bdfae9fb3e5af72 | BEAM DONE 29/29 (13:25); NEXT: self-audit shrink (28) + gravflip (30) vs today's §9 rules, then CLUSTER (44, taken over from L; script first) |
| 7 | A | a6a2242227c8daaf7 | pistol.campfire and the rest of the pistol list; visor kills 3/6 done |

## OFFICE-PAUSED (resume at 18:00 with these next steps; they rejoin the ACTIVE set after hours → 12)
| # | name | id | next step on resume |
|---|------|----|---------------------|
| 8 | C | aac18caeaa58c940d | pump CORONATION (approved script), then the 10 mids' scripts; MOTH final (red runs wobble if touched) |
| 9 | B | aec968d0de5da06f0 | coord 08:26 verdict: SPRING/FIREFLY/KNEE JERK faces; RUNNER + PLAYING DEAD L/VL Faris to edge; BAYONET headband; GRENADE BELT eyes; then bouncer slate 2 + next VL batch |
| 10 | F | ac0d3fd7a148f072a | FIRST ON RESUME: spear.skin-neon throws IndexSizeError (negative ellipse radius -0.73) at 58k_w_spear_skins.js:1298 (drawBg via 58k_slice.js:83) at all gores, AND its film is 16.75 s, over the 15 s cap (trim by cutting); then CLOTHESLINE polish (mouth/jaw line at the profile, VL Faris trimmed), then THE TAP, FLOUNDER, KELP |
| 11 | O (flamer) | a46fa6168b6c0c287 | finish the WET SHOT ledger edit + send the sheet; then TORCHED, BURNING BRIDGES, AFTERBURNER, FLASH IN THE PAN, GRASSFIRE/KNEE LINE, NAPALM, 7 skins, 10 mids |
| 12 | TF-PORT-SMG-2 (CODE) | ae5d734a47ccb0194 | TELL ON RESUME: (1) RNG RESEED at the trigger (page line by A in 58k_cine.js + game ffbe2beb): merge tf-kills, re-capture ALL page inputs once; (2) the user's PERF rule (26 Oct 11:55, brief §9): no per-frame allocs, pool, pre-warm, PERF row on every sheet per PORTING_GUIDE §5; re-fetch par2_peephole stills (stopped at the eject); E6 wiring at PORT-PENDING points; was compiling the SL5 handover (core + spec); X-RAY CHAIN + PEEPHOLE sheets; lane D labs |

## QUEUE (resume in this order when a slot frees)
1. K adc5a7c8610d6bef9 — PAUSED 01:52; next: /Volumes/Workspace/Scratch/K/NEXT_STEPS.txt
2. N a51bb99a7028be10f — PAUSED 01:55; next: _tools/conv/sniper.md "PAUSED 26 Oct"
3. KIT-SOUND a46fb65245793f888 — rested 22:45 for the MINIGUN slot (it was caught up on new arrivals); next: LIQUEFACTION, ROCKET JUMP, the re-times, 75 aliases
4. L a943ab4c01d7927d0 — (CLUSTER MOVED TO E 13:25; L has no lane left until reassigned) cluster: KIT-BODY 22:47 fresh grade ladder 7/43, brutality 6/26/11; FIRST fix DUCK AND COVER (XT is a blank white flash frame), HERO OF THE DAY (XT=VH, empty VL), LIQUEFACTION (VH=H), JOYRIDE + CANNONBALL (empty VL); then the tail-wrap re-ladders; all to the HORROR + BRUTALITY BAR
5. J a270e3e4268b7aed3 — (stopped itself 23:10 at the cap after KIT-BODY's routing message woke it) tpdagger re-ladder BATCH A ACCEPTED 23:12 (NO HANG, THE CORD, THE MISS, THE SQUEEZE, SEESAW; sheet builder-j/sheets/tpdagger_ladA.jpg). On resume: YES fix the H=M on the three accepted mids; YES work KIT-BODY's backstab XT notes (blade between ribs / vertebrae, tip out of the front, real dead face, held) into batches B + C; then batch B (GREEN BLOOD, GUESS WHO, WAIT HIM OUT, JANUS, BACK OF BEYOND), C, then 7 skins (scripts first, HORROR + BRUTALITY BAR). Its KO face K.FACES.tdKo folds into A's shell default dazed58 (§9 23:10).
6. G a3fe47811f7d95bee — scythe/tkglove/thammer ladder pass SOLO (forks a54eb5da6f8cced79 afbae8c399374a383 aac1146ada12b3c35 a61291d4cd072c87d are folded in: G picks up their on-disk work; do NOT resume the forks)
7. SOUND-2 aff24acc077066395 — SHRINK verify, THE CONTRAPTION
8. H ac6325718183570ab — glue wrap-up sheet (glue page done)

## NOTES
- (22:30) LIMIT ~22:28 (printed reset 03:20): SYSTEM, I, O, E stopped; resumed all four at 22:31 per the assume-reset rule. Keep resuming every tick until it clears.
- (21:44) FOR C aac18caeaa58c940d on resume: FLOORBOARD home re-ladder built, NOT reviewed (/Volumes/Workspace/Scratch/c/out/contact_floorboard.jpg); trim its smoke (perf peak 106 > 100) first, then twirl XT/VH/H, then the rest of the sawed-off older ladders. Coordinator to review the FLOORBOARD sheet on resume.
- (21:43) USER INBOX #28/#29: page 61 v2 picks (PISTOL C 1911, RIFLE C M4, SHOTGUN A 20-gauge pump, HEAVY C heavy MG, BOOM B frag+RPG) -> into the game for pistol/AR/pump/minigun/RPG; 'find sfx for all remaining weapons' -> page 61 v3 (28 weapons, 3 full-flow sets each, real CC0 only). Slot swap: C (pump) RESTED (next: sawed-off older ladders); GUN-SFX ad07ccbeb467705cb RESUMED.
- (20:28) GUN-SFX DONE (both parts): revert merged into v4 3c31baa3; new page 61 (real CC0 Freesound full-flow sets, 5 classes x 3) live, linked from 36_index. GUN-SFX -> RESTING (resume on the user's picks to integrate). O (flamer) a46fa6168b6c0c287 RESUMED in its slot: TORCHED + the flamer list.
- (19:21) FOR G on resume: NO GROIN WOUNDS rule (§9): thammer.mid-stride and scythe.mid-the-catch ledger rows describe groin wounds; move to hip/thigh/belly, finals unchanged, playall. Also read §9 lines 311+ (PERF cheap builds, NO HANGING, VH/H not a template, render_slot.sh, length cap measured trigger->exit).
- (18:36) USER SOUND REQUEST (chat ~18:38): keep the page-61 HD sounds only on AR, sniper, RPG, ice, glue, blink knife, golden gun, shrink ray, thunder hammer, speed sabre; REVERT the other 11 (pistol, revolver, hand cannon, SMG, minigun, flamer, GL, cluster, fists, spear, pan) to the old sounds in game + kill pages; CLEAR page 61 and rebuild it with internet (non-AI, commercial-OK licence) full-flow sound sets for PISTOL/RIFLE/SHOTGUN/HEAVY/BOOM. Slot: O (flamer) RESTED after WET SHOT (accepted); GUN-SFX ad07ccbeb467705cb RESUMED in its slot. O's next on resume: TORCHED + the flamer list.
- (18:26) AFTER HOURS 12/12: the session limit stopped all 7 at ~16:20 and the SSD was disconnected until 18:2x (the user: 'connect ssd and start work, it off office hours'). MySSD remounted; the stale Workspace image (disk5) was force-detached and re-attached; SYSTEM's b23 gate chain (on the dead mount) killed; autosync restarted (pid in coord/autosync.pid); all 12 resumed at 18:24 (7 active + C, B, F, O, SMG-2 back with the rule digest §9 311-320). tf-kills at 1a1a343c (begin piece by piece) not pushed yet.
- 06:43 SECOND LIMIT 05:15-06:42 (all 12 stopped; queued cron ticks piled up while I was blocked); resumed all 12 at 06:43.
- 05:13 LIMIT CLEARED: all 12 running again (resumed 04:57).
- 04:50 SESSION LIMIT: 11 of 12 stopped at 04:45 (printed reset 09:00-09:40 IST); resumed at 04:47, failed again at once. Per the user rule, resume all ACTIVE agents at every 15-min check-in until it clears (MINIGUN still running). Mac: TF-PORT-SYSTEM's 0578347e build ran under the lock; GUN-SFX build 2 succeeded, its lab not run yet.
- 04:40 TODO (same agent): extend brutCheck's FARIS flag from XT to every level XT..M (Faris dominant in H finals keeps recurring: SHOOTING GALLERY, LAST ROUND, HALL OF THE SLAIN, THE PRESS), plus a NOVICTIM flag for XT..M frames without the victim.
- 04:08 TODO (when a slot or A frees): add a VISOR flag to K58.brutCheck: at XT/VH, a victim whose visor / mask / full helmet / blindfold is still drawn over the eyes fails (rule §9 03:52). Then a library sweep at XT to list every visor-covered dead face per owner (seen so far: smg.moonlight, spear.the-narrow-way, revolver.mid-holster-to-holster; ALSO Chotu's red HEADBAND sits across his eye line and hides the face in every kill (A found it on pistol.overflow 06:56): the flag must catch it too).
- 03:42 XT LOSES THE VICTIM AT HOME (A's REAIM58 check; the shell guard can't fix these): FOR G on resume scythe.carousel (x2); FOR H glue.glue-trap (the severed-hand close: confirm design or fix); FOR L cluster.mid-drop-the-beat@forts (zone camera holds the frame) + cluster.bunting@forts (A, 03:53: the body LEAVES THE WORLD on forts, y=9984, an fprog parks it after the camera step; fix the kill's staging so the body stays on the map, or OWE forts in its stage check). Active owners told: C pump x3, I fists x2, F spear.fended-off.
- 03:06 LENGTH CAP (user: up to 15 s): over 15 s in the audit dump: handcannon.trophy-room 16.6 + handcannon.proving-ground 15.4 (FOR K on resume: trim to <= 15.0), speedsabre.skin-gold 16.2 (sent to F), portalgun.crash-test 15.1 (portal lane, unowned: whoever takes it trims it), revolver.skin-gold 16.7 (sent to A).
- 03:00 TRIGGER AUDIT DONE (ZONE-LOOKS, report _tools/TRIGGER_AUDIT.md; 39 orphans left, all on owner lists). RULING on the 3 HAZARD-DEATH orphans: option (a) for all (re-stage as needs.kinds films; the film causes the death). FOR N on resume: sniper.the-guide-line + sniper.sling → option (a). Shell guard (final camera re-aims at the settled victim, XT/VH/H only, per-level opt-out) routed to A.
- 01:57 FOR O on resume: BACKDRAFT plays only on the tower (all other maps OWED). Give it a stage58 cast stand-in (a cast storeroom / lift with a shutter) so it plays on every arena (user rule: every kill on every map, no single-map dependence); send its sheet (flamer_b5_backdraft.jpg) for review first.
- 01:57 FOR K on resume: /Volumes/Workspace/Scratch/K/NEXT_STEPS.txt (golden mids fixes: L/VL pairs alike in THE BILL/KEEPSAKE/GOLD FEVER/THE PLEA, BILL VH crop, LIVING STATUE L failed + M legs only, PLEA H weak; then mids sheet 2; then handcannon batch 2 from EARMUFFS).
- 01:50 USER (inbox #19): coding restarts in parallel, 4 code agents + 8 page-side. CODE: TF-PORT-SYSTEM (KILL TEST MODE first, then D2c+), TF-PORT-ENGINE (engine pieces + SMG pilot), TF-PORT-SMG-1 and TF-PORT-SMG-2 (new porters, SMG kills in parallel). PAGE-SIDE KEPT: A, B, C, E, I, MINIGUN, KIT-BODY, ZONE-LOOKS. PAUSED for slots: F, O, K, N (winding down; resume first as slots free). Kill system D1+D2a/b MERGED into v4 01:48 (f69d5a88), build_test running.
- 01:45 FOR G on resume: coordinator fixed gravflip.skin-cartoon's L-level exception (58k_w_gravflip_5.js:325, the bump's inner ellipse radii now Math.max(0, …); A found it in the 936-kill L/VL sweep). Re-render that row to confirm.
- 23:25 FOR A on its next resume: (1) add the 3-line K58.woundStyle hook in 58k_cine.js's wound wrapper (~line 2343) for KIT-BODY's calibre wounds (option 1, approved); (2) the dazed58 L/VL shell default (§9 23:10); (3) smg.skin-taped re-ladder first (port pilot); then the SMG skins, pistol/revolver.
- 23:25 KIT-BODY final tally: ladder 133 PASS / 721 WEAK, brutality 142/499/213 over 854 kills; per-owner work lists in _tools/ladder_lists/<owner>.md (SMG first in each).
- 22:20 KIT-BODY tally: older pages fail the ladder almost entirely on the shared tail-wrap (XT=VH close, H-VL one wide). 284 PASS / 518 WEAK of 802. Owners re-ladder their own older pages in a batch alongside each new batch (P2.6 rule). SMG pieces first everywhere (A skins, B films + smg_d, E 10 mids + 4 films).

- (27 Oct 05:20) GUN-SFX ad07ccbeb467705cb DONE and RESTING (the 22 v3 picks in the game, the shell fix in the game, flesh-impact sounds lib_hitfx live in the pages; page 61 FLESH HITS bay for the user's picks). Freed slot: NEW-4 abec8947a46f7e234 SPAWNED, owning SNIPER + BOUNCER (taken from B; B keeps AR + BURST). OFFICE PAUSE at 09:00: NEW-4 joins the OFFICE-PAUSED set.

## RESTING / DONE
- GUN-SFX ad07ccbeb467705cb — LANE DONE 07:05: tf-gunsfx d1b4bddc (gunsfxlab 36/36, build 4), merged into v4 f06006b9 (csc 0), build_test running; kill pages re-banked (#23). Resume ON DEMAND for sound follow-ups.
- ZONE-LOOKS a653ab507120d3d8c — TRIGGER + ARENA AUDIT DONE 02:58 (956 kills, 326 data fixes, 792 renders). Resume ON DEMAND to re-run audit / data-only fixes when an active owner finishes: node _tools/trigger_audit.mjs dump|analyze|render; trigger_audit_fix.mjs plan|apply
- KIT-BODY a38d1cba93f1f8a49 — kit lift DONE + live (02:00), full re-grade done (SMG fresh 02:16); resume ON DEMAND to re-grade fix batches (it regenerates owner lists)
- M a7daba00c1b156177 — CANNOT be resumed (the harness says the user stopped it; don't relaunch without the user asking). PORTAL lane (_tools/ladder_lists/M.md, 11 WEAK + remaining content) and the REALM REGISTRY are UNOWNED: hand them to an existing builder when one frees up.
- TF-PORT-SYSTEM a0c4471520c5ae6d6 — PAUSED by the user 26 Oct 01:16 at tf-killsys f6ae1d57; MERGE HASH a210b849 (D1+D2a/b, build 4: killsys 69/0, wifi 100/100) waits for the user's go; resume notes in Docs/plan/v4/tf/TF_KILLSYS.md
- TF-PORT-ENGINE a762567949a63eb1f — PAUSED by the user 26 Oct 01:16 (pages first) at tf-kills 66c3fc20; resume notes in its stream doc
- TF-RETIRE a0b74077d3cf72b30 — done
- NEVER resume: a604f983e7d963ede a3f6b216eca08b47a a8ddf72b6dfb1e3aa acc20e3f20868f10f a3dd760ce6480a097 acc2ec8f1a893475c a82ae365d19c988f4
- (08:30) limit gap 08:2x: A, I, SMG-1, SMG-2, ENGINE, B stopped on the session limit; all six resumed at 08:29 (12/12). Accepted final this tick: pump PLUGGED + SNOW GLOBE, pistol FIRING SQUAD + STAINED GLASS (polish), minigun THE MILL (XT two-eye polish), flamer NO CAPES, bouncer mids HOT POTATO/HAIR TRIGGER/OFF BEAT, AR VL TIMBER/UNDERBARREL/WALK IT IN/SEARCHLIGHT. Back: rpg L1 (4 of 5), SPRING/FIREFLY/KNEE JERK faces, RUNNER/PLAYING DEAD/BAYONET/GRENADE BELT VLs. Approved plans: I L2 + F1, C MOTH + CORONATION. VM: stopped ENGINE's hung units5 player pid 1177627 (35 min, alarm missed it). Pushed tf-kills 903de646.
- (11:14) RESUMED after the user's travel pause (08:40-11:13: SSD ejected, crons off). SSD remounted, autosync restarted (pid 21497), crons recreated (b4831f42 15-min, ca1fce04 5-min inbox), all 12 agents resumed. Stopped at the eject and to re-run: SMG-1 24e queue (bank-shot, tear), SMG-2 par2_peephole stills, ENGINE play18b_taped. CLOTHESLINE profile XT accepted (mouth polish + VL Faris trim).
- (11:46) LIMIT 11:3x: all 7 office agents stopped (printed reset 16:30 IST); resumed all 7 at 11:41 and again at 11:46 per the assume-reset rule. User's game copy (User_44f39d96) closed by 11:46.
- (12:06) RNG AT THE TRIGGER ruled (ENGINE diagnosis (b): the page lead-in draws from sc.rng): page reseeds at sc.at(-0.003) (A lands in 58k_cine.js after 3192), game in tf-kills ffbe2beb (pushed). All porters re-capture page inputs once after A's line lands. Random page layouts shift slightly by ruling.
- (15:18) USER (chat 15:2x): "jst merge things so far and gimme a playable build in internal storage". Integration branch v4-play = v4 + tf-kills (6a5b2722) + tf-killsys (c7b34237) + tf-kills-smg1 (1c7d2a6a) + tf-kills-smg2 (570bb2d0), all merges textually clean (bf7d7f0c). StickFight-dev worktree switched to v4-play for the build (switch back to v4 after); Unity BuildMac play_v4play -> Builds/Play_v4play/Stickbash.app, then copy to internal disk. v4 itself untouched.
- 22:57 COORD: CLUSTER b2 approved to install with 4 fixes (soak overlays CANOPY VH / ONE IN A THOUSAND, LAP OF HONOUR glass, rewind speed-up check, perf baseline trace; E resumed). GL batch 3 approved with distinct XT wounds (I resumed). GRASSFIRE VH PASSED (O). Dead lungs + face guard accepted (A). VL batch 4 accepted bar 4 fixes + BATHYSPHERE H/M/L re-stage (B). d69e4fa2 -> SMG-1/SMG-2 merge. Probes-through-render_slot rule sent to all page agents. SYSTEM b28 00e9d135 built 22:55, castle repro + b27/b28 A/B running.
- 23:25 LIMIT STOP: SMG-1, B, ENGINE, SYSTEM, GUN-SFX, F, I, MINIGUN hit the session limit (reset printed 04:20; account switched to a new seat). All 8 resumed 23:29 with exact next steps restated (ENGINE: double scene time first; GUN-SFX: user #32 MP7 single first; SMG-2 owns FILM LOOK lane).
- 23:44 COORD: second limit stop (~23:35) for B, ENGINE, SYSTEM, GUN-SFX, I, MINIGUN, SMG-2, O; all 8 resumed 23:44. Pushed tf-kills 244d567c (ENGINE items 1/2/3/5), tf-kills-smg1 17009696 + 61850d86. PAN batch 1 ACCEPTED 23:40; MOONSHINE ACCEPTED 23:44; HEADS UP ACCEPTED 23:20.
- 00:51 COORD: pushed tf-kills 4e810b2e (double scene clock + blood in doubles, cavity mesh, still-only ground, deep film world). PORT_GATE §1b parity gate (poses ≤2u, exact rng/blood, FILM SSIM ≥0.50, cosmetic/arena reported) + §1c arena plate re-export (SMG-2 export -> A shell) and ONE shared film grade. ACCEPTED: CLUSTER b2 (00:16), THE HAND (00:26). Fix rounds out: WELL DONE (O), CYLINDER GRIP + shell KO border on mids (A).
- 00:50 USER inbox #33 "Speedup the gun sound parllely": B (aec968d0de5da06f0) RESTED (next: burst VL batch 6, the last 7 burst films, then the 10 burst mids, then SMG); GUN-SFX-2 (a7649c39088543428) spawned in B's slot for page 61 MELEE + MAGIC (own data file 61_gun_sfx_data_mm.js, merge hook by GUN-SFX). GUN-SFX keeps ENERGY. Resume B when the gun page is done.
- 01:20 USER (chat): "stop porting animation to the game for now, focus on the animation in page now. stop porting animation into game until i say" + "meanwhile create latest build in internal storage too". PORTERS PAUSED (do NOT resume until the user says): ENGINE a762567949a63eb1f (tf-kills e3bc5372), SYSTEM a0c4471520c5ae6d6 (tf-killsys 0f1b85e9), SMG-1 aa7e0ebfbee61e293 (6abf0a43), SMG-2 ae5d734a47ccb0194 (3d9b23dd); each wrote a PAUSED state note in its stream doc. Play build: v4-play2 in StickFight-dev (v4 149b9f60 + those 4 + tf-gunsfx3 3c2cf469; World.cs HP-bar conflict resolved), building at 01:58.
- 01:00-02:00 USER inbox #34 (scores) + chat "first u score mini gun ... priority": page-building PAUSED; page 62 (62_scores.html, THE SCORECARD by MINIGUN agent) LIVE with minigun scored by the coordinator (avg 5.0/5.0). SCORING (rules _tools/62_SCORING.md): A = ar burst sniper bouncer smg laser portalgun; E = pistol revolver handcannon golden knife tpdagger; F = beam shrink gravflip cluster ice glue tkglove; I = hammer spear pan sabre scythe thammer flamer; O = fists rpg gl sawedoff pump. MINIGUN agent = page 62 polish. GUN-SFX waits for the play build, then gunsfxlab 42/42. GUN-SFX-2 builds MELEE+MAGIC on page 61.
- 02:05 COORD: B (aec968d0de5da06f0) and C (aac18caeaa58c940d) RESUMED as SCORERS (B: laser portalgun tpdagger; C: glue tkglove thammer); A/E/F/I lists trimmed accordingly. 9 agents running (GUN-SFX-2, MINIGUN-page62, A, B, C, E, F, I, O); GUN-SFX waits for the play build; porters paused by the user.
- 01:25 PLAY BUILD done: v4-play2 fcee629a (v4 149b9f60 + tf-kills e3bc5372 + tf-killsys 0f1b85e9 + smg1 6abf0a43 + smg2 3d9b23dd + tf-gunsfx3 3c2cf469; World.cs conflict resolved), csc 0, BuildMac ok 3m50s, copied to ~/StickBrawl-v3/Builds/Stickbash-PLAY-27Oct.app (184 MB), headless smoke 0 exceptions; pushed v4-play2; StickFight-dev back on v4. GUN-SFX released for gunsfxlab.
- 02:00-03:05 USER: "no need to update 62 ... audit all animation make it 8 above for all animation for all metrics" (+ split-screen cinema as an ingredient, very detailed animation, better scripts, extreme gore at XT, detailed bullet hit FX). SCORING STOPPED; THE 8+ PROGRAM (_tools/8PLUS_PROGRAM.md): A = GORE/WOUND v2 + BALLISTIC HIT FX v2 kits then pistol/revolver/handcannon/golden; E = CINEMA KIT v2 then beam/shrink/gravflip/cluster; MINIGUN agent = minigun first; B = ar/burst/sniper/bouncer; C = sawedoff/pump; F = hammer/spear/pan/speedsabre/knife; I = fists/rpg/gl; O = flamer; NEW N1 a8467981ee03da1bd = smg/laser/thammer; N2 a4853a187048b719b = scythe/tkglove/tpdagger; N3 a07fefca9ed6adb16 = ice/glue/portalgun. Scripts to coordinator in batches of 6. GUN-SFX: rest until MAGIC, then flesh-impact sounds for the hit FX. 12 running (GUN-SFX-2 + 11). v4 b95143e2 = tf-gunsfx3 merged (build_test green, pushed). ix_film fixed (plates preload, port 0).
- 02:01 COORD: 13 running (over cap) -> GUN-SFX ad07ccbeb467705cb STOPPED (rest; resume when GUN-SFX-2 finishes MAGIC, then flesh-impact sounds for the hit FX). 12 running. OFFICE CAP at 09:00 = 7: plan to keep A (kits), E (cinema kit), MINIGUN, B, I, O, N1 and pause C, F, N2, N3, GUN-SFX-2 (if still running).
- 02:07 USER inbox #37: page 61 v3 picks for 18 weapons (/Volumes/Workspace/Scratch/coord/user_picks_61v3.txt) + "start porting sound too, use all sfx for the weapon, change weapon logic/animation accordingly, perfectly detailed" + "update the magic one quickly". GUN-SFX-2 told to finish MAGIC fast then end. NEXT IN ITS SLOT: resume GUN-SFX ad07ccbeb467705cb for SOUND PORT v4 (branch tf-gunsfx4 from v4 b95143e2): all 18 picks with full-flow hooks (draw/rack/reload steps/casings/empty/specials), weapon logic + animation moments added where missing, gunsfxlab extended, Mac build, hash to coordinator. Golden = keep; unpicked weapons keep current.
- 02:30 COORD: found a duplicate autosync loop (pid 21497, 15 h old, old PATHS) racing the current one (36044) -> killed 21497; the false 'syntax error' skips came from the two loops overlapping. Approved 8+ batches so far: fists b1 (I), AR b1-b3 (B), flamer b1-b3 (O), sawedoff b1-b2 (C), minigun b1 (MINIGUN), hammer b1 (F), ice b1 (N3), scythe b1 (N2), smg b1 (N1) = 72 kills scripted. Kits: 58k_cinekit.js landed; 58k_hitfx.js landing; asked A to put both in K58.SHARED + a per-calibre paint hook.
- 02:45 CINEMA KIT v2 APPROVED (E; 58k_cinekit.js in K58.SHARED; demo 62x_cinekit_demo.html; sheet /Volumes/Workspace/Scratch/killpages-e/out/aud/CINEKIT_DEMO.jpg; API in TRAPS line ~225; camera-hold rule). HIT FX v2 first demo reviewed: fixes sent to A (exits read as roses, minigun stripes, round drops). Page 61 MAGIC live (GUN-SFX-2 done after final check); 28/28 weapons; synced to bashatest. User inbox #39: going to sleep after picking.
- 02:50 GUN-SFX-2 a7649c39088543428 DONE (page 61 v3 complete 28/28, full check passed) -> ended. GUN-SFX ad07ccbeb467705cb RESUMED in its slot: SOUND PORT tf-gunsfx4 (18 user picks, every full-flow step wired, add weapon logic/animation moments, gunsfxlab extended, build_test, hash to coordinator).
- 02:45 USER #40 magic picks (thammer C GOD OF THUNDER replaces KEEP, scythe A, tkglove A, tpdagger A) + #41 'implement new animation and logics accordingly to sounds, new elements too' -> GUN-SFX authorised for new anims/logic/elements (fair, perf-budgeted, documented). 12 running (GUN-SFX-2 completed).

- (27 Oct 03:02) 8+ reviews: I fists b2. Approved: JACKKNIFE, WRUNG OUT, JACKPOT; THE BRINK once it lands on the real hazard. HIT ME and UP TOP sent back for a new death (ledger repeats: DEAD SEA pores, HOLLOW POINT husk, pump TUMBLEWEED, sawedoff SCATTERED jigsaw). B: TUTORIAL 7/7/8/6 and T-POSE 5/7/8/5 sent back (skull bone flaps, meat voxels, the 92 ms despawn spike).
- (27 Oct 03:09) 8+ re-scores: O WHICH WAY IS UP 6/7/8/5 (face too small, lozenge cracks, mean 23 ms perf); C KICKBACK 7/8/8/6 (POW-starburst shred, frame the red track), LAST CHORD 7/7/8/6 (arm over the crater, real eye, keys in frame). Told A that the blast painter shred reads as a starburst.
- (27 Oct 03:14) HFX v2 APPROVED (A); A goes to faces, then the burn base. E is assigned BLOOD v2 (base renderer 40k_gore.js draw paths; no rng change; before/after sheet first). LESSONS 2 appended and broadcast. Re-scores: MINIGUN COLD START 7/7/8/6; I fists b1 re-sheet: CROSS-COUNTER 7/7/8/6, HEAD BACK 5/7/8/5, BLOWN PUPIL 7/8/8/6.
- (27 Oct 03:15) F TECTONIC re-score 8/7/8/6: brutality 8 CONFIRMED (the first). Next: guts, waist edge, face, slam close.
- (27 Oct 03:17) N1 HAIRCUT re-score 8/7/8/6: brutality 8 CONFIRMED (the second). Fixes: the crest reads as a pineapple, the ear as a disc, too many devices (5 in 2.95 s).
- (27 Oct 03:18) A FACES APPROVED and live for all kills (terror, agony, slack dead face; HFX.faces switch); broadcast; B to map buDead. A goes to the burn base next. O WHICH WAY IS UP pass 2 at 7/8/8/6 (chest badge, fan eye, striped hands).
- (27 Oct 03:23) B re-scores: TUTORIAL 7/7/8/6 (wait for BLOOD v2), T-POSE 5/7/8/5 (new death: clips into the floor), BOTTOMLESS 5/7/8/5 (cutaway final). A burn base live; the plates read as a fishnet grid and the splits as lozenges, fix asked; then A goes to its own weapons.
- (27 Oct 03:24) C re-scores: KICKBACK 7/8/8/6, LAST CHORD 7/8/8/7, HOT HULLS 6/8/8/6. Cinematic 8 on all three. Common fix: pointed skin flaps read as a crown, so show the red undersides; use the HFX blast painter or KC.blowout, not both.
- (27 Oct 03:28) I fists: HIT ME (barbell, CRUSH exemption) and UP TOP (the jaw lands in his own palm and is high-fived, JAW exemption) APPROVED.
- (27 Oct 03:36) N2 scythe b1: SHROUD 8/8/8/6 and NEVERMORE 8/8/8/7 (brutality 8 CONFIRMED, the 3rd and 4th), THE TOUCH 7/8/8/6 (necrosis reads as a mask or lava), SHADE/DRAW/CATCH at the self-scores. Re-sheet with the next batch.
- (27 Oct 03:37) A pistol b1 (ACHILLES, THUP, MOZAMBIQUE, IN AMBER, X RING, GUN KATA) APPROVED with a device trim (splits only in MOZAMBIQUE and GUN KATA; mids get 2 devices max), the ACHILLES framing and IN AMBER pressure brutality.
- (27 Oct 03:38) A burn base re-sheet APPROVED (Voronoi crust, tears, rags, wisps). A kit phase DONE; A is building pistol b1.
- (27 Oct 03:39) F TECTONIC re-sheet 8/8/8/7 (detail: pointed flaps, donut gut pile, flat body). FOUNDATION 7/7/8/6 per F; XT pass ordered NOW.
- (27 Oct 03:39) MINIGUN re-scores: COLD START 8/8/8/7, THE HOLD 8/9/8/7 (detail is the last point: rib claws, the pommel over the face, flat body).
- (27 Oct 03:40) C re-scores: KICKBACK 7/8/8/6, LAST CHORD 7/8/8/7, HOT HULLS 7/8/8/6 (hands read as boxing gloves), THE MASK 6/8/8/6 (crack reads as veins). The HFX blast flaps (polygon + triangles) went to A.
- (27 Oct 03:44) N2: tkglove audit avg 4.5/5.1/6.5/4.1, tpdagger 3.7/4.9/6.3/3.9. Scythe b2 APPROVED (BY A THREAD loses the textbook FIG plate, which belongs to knife.flayed). Then a RULES SWEEP on tkglove and tpdagger (X eyes, headgear, VH finals with Faris alone, the-miss over the cap, dot stab wounds).
- (27 Oct 03:45) A BLAST re-sheet APPROVED (irregular cavity, flaps folded back, gravity). F FOUNDATION XT re-scored 6/7/8/6 (reads as meditating; needs compression, flattened features, irregular cave, marbled blood, bony grey hands, hammer head).
- (27 Oct 03:48) B: T-POSE 6/7/8/6 (reads as a head on the floor; the floor must slice the chest), BOTTOMLESS 6/8/8/6 (the cutaway is good; the tracer must light the wound crisply).
- (27 Oct 03:51) N1: HAIRCUT 8/8/8/7 (one point from all four), RIMSHOT 7/8/8/6. N1 kit bug: rim and shade strokes draw across other limbs and the head (C had the same bug).
- (27 Oct 04:05) B: T-POSE 7/7/8/7 (show the seam cross-section and a screen-tear device), BOTTOMLESS 6/8/8/6.
- (27 Oct 04:05) ★ FIRST FULL 8: smg.mid-haircut 8/8/8/8 (N1). RIMSHOT 8/8/8/7. Scoreboard started: _tools/8PLUS_SCOREBOARD.md.
- (27 Oct 04:07) ★ SECOND FULL 8: hammer.tectonic 8/8/8/8 (F). FOUNDATION 7/7/8/7, FLIPPERS 7/7/7/7.
- (27 Oct 04:08) C sawed-off b1: all six at B7 (the wound sits inside an intact outline, so breach the silhouette at XT); C/S/A at 8/8/7. Batch 2 scripts to be sent for approval first.
- (27 Oct 04:11) ★ THIRD FULL 8: flamer.rollover 8/8/8/8 (O). A burn kit closed.
- (27 Oct 04:15) GAME: tf-gunsfx4 c59ebd70 (the 22 v3 picks, lab 79/79) merged into v4 as 3c73136d (tree identical to the tested commit), csc 0, build_test running (log Scratch/coord/build_test_v4_gunsfx4.log). Push after green, then a play build. GUN-SFX resumed: tf-gunsfx5 drops the per-shot shell on revolver and sawed-off (approved), then page flesh-impact sounds with A. GUN-SFX-2 completed.
- (27 Oct 04:16) N3 ice b1 re-scored (PERMAFROST and TDD at 8/8/8/7); install approved.
- (27 Oct 04:20) GUN-SFX: tf-gunsfx5 e3c06301 (revolver and sawed-off keep their brass until the eject beat), csc 0; its Unity lab waits for v4 build_test to finish.
- (27 Oct 04:26) v4 3c73136d build_test GREEN (0 errors, 199 MB) and PUSHED to farisbasha. GUN-SFX running the gunsfx5 lab next; then the merge, build_test and play build.
- (27 Oct 04:32) A pistol b1 re-scored (all at B6-7; wound size); one fix pass before b2 is built; sheets need the big XT.
- (27 Oct 04:33) A pistol b2 scripts APPROVED (INTERROGATION drops the orbit; TARGET LOCK split9 is the last pistol split); build after the b1 fix pass.
- (27 Oct 04:37) ★ FOURTH FULL 8: sawedoff.last-chord (C). KICKBACK, FLOORBOARD and PILLAR at 8/8/8/7 after the breach pass. F: FOUNDATION 8/7/8/7, FLIPPERS sheet bug (HUD frame), SHOCKWAVE 6/7/7/6.
- (27 Oct 04:40) GAME: tf-gunsfx5 e3c06301 (lab 80/80, branch build green) merged into v4 as a420b0c9 (tree identical to the tested commit, csc 0), PUSHED. Play build 3: v4-play3 7f7717c7 = v4-play2 + v4 (clean merge, csc 0), build_test running (log Scratch/coord/build_play3.log); then copy to the internal Builds folder and switch StickFight-dev back to v4.
- (27 Oct 04:45) E BLOOD v2 APPROVED to install (hash-identical on 9 kills, perf OK); v2.1 pool push after. C HOT HULLS and THE MASK reach B8. Pump audit: 4.9/5.0/6.1/3.1.
- (27 Oct 04:46) ★ FIFTH FULL 8: smg.mid-rimshot (N1). BLEED OUT 8/7/8/7.
- (27 Oct 04:49) PLAY BUILD 3: v4-play3 7f7717c7 built (0 errors, 201 MB), smoke-tested headless with 0 exceptions, copied to ~/StickBrawl-v3/Builds/Stickbash-PLAY-27Oct-sounds.app; v4-play3 pushed; StickFight-dev back on v4 a420b0c9. BLOOD v2 LIVE (E; switch K40.BLOOD2.on; backups Scratch/killpages-e/bak/blood_pre_v2).
- (27 Oct 04:57) Re-scores: B TUTORIAL and LEAD POISONING reach B8; F SKIMMING STONE 7/7/8/7, FLIPPERS 7/8/8/7; TECTONIC on BLOOD v2 still a full 8.
- (27 Oct 05:01) ★ SIXTH FULL 8: smg.bleed-out (N1). HAIRCUT and RIMSHOT confirmed on BLOOD v2. DEAD BUG 8/7/8/7.
- (27 Oct 05:19) ★ SEVENTH FULL 8: smg.mid-dead-bug (N1). UH-OH 8/7/8/7. HFX entries read as roses close up; sent to A.
- (27 Oct 05:22) ★ EIGHTH FULL 8: flamer.toasted (O). WWU 7/8/8/7 (cross shape). C sawed-off mids TWIRL, LASSO and FALSE START at B6 (mid XT bar).
- (27 Oct 05:26) E BLOOD v2.1 APPROVED to install (pool lobes and meniscus, irregular lip runs, lens blood out of focus, no splats hanging in the air; hash-identical).
- (27 Oct 05:32) NEW-4 sniper audit (21 kills, avg 4.5/5.4/6.2/4.4) + batch-1 scripts APPROVED (REHEARSAL drops the HIGH SCORE banner). N3 ice b1 installed 04:17, lifts in verification. N2 scythe b1 fixes installed, POPPIES 6/8/8/7.
- (27 Oct 05:35) E BLOOD v2.1 LIVE (40k_gore.js only; switch K40.BLOOD2; wall58 flag). Re-scores: N2 scythe b1 fixes (SHROUD, NEVERMORE, CATCH at B8); C mids at B7 (picket ribs); O WWU 8/8/8/7 (hole inside flat black; last pass).
- (27 Oct 05:39) A pistol b2 at B7 (the HFX skull blow-out is the same template sticker in 5 of 6 finals; vary it in the painter). Pistol b3 scripts approved (BLACK ROUND no husk; FIRING SQUAD drops a device). N3 ice b2 approved (ANCHOR ICE: frozen through, not drowned).
- (27 Oct 05:41) ★ NINTH FULL 8: flamer.which-way-is-up (O, pass 7). O batch-4 scripts approved (JERKY = leather strips, no husk).
- (27 Oct 05:47) ★ TENTH + ELEVENTH FULL 8: ice.hail-mary and ice.skin-ice PERMAFROST (N3). Ice b1 lifts installed 05:43.
- (27 Oct 05:52) ★ TWELFTH FULL 8: hammer.the-foundation (F). F lockaudit.cjs tool (Scratch/killpages-f) checks ladders lock at finalT.
- (27 Oct 05:54) ★ THIRTEENTH FULL 8: smg.skin-cartoon UH-OH (N1, its 5th). C sawed-off b2: TWIRL and FALSE START reach B8.
- (27 Oct 05:55) B: 12 AR kills at 6-7, no full 8 yet; told to HOLD batch 3 and finish built kills (camera pushes too timid; compare with a full-8 sheet).
- (27 Oct 06:11) I fists b3 scripts APPROVED (ACID REFLUX may not be waist-deep in the floor; T-POSE owns that). I: detail pass on the five B8 fists first.
- (27 Oct 06:12) ★ FOURTEENTH FULL 8: sniper.drain (NEW-4, its first build).
- (27 Oct 06:15) MINIGUN a3ac1dfb391787d5d HUNG ~2h (no activity since 03:58): TaskStopped and resumed with its next step (THE CIRCLE + COLD START / THE HOLD fixes).

- (27 Oct 06:21) ★ 15-18: sawedoff.twins, mid-trust-fall, mid-false-start (C) and flamer.air-pocket (O). 18 full 8s total.
- (27 Oct 06:22) ★ 19-20: pistol.mid-mozambique, pistol.call-it (A; headExit bite). MINIGUN b2 scripts approved. 20 full 8s total.
- (27 Oct 06:29) ★ 21st: fists.hit-me (I). MINIGUN restarted after a hang. E: beam scratch work under way (out/ck renders).
- (27 Oct 06:30) ★ 22-23: hammer.flippers and hammer.lumps (F). 23 full 8s total.
- (27 Oct 06:31) ★ 24th: minigun THE HOLD (MINIGUN). COLD START 8/8/8/7, THE CIRCLE 7/9/8/7.
- (27 Oct 06:37) N3 ice b3 scripts APPROVED (BRINICLE payoff changed to the palm-skin handprints; frozen bubbles belong to ANCHOR ICE).
- (27 Oct 06:44) ★ 25-26: pistol.gun-kata, pistol.interrogation (A). 26 full 8s total. N3 ice b2 installed 06:41 (awaiting sheets).
- (27 Oct 06:49) ★ 27-29: ice.freeze-thaw, ice.lawn-dart, ice.mid-burst-pipes (N3). N3 self-scores run high (told). 29 full 8s.
- (27 Oct 06:57) ★ 30-33: ar.magazine, ar.mid-newspaper, ar.mid-lead-poisoning (B, its first) and hammer.skimming-stone (F). B had COMPLETED, resumed with notes (batch 3 hold lifts once 2 more reach a full 8). N3 ice b4 scripts approved. 33 full 8s.
- (27 Oct 06:58) ★ 34th: sniper.eight-bells (NEW-4). Shell HUD first-draw spike noted in TRAPS.
- (27 Oct 07:00) ★ 35-36: pistol TARGET LOCK and THUP (A, 6 total). 36 full 8s.
- (27 Oct 07:03) ★ 37-38: sawedoff LASSO and BOTH DOWN (C, 6 total). Pump b1 scored; sawed-off b3 scripts approved (EMPTY SHELL wet, no husk; HOLLOW POINT owns the husk). 38 full 8s.
- (27 Oct 07:07) F hammer b2 scripts APPROVED (ECHO keeps "sunk in the floor" without a cross-section; ROADWORKS impalement dominant).
- (27 Oct 07:11) SESSION LIMIT ~07:10 (printed reset 12:00 IST): O, N3, A, I, NEW-4, N1 and MINIGUN stopped. All resumed at once per the assume-reset rule; resume again every tick until it clears.
- (27 Oct 07:16) SESSION LIMIT: all 12 agents stopped (printed reset 12:10 IST). Resume all at every 15-min check-in until it clears.
- (27 Oct 07:28) Resumed all 12 after the session limit (assume-reset rule).
- (27 Oct 07:38) ★ 39th: smg.mid-brass-ice (N1, its 6th). O THE PUGILIST 8/8/9/7. Limits: some agents run, some report reset 11:10; keep resuming.
- (27 Oct 07:38) ★ 40th: minigun.the-circle (MINIGUN). 40 full 8s.
- (27 Oct 07:42) ★ 41-42: pump.skid, pump.mid-four-eyes (C, 8 total). 42 full 8s.
- (27 Oct 08:23) Resumed all 12 at 08:22 (past the printed reset). Office plan written (keep C, N1, A, F, N3, O, MINIGUN; pause B, E, I, N2, NEW-4 at 09:00).
- (27 Oct 08:24) N1 SMG b2 scripts: approved with changes (TIN STAR and SHAKE HANDS collide with smg.peephole see-through; REBOUND drops the wall silhouette).
- (27 Oct 10:12) RESUMED after the travel pause: SSD attached, autosync restarted (pid 51252), crons recreated (f947371d 15-min, ed129be3 5-min inbox). Office set running: C, N1, A, F, N3, MINIGUN + GUN-SFX (user inbox #42: AR single-fire sound plays burst/auto; pump reload back to old; branch tf-gunsfx6). O waits until GUN-SFX finishes (cap 7). B, E, I, N2, NEW-4 resume at 18:00.
- (27 Oct 10:17) ★ 43rd: minigun COLD START (MINIGUN, 3 total).
- (27 Oct 10:20) ★ 44th: minigun ZIGZAG (MINIGUN, 4 total).
- (27 Oct 10:24) ★ 45th: pump.cornered (C, 9 total). Briefing for a parallel new session written: ~/Documents/STICKBASH_RUNNING_IN_PARALLEL.md
- (27 Oct 10:24) ★ 46th: hammer.mid-echo (F, 6 total).
- (27 Oct 10:28) OFFICE CAP now 5 (user). TaskStopped N3 and MINIGUN (queued). Running: GUN-SFX, C, N1, A, F. Check-in cron recreated as 51717e7a with MAX 5.
- (27 Oct 10:34) ★ 47-48: pistol BLACK ROUND, TETHER (A, 8 total). 48 full 8s.
- (27 Oct 10:42) GAME: tf-gunsfx6 8cc16d35 (inbox #42: AR single tap one round, pump reload old; lab 81/81) merged into v4 (tree identical to the tested commit), csc 0, build_test running. Then push, play build 4. GUN-SFX DONE -> RESTING; MINIGUN resumed in its slot (5 running: C, N1, A, F, MINIGUN).
- 10:50 re-scored C(5) N1(2) F(2) A(8): +4 ★ (49-52); notes sent; build_test v4+gunsfx6 running (Unity pid 91332)
- 10:55 check-in: 5 running (C N1 A F MINIGUN); 53 ★; play build 4 (v4-play4 e35e2350) building
- 11:04 re-scored C(3) A(9) F(SNOWMAN p2): +7 ★ → 61; A resumed with batch 4 + 5 fix notes
- 11:07 PLAY BUILD 4: v4-play4 e35e2350 built (0 errors), smoke 0 exceptions, Builds/Stickbash-PLAY-27Oct-soundfix.app; pushed; dev back on v4 bebef64b; inbox #42 answered
- 11:08 +4 ★ (BLUR, ROLL BACK, SNOWMAN, TIN STAR) → 65; MINIGUN resumed with 3 notes
- 11:10 check-in: 5 running; health ok (swap 5.1/6 GB, load 26, 44 GB SSD); VM unchanged
- 11:17 +5 ★ (TOE TAG, ACHILLES, STAINED GLASS, LAST FIVE, DEAD RINGER) → 70; A resumed on batch 4; HEAVY DUTY 7/8/8/7 notes to F
- 11:15 +3 ★ (LAWN, FIRING SQUAD, APPLE) → 73; BARBER 8/7/8/7 notes to C
- 11:25 check-in: 5 slots (MINIGUN waiting on its WINDOW DRESSING render); health ok, load 5
- 11:33 +4 ★ (BARBER, KING'S RANSOM, CAMPFIRE, WHITE DOVES) → 77
- 11:41 check-in: 5 running; load 54 = user Chrome + a Unity build in StickFight-online (not ours, under locked.sh, likely peer session basha-ef) — left alone
- 11:53 OFFICE CAP 5→8 (user: 'u can add 2-3 more agents if needed'). Resumed N3, O, B. Crons recreated: 9cf3c507 (15-min), 13b931e5 (inbox) with MAX 8.
- 11:58 +3 ★ (HOLLOW POINT, HELD TOGETHER, ROADWORKS) → 82; LESSONS 3 written + broadcast to all 8
- 12:05 +4 ★ (SHAKE HANDS, SHELF LIFE, PUGILIST, LAST BUBBLE) → 86
- 12:11 +1 ★ (LAST REACH) → 87; MINIGUN b1 tail 8/8/8/7 x3 (shared chest cluster), b3 approved as plan; A b5 approved with head-bite cap
- 12:16 check-in: 8 running; +1 ★ RED LIGHT → 88; MINIGUN b3 + C pump b2 approved (payoff caps); internal disk 6.4 GB free (watching; swap 7.6 GB)
- 12:21 DISK: internal fell to 6.4 GB (session transcripts 8.7 GB). Offloaded stale subagent transcripts (not active/queued, idle >6 h) to /Volumes/Workspace/Offload/claude-projects/59bcb149-subagents with symlinks (pre-approved 24 Oct).
- 12:26 +3 ★ (LIGHTER, WINDOW DRESSING, CLOUD COVER) → 91
- 12:29 check-in: 8 running; +1 ★ FOUR FOR A DOLLAR → 92; load 46 mostly not ours (user Chrome + peer StickFight-online regress run + 3 Unity batch, not ours); our renders 2
- 12:35 +4 ★ (JUNGLE STYLE, POINT BLANK, POSSESSED, SCATTERED) → 96
- 12:41 +3 ★ (SAY AGAIN, BOTTOMLESS, THE TAKE) → 99
- 12:42 OFFICE CAP 8→10 (user: 'u can run 2 more agent if needed'). Resumed E (beam) and I (fists).
- 12:42 crons recreated with MAX 10: 6cadbfdc (15-min), 54d3fc48 (inbox)
- 12:51 ★ 100th full 8: pistol.the-pendulum (A)
- 12:53 +5 ★ (COPYCAT, SNAPBACK, TUTORIAL, SNOWBALL, TRIPLE DOG DARE) → 105
- 12:55 check-in: 10 running; health ok (internal 10 GB, SSD 38 GB, swap 7.6/9.2 GB, load 42 incl. peer)
- 13:05 +3 ★ (SPLIT DECISION, T-POSE, THE X) → 108
- 13:10 check-in: 10 running; swap 8.45/9.2 GB but memory free 37% (pressure normal), load 17; disk 9.9 GB
- 13:14 +2 ★ (DEATH SPIRAL, PEW PEW) → 110
- 13:17 +2 ★ (BLOWN PUPIL, CROSS-COUNTER) → 112
- 13:27 +6 ★ (BLEACHED, TRENCH COAT, THE JAM, JACKKNIFE, EMPTY SHELL, STROBE) → 118; C resumed with pump b2 fixes; E b2 approved
- 13:29 check-in: 10 running; load 104 = 3 Unity batch in StickFight-online/-online-ui (peer basha-ef, not ours) + user Chrome; our renders 6; mem free 34%; left alone
- 13:36 +2 ★ (pan LATE HOME, COLD SWEAT) → 120; F knife b1 approved, resumed
- 13:40 check-in: 10 running; health ok (disk 9.6 GB, SSD 38 GB, swap 7.6/9.2, load 36); 122 ★
- 13:41 +3 ★ (DEAD SEA, SHEETS, MILKY SEA; beam batch 1 complete) → 125
- 13:50 PAUSED BY USER ('pause all i have to tell u something'): TaskStopped all 10 (C N1 F MINIGUN A N3 O B E I); crons 6cadbfdc + 54d3fc48 deleted (text in CRONS_TO_RESUME.md, MAX 10). Autosync + SSD left running. 126 ★. Resume = SendMessage each agent its next step (see last notes) + recreate crons.
- 14:00 DIRECTION CHANGE (user): cinematic action sequences as the majority; standard in 8PLUS_PROGRAM.md. Building 4 minigun SAMPLES: MINIGUN cine-a (duel) + cine-b (new death realm); N1 cine-c (Faris-dominant) + cine-d (hand-to-hand duel). All other agents stay PAUSED until the user approves. Inbox cron only (no 15-min check-in).
- 14:24 SPEED (user 'go parallel, show each as ready'): one agent per sample: MINIGUN=A CLOSE QUARTERS, A(pistol)=B TAKE A NUMBER (58k_w_minigun_cine_b.js), N1=C SUPPRESSION, B(AR)=D CLINCH (58k_w_minigun_cine_d.js). XT level first, show immediately; ladder after. 4 running, 6 paused.
- 14:26 4 cinematic samples LIVE on 58k_minigun.html (cine-a/b MINIGUN, cine-c/d N1); shown to user; waiting for verdict. A and B agents stopped (duplicates). Running: none needed; MINIGUN + N1 idle.
- 14:38 USER VERDICT: samples not good enough (deadline look). Deep rebuild of 2 only: C SUPPRESSION (N1) + D CLINCH (MINIGUN, moving to 58k_w_minigun_cine_d.js). Choreo docs first at 0.1 s, high-density keys, smooth real slow-mo, 3 self-review passes, 40-frame strips. No deadline.
- 15:25 CLINCH v2 approved (open floor, ~20 s, hand + leg blown off, evisceration drag) + casts + build-anything; C v2 pending from N1
- 15:25 C v2 approved (open floor ~21 s, smoke, arm at elbow + both shins, chest/abdomen opening, casts added) — building
- 15:36 CLINCH v2 installed (19.9 s, open floor, 17 arenas, 3 casts, hand + leg off, evisceration) — shown to user; polish notes sent
- 15:46 USER APPROVED CLINCH v2 LEVEL. Rollout decided (2/3 cinematic, keep serious ★, retire gags, mids ≤3 s, waves). Brief: _tools/CINE_ROLLOUT.md. Wave 1: 10 agents x 2 kills (styles assigned). N2 + NEW-4 at 18:00.
- 15:47 crons recreated: inbox + 15-min check-in (rollout)
- 15:49 E beam audit approved (8 keep/16 rebuild); wave1 THE TELL (hunt) + THE SIGN YARD (realm) approved w/ changes
- 15:50 I fists audit approved (9 keep/16 rebuild); RUNDOWN (chase) + THREE ON ONE (one vs many) approved w/ changes (no launch ramp; no propped-on-gold ending)
- 15:52 approved w/ anti-template changes: O (KEEP siege, PILOT LIGHT standoff), F (STILL STANDING, IRON AND GOLD), N3 (THE BLIND, OPEN VEIN), I (RUNDOWN, THREE ON ONE), C (THE COUNT, THE LEAD HAIL realm). ANTI-TEMPLATE + no-springboard rules added to CINE_ROLLOUT. MINIGUN extracting CINE2 → shared 58k_cine2.js.
- 15:52 B AR audit approved (12/21); BLIND SIDE (ambush) + THREAD THE NEEDLE (bullet time) approved w/ changes. CINE2 blocker → MINIGUN extracting shared 58k_cine2.js (no MG dep).
- 15:53 check-in: 10 running; health ok (disk 12 GB, SSD 35 GB, load 6); 58k_cine2.js not yet live (MINIGUN on it)
- 15:54 A pistol audit approved (12/22); THE LONG SECOND (Mexican standoff, not western) + TURNABOUT (disarm) approved w/ changes
- 15:55 58k_cine2.js LIVE (K58.SHARED, no MG dep). Pinged A B C E F I N3 O to BUILD. A v2 approved (Mexican standoff; machete pin flat).
- 16:02 SUPPRESSION v2.2 passes (18.5 s, 17 arenas) — shown to user
- 16:05 MINIGUN audit approved (12/20); SIEGE + LAST STAND approved w/ renames (THE KEEP→new name; STILL STANDING→new name), bell→carapace, no crutch
- 16:08 check-in: 10 running; load 112 = Xcode clang compile (peer session, not ours) + user Chrome; our renders 3; disk 10 GB
- 16:13 USER: pause after current builds. All 10 told: finish ONLY the kill in progress, send sheets, stop. No N2/NEW-4 at 18:00. Check-in cron replaced with WIND-DOWN cron.
- 16:14 N1 told to stop (not building yet). SMG audit approved (11/21). THREE MAGS + THE CHAIN notes for resume: no gold step/ramp/staircase springboards; drop pistol-hand-gripping-pistol XT.
- (27 Oct ~16:20) PAUSED BY USER ("pause bro", heading home). All agents TaskStopped mid-work; wind-down cron deleted; inbox cron b8b9ce05 kept.
  RESUME PLAN (send each agent its next step; brief _tools/CINE_ROLLOUT.md; cap 10 office / 12 after 18:00):
  - MINIGUN a3ac1dfb391787d5d: rename SIEGE (not THE KEEP) with a gold-carapace last layer; rename LAST STAND (not STILL STANDING), no crutch; build XT first.
  - N1 a8467981ee03da1bd: revise THREE MAGS (no gold step) + THE CHAIN (no ramp/staircase springboards, no pistol-hand XT, vary limbs); send summaries; build THREE MAGS. (Its state: Scratch/n1/STATE.md)
  - A a6a2242227c8daaf7: was writing THE LONG SECOND XT build (Mexican standoff); then TURNABOUT.
  - B aec968d0de5da06f0: building BLIND SIDE XT; then THREAD THE NEEDLE.
  - C aac18caeaa58c940d: building THE COUNT XT; then THE LEAD HAIL (register realm).
  - E a9bdfae9fb3e5af72: THE TELL XT built + installed (58k_w_beam_cine.js), self 7/8/8/7, AWAITING MY REVIEW (sheet Scratch/killpages-e/out/aud/CINE/beam.skin-classic_TELL.jpg); then lower 5; then THE SIGN YARD.
  - F ac0d3fd7a148f072a: was writing STILL STANDING build; then IRON AND GOLD.
  - I ae52af647f540618d: was inserting RUNDOWN into its work copy; then THREE ON ONE.
  - N3 a07fefca9ed6adb16: building THE BLIND XT; then OPEN VEIN.
  - O a46fa6168b6c0c287: building THE KEEP XT (flamer); then PILOT LIGHT.
  - After 18:00 on resume: N2 a4853a187048b719b (scythe DUEL + DEATH REALM), NEW-4 abec8947a46f7e234 (sniper STANDOFF + THE HUNT).
  READY FOR THE USER: minigun SAMPLE C SUPPRESSION v2.2 + SAMPLE D CLINCH v2 (approved level).
- 18:38 SSD re-attached, autosync restarted. Built 58k_rate.js (shared): GOOD / OK BUT (note) / REPLACE bar on every kill card + now panel, dock with SEND NOW / COPY; sends batches to the INBOX ('RATINGS v1 <weapon>'). Tested pistol, minigun, beam, fists, ice: 0 errors. Ratings land in _tools/coord/RATINGS.md.
- 19:05 Added DOUBT ? button to the rating bar (sends 'DOUBT v1 <weapon> <key>' to the inbox) + doubts.html (questions + my replies + GOOD/OK BUT/REPLACE + follow-ups) + index button. Inbox cron answers doubts.
- 19:11 doubts.html: PLAY HERE inline player per card (iframe of 58k_<w>.html?embed=1#kill=key; new player-only embed mode in 58k_page.js deepLink). Tested: 0 errors.
- 19:23 A resumed (1 agent) to build 64_gore_styles.html (body-opening + face variants zero..extreme) per user request; rollout still paused.
- (27 Oct ~19:45) SMG RATED (25 films: 6 GOOD / 17 OK BUT / 2 REPLACE). USER PLAN: fix SMG fully before other weapons.
  1) Page 64 gore/face picker (A building) → the user picks levels → 2) shared fixes through the shared painters (faces off after death per pick, internals to the picked gore level / exploding stickman gore, torn-wound hits, finals zoomed out) → 3) per-kill SMG touch-ups (THE X head explodes, etc.) → 4) N1 rebuilds REPLACE slots NOW in parallel: LATHE, THE AUTOGRAPH (+ MOONLIGHT / LONG EXPOSURE if map-tied); WALL RUN fixed to use the real wall → 5) the user re-checks SMG → roll to other weapons.
- 19:35 64_gore_styles.html LIVE (A): body/explode/face-alive/face-dead x ZERO..EXTREME + CURRENT; SEND MY PICKS → inbox 'STYLE PICKS v1'. Inbox cron handles picks → resume A for the shared fix.
- 19:36 N1 SMG slot plan approved: the-autograph→THREE MAGS (long take), lathe→THE CHAIN (chase), moonlight→TAKEN BACK (disarm, new); long-exposure stays (17 arenas). K58.STYLE API defined for A to build after picks.
- 19:50 page 64 on bashatest: canvases blank / load never fires → A re-rendering all 42 variants as MP4 videos (img/64/), page switched to <video> loops
- 27 Oct ~20:10 A: page 64 converted to MP4 loops (126 files, 2.9 MB), verified on file:// + bashatest; user told (#57). Waiting for STYLE PICKS.
- 27 Oct ~20:20 N1: THREE MAGS (smg.the-autograph, LONG TAKE) XT draft, 19 s, p95 1.3 ms, 17/18 arenas. Coord review → polish pass: dead-face pink oval, floating blood ribbons 6.8-9.6 s, 9.6-13.2 s lull, busy torso tufts → exploding gore, hold the arm beat, composed end. Then THE CHAIN.
- 27 Oct ~20:25 user #58: page 64 v2 (note boxes, LIKE + PICK, no bones, GAME (OLD) gore recreated from Unity code, 8-12 variants per row) → A resumed. NO BONES rule → LESSONS 4.8, N1 told.
- 27 Oct 20:07 N1: THREE MAGS polish passed coord review (headphones knocked off → plain head, no jets, lull replaced by a rush + gun-club, 3 torn entries, 1 s arm slow-mo, no bones). Live on bashatest 58k_smg.html#kill=smg.the-autograph; shown to the user. Gore look follows the page-64 picks via K58.STYLE later. N1 → THE CHAIN.
- 27 Oct 20:12 user: inbox check back to every 5 min (cron 7e92e657, replaced febfacaf).
- 27 Oct 20:20 user: THREE MAGS rejected (no realism, messy, bad knife, unrealistic casts, extra hand popping). New TOP RULE: CONTEXT AWARENESS in CINE_ROLLOUT + LESSONS 5. N1 told to stop THE CHAIN and rebuild THREE MAGS with a frame-by-frame continuity audit. My review missed it; I now review full-size frames every 0.1 s.
- 27 Oct 20:28 page 64 v2 LIVE on bashatest (60 clips, 4 groups, LIKE + MAIN PICK + 5 note boxes, 0 errors). Fixed: autosync was running with the old PATHS (64*.js missing) → restarted, pid 71637. User told.
- 27 Oct 20:32 STYLE PICKS arrived (#59) → STYLE_PICKS.md; A resumed to build K58.STYLE with the game look; N1 told the new rules.
- 27 Oct 20:40 user: show each animation as soon as it's done → A pings per SMG kill, N1 per milestone.
- 27 Oct 20:45 user: THREE MAGS still bad (body flower wounds, headphones, small badly-held knife, pathetic victim movement; ref THE X). N1 told to restudy THE X + early blocking ping; A told STYLE.hit = spurt only, no body decals.
- 27 Oct 20:56 A: K58.STYLE LIVE centrally (no faces, soul rise, no body decals, gibs → pop, openChest → limbOff, caps via 40k_draw.js hook). Autosync restarted for 40k_draw.js (pid 93095). First kill smg.house shown to the user. Sent back: cream bone-looking severed pieces with white cap dots; caps on attached joints.
- 27 Oct ~21:00 N1: THREE MAGS rebuild #2 blocking (THE X-style movement) shown to the user as an early look; polish notes sent (missing knife arm at 7.45, floor-decal row, roll tuck, push-off/landings).
- 27 Oct ~21:05 A: bone-looking chunks fixed centrally (PT.chunk/bone/tooth, kit bone/organ painters off). BELOW checked (fix: floating squiggle blood, skeletal realm hands). Hand-fixes assigned to A: BANK SHOT (discs/spikes), NO VACANCY (diamond burns), THE SAW (spine tube/vertebra). N1: its own polka-dot caps.
- 27 Oct 21:07 user note (WALL RUN): brain bursts OK at EXTREME gore, intestine sometimes → STYLE_PICKS 9; A told.
- 27 Oct 21:15 RATINGS #60-67: THREE MAGS rebuild + THE CHAIN = GOOD. Head explosions wanted: MATADOR (extreme), NOWHERE, BRICK BY BRICK, THE X. Final zoom-out global. TEAR ALONG: faces still seen? + hits as circles → realistic small wound. All to A; N1 told THE CHAIN is GOOD.
- 27 Oct 21:25 user rule: EVERY map-tied kill = REPLACE (underwater excepted). SMG mapCheck audit (17 dry maps): 12 films map-tied → _tools/SMG_REPLACE_WAVE.md; resumed MINIGUN (house, pinata), B (bank-shot, vacancy), C (wall-run, the-saw), E (tear-along, peephole), F (range-card, brassrain); N1 (moonlight, bleed-out). A: head explosions, X-RAY CHAIN re-concept, ROOM staging fixes. All-weapon audit running → _tools/coord/MAP_TIED.md. Agents: 8 (cap 12).
- 27 Oct 21:38 all-weapon map audit → _tools/coord/MAP_TIED.md: 1035 live kills, 247 TIED (replace), 284 staging-only. SMG first; others wait.
- 27 Oct ~21:45 OK'd: B smg.bank-shot BLIND FIRE (AMBUSH); C smg.wall-run THE STAFF (DUEL; bracer replaced to avoid B's buckler). A: THE X head burst live (XT reframe pending), STYLE.headPop/explode helpers.
- 27 Oct 21:32 THE X → GOOD. F + E hit the session limit (resets 1:20 IST); resume per assume-limits-reset.
- 27 Oct ~21:50 OK'd: F smg.range-card DOGPILE (ONE VS MANY); MINIGUN smg.house OPEN HOUSE (SIEGE).
- 27 Oct 22:05 user clarified: generic elements OK; only few-map kills (<=8/17) = REPLACE. SMG: only house replaced. New cinematics → new keys (blind-fire, the-staff, dogpile, taken-back); builders then fix kept kills' notes. 58k_replace58.js (143 kills, all weapons) + disabled ⟲ REPLACE NEEDED bar in 58k_rate.js (tested smg/laser, 0 errors). A: stronger global final zoom-out.
- 27 Oct 21:40 SMG skins/mids rated: REPLACE UH-OH + 4 mids (marked via replace58 USER_REPLACE) → B (UH-OH skin) / MINIGUN (4 mids after OPEN HOUSE). A: JUNGLE STYLE bones, HAIRCUT + BRASS ICE scaled explosions.
- 27 Oct 21:42 USER: SMG review complete, moving to the next weapon. SMG builders continue (house, new cinematics, kept-kill fixes, UH-OH → B, 4 mids → MINIGUN). Next weapon's ratings → same flow.
- 27 Oct 21:50 QUICK NOTES chips added to 58k_rate.js (15 one-tap concerns → OK BUT + note), tested pistol 0 errors. BLIND FIRE moved to smg.blind-fire (bank-shot restored). THE STAFF blocking live (smg.the-staff). F told: DOGPILE ending overlaps BLIND FIRE → change.
- 27 Oct 21:55 user rating PISTOL now. N3 a07fefca9ed6adb16 resumed as PISTOL builder (_tools/WEAPON_WAVE.md): HUNG ON THE WALL bug, LAST ROUND gun flip + head pop, REPLACE overflow/down-the-barrel (+ replace58 pistol slots). MINIGUN: + DEAD BUG, REBOUND mid fixes. Agents: 8.
- 27 Oct 22:00 user: chip NO FACE = 'no facial expression needed' (phrase updated). DOGPILE blocking live (smg.dogpile). Shared-file lock helper _tools/flock58.py; B/E/F told.
- 27 Oct 22:05 user: 'too much zoom overall too' → A: global ZOOM FLOOR for whole films (central). Chips + CAMERA BUG, TOO ZOOMED OVERALL.
- 27 Oct 22:12 underwater-only kills exempt from REPLACE NEEDED (The Deep's own kills); LIQUID-only stay REPLACE. replace58 regenerated. Chip SHAKY ELEMENTS added; A: central rest/sleep for jittering pieces. N3: HUNG ON THE WALL fixed.
- 27 Oct 22:15 E: PEEPHOLE fixed (wound stays → STYLE.headPop). N1: TAKEN BACK blocking live smg.taken-back (bracer → held riot shield to avoid BLIND FIRE overlap).
- 27 Oct 22:20 F: RANGE CARD + BRASS RAIN style fixes live (no bones, STYLE head/limb/explode at VH/XT, gut at XT). A: + central costume/headphone removal (reads as a face). Pistol: GOING DOWN → REPLACE (marked).
- 27 Oct 22:05 USER: PISTOL review done. Pistol REPLACE: overflow, down-the-barrel, going-down, skin-taped THUP, mid-black-round, mid-x-ring (+ replace58 map slots). CONFUSING chip added.
- 27 Oct 22:08 I ae52af647f540618d resumed: 2nd PISTOL builder (skins + mids REPLACE: skin-taped, skin-ice, mid-black-round, mid-x-ring, mid-in-amber, mid-live-wire). N3: fixes + films (overflow, down-the-barrel, going-down, the-pendulum). Agents 9/12.
- 27 Oct 22:12 E: TEAR ALONG fixed (no circles: its own painter → STYLE.hit; organ cut faces → wet cut). A told: cleaved-head white bone strip in 40k_draw.js; STYLE.hit is a no-op until the wound lands.
- 27 Oct 22:08 user moved to REVOLVER. O a46fa6168b6c0c287 resumed as REVOLVER builder.
- 27 Oct 22:20 revolver ratings → O (sixth-chamber walk bug, the-bends confusing, last-waltz fat). A: zoom floor minW 280→320 (still too zoomed), check shared walk-cycle bug. I: 6 pistol summaries OK'd (no forearm buckler, no springboard, no shield in THAW).
- 27 Oct 22:30 user: prefill the hand cannon ratings with my guesses (to check we think alike). Built MY GUESS strip + ✓ AGREE in 58k_rate.js (loads 58k_prefill58.js; guesses sent with ratings for match stats). Spawned PREDICT-HC af65d77eab25e6091 to render + predict all handcannon kills. O: DRIP OK'd (no slab vault); revolver ratings routed. Agents 11/12.
- 27 Oct 22:24 user: REVOLVER done; HAND CANNON skipped (waiting for predictions); now GOLDEN. NEW-4 abec8947a46f7e234 resumed as GOLDEN builder. Agents 12/12.
- 27 Oct 22:35 O: walk-off bug fixed in revolver.sixth-chamber + dead-mans-hand (dyn walk never stopped). A had the shared check.
- 27 Oct 22:38 N1: BLEED OUT fixed (organs/hand painters/decals out) but its blind under-arm shot ending overlaps BLIND FIRE → pin + one look. TAKEN BACK: riot shield → gold rope dart (avoid second held shield next to THE CHAIN).
- 27 Oct 22:42 A: zoom floor 320 + walk-at-end guard + shaky-pieces REST live (house shimmer 5000→100 px/frame). MINIGUN: OPEN HOUSE blocking live (smg.house), notes sent (inside-house clipping, head arc).
- 27 Oct 22:45 chips NON-EXISTING ELEMENT + BULLET HIT added. REVOLVER done (REPLACE dazzle, film-burn, quicksilver, marquee). Golden ratings → NEW-4. Rule 10: non-existing pre-placed element = REPLACE.
- 27 Oct 22:50 F: DOGPILE polish 1 live (17 maps, audit 166 rows, p95 4.2 ms); note: corpses overlap at the end. N3: 5 pistol faces/bones fixed.
- 27 Oct 23:00 A: bullet hits = small tear + run central (sent back: too many flecks/rows). Prefill: 58k_prefill58_coord.js (my own guesses) loads beside 58k_prefill58.js; 9 golden non-existing-element kills = MY GUESS REPLACE. I: UNDERNEATH blocking (kick pose fix). O: THE BENDS restaged (setup/gauge/payoff head pop).
- 27 Oct 23:10 GOLDEN done (REPLACE: the-mimic, the-swap, skin-camo, ribbon-cutting, mid-the-looter, mid-the-tray, mid-the-bite-test + eureka, never-runs-dry). User started MINIGUN (7 so far; REPLACE window-dressing; cine-a knife like THE X). Minigun has no free builder: slot opens when PREDICT-HC finishes. NOTE: my 2nd inbox pull swallowed #125; recovered via inbox.sh list. Never redirect pull output.
- 27 Oct 23:20 minigun ratings (20 more) → MINIGUN; 10 minigun REPLACE marked (130 total). A: tears toned (≤2/limb, merged, offset) + drop glints fixed.
- 27 Oct 23:25 USER: MINIGUN done. TAKEN BACK + BLEED OUT final (N1). N1 → minigun fixes; MINIGUN → minigun REPLACE after OPEN HOUSE. O: LAST WALTZ fixed.
- 27 Oct 23:30 PREDICT-HC done: 37 handcannon guesses (4 good / 26 ok / 7 replace) in 58k_prefill58.js; user can review hand cannon now.
- 27 Oct 23:35 user started FISTS. N2 a4853a187048b719b resumed as FISTS builder. Chip BULLET HIT → HIT EFFECTS (bullet or melee). A: central melee hit effects. Minigun mids/skins → N1; mid-matchwood REPLACE. Agents 12/12 (PREDICT-HC done).
- 27 Oct 23:40 I: UNDERNEATH approved (live). PASSING SHOT blind under-arm shot overlaps BLIND FIRE → pivot 180 then fire.
- 27 Oct 23:45 fists 13 ratings; SPINELESS → spine rip exception (A: STYLE.spineRip opt-in; N2 restores). CINE_ROLLOUT rule 6 added.
- 27 Oct 23:10 session limit hit for B, O, I, N2, NEW-4, E (resets 23:40); resume per assume-limits-reset. basha-ef reserved store build 5 for an internal friends build (we have no store builds pending).
- 27 Oct 23:15 N3: SCARED STIFF restaged (stone cower → tip → break; faces/bones out). Shared MID-trigger x-ray skeleton+eyes bug found → A high priority.
- 27 Oct 23:25 C: THE STAFF FINAL (audit 171 rows, p95 4.3 ms, 16/18 → rooftops compress). N1: minigun cine-a/cine-b fixed (THE X knife, head pops).
- 27 Oct 23:50 AUTONOMOUS MODE. USER_TASTE.md + WEAPON_QUEUE.md + PROGRESS.md written; handcannon predictions merged (COORD_REPLACE 7); all 12 builders briefed with their weapon queues (predict → fix → replace).
- 27 Oct 23:58 user: green ✓ FIXED badge for fixed kills → _tools/done58_gen.py → 58k_done58.js (36 kills), badge + strip in 58k_rate.js (tested smg 16 / revolver 14, 0 errors; also hardened the REPLACE badge CSS).
- 28 Oct 00:05 A: BONE CAGE zone removed from rotation (the mid 'x-ray'), GORE LADDER default ending LIVE, spine rip opt-in live (spineless). Fists predictions merged (4 REPLACE). NEWS block added to WEAPON_QUEUE.md.
- 28 Oct 00:15 per-kill SEND button added (user #141). THREE MAGS re-rated OK (head pop + X knife) → N1; badge removed. OPEN HOUSE FINAL ✓, STREETS OF GOLD ✓ (FIXED badges). A: zone face decor stripped.
- 28 Oct 00:30 A: melee hits central; KD/RIF painters stubbed; bone_face_sweep.txt for builders. B: BLIND FIRE polish (head separation + pop clear of Faris).
- 28 Oct 00:40 user #142: head explosion = EXTREME always, HIGH/VH usually, MED sometimes, never LOW; each gore level its own ending timed to the payoff → USER_TASTE §9; A told.
- 28 Oct 00:55 N2: fists face/teeth/bone painters gated (payoffs kept), HEARTSTRINGS face off, THE BRINK realism, SPINELESS original spine back ✓. O: DRIP blocking, HIGH NOON ✓. I: SLIDE LOCK reload visibility fix asked. E: STALEMATE ✓.
- 28 Oct 00:00 check-in: 12 agents running; disk 6.2 GB (active transcripts, nothing stale to offload); autosync alive. N2 5 fists REPLACE OK'd; C 3/4 mids OK'd (HEADWIND → new idea); MINIGUN 15 OK'd (SPIN TURN → new idea). PROGRESS.md updated.
- 28 Oct 00:30 check-in: disk 6.0 → 14 GB (moved an old 7 GB session folder bd595ea4 to /Volumes/Workspace/Offload/claude-projects with a symlink). 55 FIXED badges. New ✓: blind-fire, shelf, the-stack, gold-watch, the-claw, minigun the-circle/wont-start/the-lure/the-trick, DRIP. Load avg ~26 (12 agents rendering).
- 28 Oct 00:31 check-in: 12 running; autosync ok; disk 12 GB; 69 FIXED badges; beam merged (9 REPLACE). A: central headPts-null crash guard (urgent).
- 28 Oct 00:55 A: ROOM fixes (dead-bug, rimshot, greenhouse tower) + KC.spot forts; decision: compact JUNGLE/GHILLIE/SHELF/BRICK, accept skip MATADOR/GREENHOUSE (15-16/17 OK). Golden 13 more ✓, FOUNDATION ✓. 87 badges.
- 28 Oct 01:05 RED HOT ✓ (89 badges). F: STILL STANDING XT needs head pop; hammer REPLACE 4/6 OK (BATTER UP≈GRAND SLAM, PIVOT≈THE STAFF → redo). NEW-4: golden REPLACE 6/9 OK (PARRY≈IAI, HOT BARREL≈THE CATCH, THE COUNTER name dup → redo). B: SPEED LINES OK.
- 28 Oct 00:53 check-in: 12 running; autosync ok; disk 12 GB; 89 FIXED badges. A: ring-free pop + strike-only melee hits queued; playall-5 running.
- 28 Oct 01:10 replace58: REPLACED_LIVE (12 slots with live new kills no longer greyed out). GOLD THREAD blocking (cage read note sent).
- 28 Oct 01:15 user: +3 subagents → X1 aefa8c8f23259cac4 (laser, gravflip, portalgun), X2 a306b094ca5ff461f (thammer, sabre, spear), X3 a797019583f1c48bd (glue, gl, cluster). 15 agents. Swap 6.4/7.2 GB used, load ~19-27: watch. N2: fists posed-victim endings fixed (KD.end58); fists_2 overwrite by an external edit (A told: flock + re-read); limbOff segs enumerable bug → A.
- 28 Oct 01:20 user: 'if needed 2 more' → X4 a752ad3e028ceee21 (scythe, tkglove, tpdagger from N2), X5 adde43df3f6aef2c6 (ice, shrink, pan from N3). 17 agents. Memory free 42%, swap 7.1/8.2 GB.
- 28 Oct 01:22 user: 'if we r capable u cn go evn more' → X6 a9148a7e18e5fb2f9 (ar, burst from B), X7 a77b966a46fbefba7 (sawedoff, pump from C). 19 agents. Load 14-24, memory free 45%. Holding here until load is checked; next candidates: sniper/bouncer (from NEW-4), flamer (from O), knife (from N1).
- 28 Oct 01:12 check: 19 agents running; inbox empty; load 31.9 (at cap: no new agents), memory free 42%, swap 7.1/8.2 GB, disk 11 GB. N3: DEAD RUN beats 4-6 restaged upright (collided with UNDERNEATH). X5 got N3's parked ice work.
- 28 Oct 01:31 THE MILL ✓ (N1), beam CHEST BUMP/SHADOW/GEODE ✓ (E; MOTHER LODE/PINHOLE/MILKY SEA/DEAD SEA finals sent back: Faris off frame, rolled cam, ring). HOMECOMING, SPEED LINES, LIGHTHOUSE blocking live (REPLACED_LIVE), polish notes sent. THE DRINK approved (stripes fix). Predictions merged: laser (2/14/5), glue (1/9/7), rpg (1/22/19) → 164 replace slots waiting (15 slots have new kills live). SNIPER/BOUNCER → B after SPEED LINES. A: playall-5 clean on 33 pages; ring-free C2.flash; strike-only melee; compact staging.
- 28 Oct 01:50 check-in: 19 agents (X6, X7 finished their predictions → resumed into fixes once load fell from 49 to 27; the load spike was renders + basha-ef's Unity compile + SSD-image I/O). Merged: gl (0/9/9), ice (4/16/10), thammer (3/17/9), sawedoff (7/26/8), scythe (4/20/8), ar (6/29/7) → 213 replace slots waiting. STILL STANDING ✓, MINTED ✓ (101 badges). THE TURN + SKID ROW blocking live (REPLACED_LIVE 17). PAINTED RED ring sent back. Disk 9.4 GB, swap 9/10 GB, memory free 32%.
- 28 Oct 02:02 all builders except N3 hit the session limit at ~01:58 (printed reset 06:20). A test resume of A worked at 02:01, so all 17 others were resumed with their next steps.
- 28 Oct 02:11 check-in: 19 running (resume burst: 1-min load 112, 15-min 35, memory 29%; mostly I/O and Spotlight, CPU ~300%; recheck before parking). 4 SMG mids FINAL ✓ (C), POINT BLANK ✓ (X7), DEAD WEIGHT + THE LATCH live (notes sent). C → PUMP. A: urgent mapCheck cache bug. 107 badges.
- 28 Oct 02:17 MEMORY THRASH (load 108-123, 200 MB free, sys CPU 49%): parked X2, X4, X6, X7, X1, X3, X5 at safe points → 12 running. Resume notes in _tools/coord/PARKED.md. HOMECOMING FINAL ✓, THE DRINK ✓, OPEN WIDE ✓ (110 badges); SCRAP blocking live.
- 28 Oct 02:27 load 20/44, memory 50% → resumed X1. LIGHTHOUSE FINAL ✓, beam MILKY SEA/PINHOLE/MOTHER LODE ✓, DEAD RUN FINAL ✓ (118 badges). SIX blocking live (slap pacing note). pump merged (8/27/6).
- 28 Oct 02:29 check-in: 13 → 14 running (resumed X3; load 17/34/49, memory 40%). PROGRESS updated. Disk 13 GB.
- 28 Oct 02:39 THE MIMIC live (notes), THE NAIL pass 2 (recolour), BOOKENDS blocking (dev copy; cross/tableau spacing), DEAD WEIGHT FINAL ✓, THE LATCH FINAL ✓, COAT HOOK ✓ (121 badges). sniper merged (1/7/13; 4 fix-map → OK BUT). Central to A: payoff ladder overriding alive rungs, soul ring after head pop. Load 36, memory 29% → holding 14.
- 28 Oct 02:49 check-in: 14 running; load 19/22/31 but memory 28% (< 30) → no resume yet (X5, X6, X7, X4, X2 parked). Since last: 6 pistol FINALs ✓, THE TELL v2 ✓, DEAD SEA ✓, GOLD THREAD ✓, FLYPAPER ✓, FIRST AID ✓ (132 badges); bouncer merged (8/10/4). Central queue for A: payoff override, soul delay, gut cap, limbOff rest angle, near-white tint.
- 28 Oct 03:00 SOUND: A dropped old soundtracks for REPLACE kills centrally; 58k_replace58.js now emits K58.REPLACED_LIVE (28 keys). Sound-table authoring routed: NEW-4 (3), I (6), N3 (DEAD RUN + replace58 flag), O (3 + THE KEEP later), C (4 mids), N1 (THREE MAGS, THE CHAIN), MINIGUN (OPEN HOUSE + minigun list), B (SPEED LINES). F hammer complete (8 films ✓) → RESONANCE, PATCH JOB, then KNIFE. 146 badges.
- 28 Oct 03:05 SESSION LIMIT again (~03:00, printed reset 06:20): 11 builders stopped (NEW-4, MINIGUN, E, N1, O, A, C, N3, X1, I, X3); running: F, B, N2. AIR JUGGLE FINAL ✓, SIX FINAL ✓ (148 badges). Test-resuming A.
- 28 Oct 03:06 all 10 limit-stopped builders resumed in two batches (MINIGUN, O, NEW-4, N3, N1; then E, C, I, X1, X3) + parked X5 resumed (load 7, memory 45%). 16 running; still parked: X6, X7, X4, X2. A: tableFor reads REPLACED_LIVE at play time; CINE2 slow/snap defaults lightened centrally. PATCH JOB ✓ (149).
- 28 Oct 03:09 check-in: 15 running (correction: not 16), 4 parked (X6, X7, X4, X2); load 30/21/24, memory 37% → hold (resume burst). Hammer fully done (RESONANCE ✓, 150 badges). F on knife predict.
- 28 Oct 03:19 BOOKENDS FINAL ✓, UNDER THE ICE ✓, CALLED SHOT ✓, 4 handcannon ✓ (158 badges). Knife merged (4/16/10). Beam REPLACE: 6 OK; LIGHTHOUSE (name+move clash with golden LIGHTHOUSE), AHEAD (lead-target = LANDING ZONE), SIGN YARD (no hanging bodies) sent back. Perf: LIGHTHOUSE cap → NEW-4, SIX/CLINCH trim → MINIGUN. A: castInk landing ring + a sampling sweep. TAILED blocking live.
- 28 Oct 03:29 BELL TO BELL FINAL ✓, 7 gl ✓, 3 sniper restages ✓ (169 badges). BETWEEN ROUNDS blocking live (ramp the slow-mo). Knife: 4 revised ideas approved (SPLIT SECOND, UNDER THE GUN, THE PRICE, FOLLOW-THROUGH). APPROVED_IDEAS.md created (uniqueness across builders).
- 28 Oct 03:30 load 70/69/48, sys CPU 46% → parked X5 + C (13 running, 6 parked). A: castInk landing + arrive rings gone under STYLE.
- 28 Oct 03:32 check-in: 13 running + 6 parked; load 30/56/46, memory 30%, swap 6.6/7.2 → hold (no resumes). Inbox empty. Autosync ok, disk 11 GB. 170 badges, 34 REPLACED_LIVE.
- 28 Oct 03:45 STILL COMING FINAL ✓, BETWEEN ROUNDS FINAL ✓, THE MIMIC FINAL ✓, TAILED FINAL ✓, BONK/SPECIAL DELIVERY ✓, 4 laser (KEEPY-UPPY, TEN COUNT, DUCT TAPE, GLOW STICK) ✓, 5 handcannon ✓ (185 badges). NO MORE TRICKS + POWERBOMB blocking (notes). DOLLHOUSE → REPLACE. LIGHTHOUSE perf halved.
- 28 Oct 03:49 HATS clarified (USER_TASTE §5 + NEWS 03:55): gameplay identity hats may stay; only face-area pieces + gag costumes go. ANCHORED ✓, PRISM ✓ (188). HOT BARREL blocking live (contact note).
- 28 Oct 03:50 check-in: 13 running + 6 parked; load 48/52/44, memory 30% → hold (no resumes). 188 badges, 37 REPLACED_LIVE. Autosync ok, disk 11 GB.
- 28 Oct 03:59 CENTRAL: every s.ring / s.shock painter ring-free under STYLE (~200 ring + ~14 shock calls) + the lead's killing-hit ring; splat bake in progress (K58.SPLATBAKE). NO MORE TRICKS FINAL ✓; 3 sniper ✓ (192). SLIP, BORDER SHIFT, SUPLEX, SIGN YARD blocking live. N3 → pistol leftovers, then SHRINK → PAN.
- 28 Oct 04:09 check-in: 14 → 15 running (X7 resumed); 4 parked (X4, X2, X5, C). Load 22/25/30, memory 40%. 194 badges, 44 REPLACED_LIVE. Sniper 13 + laser 14 + glue 18 + gl 9 summaries all approved. APPROVED_IDEAS.md up to date.
- 28 Oct 04:27 rpg fix pass: 9 ✓, 13 finals sent back (Faris off frame / tiny / circles). NIGHT VISION, THE LIST, POWERBOMB, LASSO ✓ (214 badges). LOW CRAWL + STROBE live (revolver: all 6 REPLACE live). A: next an automated 'Faris in final' audit across all pages.
- 28 Oct 04:31 check-in: 15 running, 4 parked; load 52/63/55 (renders), memory 47% → hold. NEW-4 nudged (stopped waiting on a render). A's quiet-pass scan routed (A fixes shared + unstarted lanes; builders get theirs; parked builders' items in PARKED.md). THE SIGN YARD ✓, FLINCH ✓ (216).
- 28 Oct 04:50 A (quiet-pass fixes in lanes nobody is editing; all K58.STYLE-gated, line-local, flock take/drop; future builders keep these):
  - 58k_w_gravflip.js ~293 (THE HARDER THEY FALL): the 'every long bone out through the skin' layer is off under STYLE.
  - 58k_w_portal.js ~1586 (CRUSH DEPTH): no eyes behind the mask glass under STYLE (the mask, spiral and fill stay). 58k_w_portal_kit.js ~198: the shot is a glowing bolt (no ink ring round a white dot).
  - 58k_w_spear_deep.js ~364-365 (KELP ballFace): no eyes or mouth under STYLE (the face patch stays blank).
  - 58k_w_tkglove.js ~77-82 + ~122 (PUT AWAY / push waves): soft pink pulses + a bloom with streaks instead of ellipse / ring strokes. (handGlow's three short turning arcs kept: not circles.)
  - 58k_w_tpdagger.js ring() helper ~86-93: a bloom + 7 streaks instead of a stroked ring (every caller).
  - 58k_w_pan.js (MATCH POINT): ~838 no knee shard, ~863 no white floor chips, ~843-845 no knocked-out eyeball, ~768 no ring round the kneecap mark.
  - 58k_w_cluster_deep.js ~204-207 (LAST BROADSIDE): no ribs / bone shards in the chest hole. 58k_w_cluster_kit.js 270/283 need nothing (the purple halos were s.ring, now ring-free centrally).
  - shared: 58k_anatomy.js liveBone (~2530) wet red + drawEye off (~1191) under STYLE (the spine-rip vertebrae stay WHITE: the user's exception); 58k_cinekit.js:464 matchCut iris has no ring; 58k_cine.js slug wake rings + drain edge ring off; 58k_zone.js:247 veil faces gated; 58k_style.js C2.stump / C2.meatFace / C2.limbPiece (no bones, near-white limbs darkened).
- 28 Oct 04:46 CENTRAL: splat bake ON (K58.SPLATBAKE; end-hold blood ~5x cheaper; off switch .on=false). BREAKOUT ✓, KNIFE THROWER ✓, LOW CRAWL/STROBE/SLIP/BORDER SHIFT ✓ (222). ACTIVE CAMO + THE BOLT live. Revolver: all 6 REPLACE FINAL. A: final-frame audit running.
- 28 Oct 04:51 SESSION LIMIT ~04:45 (printed reset 08:00) stopped 9 (F, A, X3, N2, X7, X1, O, I, X6); test-resumed A, then all 8 others. 15 running, 4 parked. Load 19/35/50, memory 38%, disk 9.3 GB.
- 28 Oct 05:09 live: STOP MOTION (glue), SEVEN A SECOND (laser), TOP BREAK (handcannon), LAUNCHED (knife), FIELD DRESSING ✓, OUT AND IN ✓, THE BOLT ✓ (228). Flamer merged (1/10/14; underwater pair kept). Second limit stop (~05:30, printed 07:10) → all resumed.
- 28 Oct 05:10 check-in: 15 → 17 running (X5 + X4 resumed); parked X2, C. Load 11/20/29, memory 49%, disk 9.5 GB. 228 badges, 59 REPLACED_LIVE.
- 28 Oct 05:33 check-in: limit stop again (E, N3, X5, B, N2, A); memory 26% → resumed A, N2, N3 now, B/E/X5 next. THE PLUM ✓, 5 ice ✓, 12 rpg ✓ + CANNON MOUTH ✓, ACTIVE CAMO ✓, LAUNCHED ✓ (249). rpg 19 summaries all approved.
- 28 Oct 06:11 ALL builders hit the session limit (~06:00, printed 06:10). Test-resumed A, then batch 1 (N1, MINIGUN, O, N2, NEW-4, F, X1, X3, I). Batch 2 (B, E, X5, X6, X7, X4, N3, X2, C) next check-in. 282 badges, 68 live. Load 1.7, memory 53%, disk 12 GB.
- 28 Oct 06:16 batch 2 resumed (B, E, X5, X6, X7, X4, N3) → 17 running; parked X2, C. NEW-4 → GRAVFLIP/PORTALGUN. THE STOOP ✓ (golden all 9 FINAL), AIR MAIL ✓, RECOIL SPIN ✓, THE PRICE ✓ (286). A: crown box, horizon ease, melee fan, mid fit done. NOTE: office cap 10 at 09:00 — plan the park list at ~08:50.
- 28 Oct 06:35 check-in: 17 running (A, N1, MINIGUN, O, N2, NEW-4, F, X1, X3, I, B, E, X5, X6, X7, X4, N3); parked X2, C (load 27/35/29, mem 41% — hold, 5-min load at the edge). pan + gravflip predictions merged (pan 0/7/5 with GREASE FIRE → REPLACE; gravflip 3/10/12). THE GLINT blocking sent back (final framing, no halving, dead air). Office park prep at 08:38 (cron 4d0ba9f4), resume 18:02 (cron 1b4c4b21).
- 28 Oct 07:22 limit stop (~07:00, printed 11:20) → all resumed (A test, then 2 batches) + C, X2 unparked until 08:45 → 19 running. A: final audit 658 rows/415 kills; central roll→0 fix done; FINAL APPROACH (walk-up fallback, varied by weapon class, path-safe, logged in approach58.md) approved, 6-kill proof first. BACKFIST ✓, SPLIT SECOND ✓ (291). HOT SWAP sent back (VL standing).
- 28 Oct 07:55: A re-run 466 rows/287 kills (roll 225→2); 92 non-systematic rows routed (C cornered/glass-jaw hidden; X7 barber/last-chord; X2 door/narrow-way/thammer skin-ice/blackout; X6 lighter/bottomless; X3 joyride/overboard; I torpedo/cannon-mouth; X4 catch/seance/skin-taped; F the-hold crown; B the-bait; N1 next-week; O 16 IN PROGRESS flamer cards = unbuilt work + rollover plate). Plate-on-crown + 53% clipped rows back to A for a central check. Badged since 07:22: BACKFIRE, THE LEAD, HOT SWAP, FOLLOW-THROUGH (295). Live: GOLD IS A MIRROR, RAILGUN, THE GLINT (82).
- 28 Oct 08:05 PAUSED by the user ('pause'). All builders were already stopped on the session limit (~08:00); A + I TaskStopped. 302 badges (6 sawedoff fixes + BACKSWING added 08:03), 82 REPLACED_LIVE. Check-in + office one-shot crons deleted; inbox cron kept. Resume plan in PARKED.md.
- 28 Oct 10:30 RESUMED (office hours) under the user's new STYLE 3 direction (_tools/coord/STYLE3_REALISM.md). Running 10: A (kit 58k_cine3.js: timeRamp, slowmoAudio, grade, multicam, bvh2rig) + N1 (THE SAMPLE: handcannon SHOULDER THROW) + fix-only N2, F, O, X5, X6, X7, NEW-4, N3. Parked: MINIGUN, E, B, X1, X3, I, X4, X2, C. NO new kill builds until the user approves the sample. Check-in cron 1d1bca29 (office version). basha-ef uses Workspace: message it before any eject.
- 28 Oct 10:55: O parked (flamer plan approved: 14 REPLACE + re-vets, in /Volumes/Workspace/Scratch/O/STATE.md); X4 resumed (fix-only). 343 badges.
- 28 Oct 11:10: X5 parked (ice fixes done; 10 STYLE 3 summaries approved with changes, see its STATE). X2 resumed fix-only. 363 badges.
- 28 Oct 11:30: N2 parked (fists complete: 5/5 REPLACE live, all M re-blocks + audit done). C resumed (pump framing fixes + STYLE 3 rewrite of its 8 summaries). Badges 368.
- 28 Oct 11:45: C's 8 pump STYLE 3 summaries approved (OFF THE LINE, FLOOR LEVEL, CLEAR THE AIR, THREE WAYS, RACK STRIKE, ON THE RISE, THE MOUNT, STEP BACK). 380 badges.
- 28 Oct 10:49 check-in: 10 running (A, N1, X7, N3, F, X6, NEW-4, X4, X2, C); load 18/23/23, mem 49%, disk 11 GB; autosync alive; 58k_cine3.js started by A. 380 badges.
- 28 Oct 11:05: C parked (pump fixes done, 8 STYLE 3 summaries approved). A kit demo reviewed (brightness + multicam inset notes). Gravflip 12 + scythe 5 badged. B resumed fix-only. 403 badges.
- gravflip 12 STYLE 3 summaries approved (recast Chotu in HAMMER THROW / BY THE BOOK / GLOW WORM). 408 badges.
- 28 Oct 11:15: X7, N3 (after 2 small fixes), F, NEW-4 parking; portalgun merged (9 slots); NEW-4 → portalgun fixes; X3 resumed (cluster predict + fixes). Approved STYLE 3 plans: sawedoff 8 (POSSUM/COLD FEET/IRON RAIN renames), pan 5, gravflip 12, pump 8, ice 10, flamer 14+16. 423 badges.
- 28 Oct 11:08 check-in: 10 running (N1, A, X6, NEW-4, X4, X2, B, X3, I, E); load 61/37/34 (I/O: mds/fseventsd/diskimages + basha-ef dotnet), mem 53%, disk 9 GB; watching. 426 badges.
- 28 Oct 11:29 check-in: 9 running (N1, NEW-4, X4, X2, X3, A, X6 burst, X7 spear/sabre, C hats); load 8/11/22, mem 42%, disk 11 GB. 454 badges.
- 28 Oct 11:45: X2 parked (thammer fixes complete; 12 STYLE 3 summaries approved; POSSUM clash → rename). NEW-4 parked (portalgun fixes done; 9 summaries approved + renames). 462 badges. Running: N1 (sample FINAL), A (standby), X3 cluster, X4 tkglove, X6 burst, X7 spear/sabre.
- 28 Oct 11:55: STYLE 3 sample FINAL (SHOULDER THROW) relayed to the user; awaiting the verdict. Running: X3 cluster, X4 tpdagger, X6 burst, X7 spear/sabre (+A/N1 parked on standby). spear + speedsabre merged. 474 badges.
- 28 Oct 12:10 check-in: running X7 (sabre), X4 (tpdagger summaries), A (approach rollout); everyone else parked with approved STYLE 3 plans. 521 badges. Sample awaiting the user's verdict.
- 28 Oct 12:30: FINAL APPROACH LIVE (Faris off frame 128 → 111 rows on the six long-range pages; 43 live rows; 187 builder rows in approach58.md). A fixed the tendonRip pin clone centrally and the pirate plate stall. User rejected SHOULDER THROW (knife backwards, motion) → N1 rework + A motion audit. User proposed a MOVIE SCENE REPLICA page (58m), waiting for the first reference.
- 28 Oct 12:40: MOVIE REPLICA project started (user): ref1 = youtube E1XN5IhMtTU 1:00-1:15 + its BGM; stickman version with a matching death-realm background; page 58m_movie.html. Lead: E (a9bdfae9fb3e5af72). Reference + audio LOCAL ONLY under /Volumes/Workspace/Scratch/movie/ (never VM/git/builds). Step 2 breakdown comes to me first.
- 28 Oct 12:29 check-in: 4 running (X7 sabre, A motionQA, N1 SHOULDER THROW rework, E movie ref1); load spike 74 = E's ffmpeg + Chrome renders + basha-ef's Stickbash player (transient); mem 46%, disk 8.5 GB. 521 badges.
- 28 Oct 13:25 check-in: running N1 (SHOULDER THROW rework), E (movie ref1 breakdown), X7 (spear+sabre summaries); A done (motionQA gate built). 547 badges.
- 28 Oct 13:32 check-in: running N1 (SHOULDER THROW rework), E (movie THE OFFERED HAND build). Disk 5.6 → 11 GB (offloaded .headless + old builds). Load 6/14/18, mem 53%.
- 28 Oct 13:45: MUSIC agent (a9ff9902d88d855ea) spawned to compose an ORIGINAL 15 s score for THE OFFERED HAND (synthesis; same tempo/structure/hits, own melody, no samples) → /Volumes/Workspace/Scratch/movie/ref1hd/our_score_v1.wav. E wires it into the OUR SCORE toggle.
- 28 Oct 13:50 check-in: running E (movie scene), N1 (SHOULDER THROW rework), MUSIC (score). Disk 6.5 → 11 GB (6 parked transcripts offloaded). Load 9/14/15, mem 37%.
- 28 Oct 14:08 check-in: running E (movie polish), N1 (SHOULDER THROW rework), MUSIC (our_score_v1.wav just rendered; waiting for its report). Disk 11 GB, mem 62%, load 16/30/26.
- 28 Oct 14:55: USER APPROVED STYLE 3 (SHOULDER THROW 'now perfect'; the movie video 'perfect'). Builds UNBLOCKED. Running (office cap 10): E (movie polish), MUSIC (v3a piano + v3b), A (lead-in fix), N1 (handcannon queue), MINIGUN, C (pump), O (flamer), X5 (ice), I (rpg), X3 (glue/gl/cluster). After 18:00: add the rest (X1, X2, X4, X6, X7, F, B, NEW-4, N3, E-beam). Skills saved: style3-realistic-kill, movie-scene-replica.
- 28 Oct 14:32 check-in: 10 running (N1, MINIGUN, C, O, X5, I, X3, X6 building STYLE 3; A central; MUSIC v3). New check-in cron 020cf006 (STYLE 3 approved wording); 18:03 one-shot 6d288369 adds the other builders. Pirate stall still on GPU → A. Disk 9.7 GB, mem 35%, load 19/20/18.
- 28 Oct 14:36 A reported the lead-in fix DONE (29 → 14 fails). The leftovers are routed to N1, KIT-WORLD, the FISTS owner and F, and logged in A_BACKLOG. A's next job: the pirate GPU stall.
- 28 Oct 14:58: USER asked to port THE OFFERED HAND into the game.
  - Decisions: v3a piano ships everywhere (user accepted the risk); a common kill, any weapon, ~1/15 of round-end films; at the trigger the arena dissolves into PYRE RIDGE and ink-painted swords appear for both fighters; the two soldiers are ink shadows.
  - Resumed E (a9bdfae9fb3e5af72) to add the in-game intro/outro to the page.
  - Spawned MOVIE-PORT (a0d72baf0bda48da4): worktree StickFight-movie, branch tf-movie.
  - O PILOT LIGHT reviewed → 6 fixes sent (face-reading head marks, blood origin, multicam master framing, revolver grip). MINIGUN SPOKES arrived for review; it's done/idle.
  - Running: 10 (A, NEW-1, C, O, X5, I, X3, X6, E, MOVIE-PORT).
- 28 Oct ~15:10:
  - SPOKES (minigun.skin-camo) passed my review → REPLACED_LIVE + DONE (550 badges). Also logged SHOULDER THROW (handcannon.mid-swallowed) as REPLACED_LIVE + DONE.
  - All builders hit the session limit (it resets at 18:00). Resumed them per assume-limits-reset: MOVIE-PORT, E, O, I, X3, C, X6, X5, MINIGUN (→ THE GRID). A is still running. That makes 10 at the office cap.
  - NEW-1 (a8467981ee03da1bd) is parked until 18:00.
- 28 Oct 15:07 check-in: 10 running (A [plate regression + pirate], MOVIE-PORT, E [movie intro], O [PILOT LIGHT approved pending re-render; #2 FIGHT FIRE], I, X3, C, X6, X5, MINIGUN [THE GRID]); the resumes after the limit worked. NEW-1 parked until 18:00. Disk 9.5 GB, mem 53%, load 10.
- 28 Oct 15:12, A:
  - Black map plates FIXED: the pirate pyramid manifest load order. The fix went out with autosync d77cbb7, and all 18 maps sweep clean.
  - Pirate stall: the worst frame dropped from 233 ms to 67 ms; p95 is 16.7 ms everywhere.
  - O and X6 told to re-render.
  - A's next jobs: the 67 ms kill-effect frame, then route the 4 original-image plate crops through drawPlateRect.
- 28 Oct 15:20 PILOT LIGHT (flamer.flash-in-the-pan) v3 reviewed → REPLACED_LIVE + DONE (551 badges, 85 REPLACED_LIVE).
- 28 Oct ~15:35:
  - USER asked for a COPYRIGHT-FREE BGM for THE OFFERED HAND, "mostly same of the og". MUSIC (a9ff9902d88d855ea) resumed with the v4 brief: a sound-alike that keeps the tempo, structure, hits, instruments, mix, groove and key, with a NEW melody kept under interval/contour similarity limits. Two versions: v4a piano and v4b voice, plus a similarity report. The PILOT LIGHT video opened in QuickTime (the user asked).
  - MOVIE-PORT plan approved:
    - tf-movie = tf-kills e3bc5372 + v4 merge 0cc466e2;
    - the film is baked to int16 data, drawn with in-world CineLayers and StickDraw bodies, with the fire rendered to an RT per tier;
    - a 1/15 roll; a KS.MovieFilms switch;
    - the zone version is N/A; the gold plate stays on; the music asset is swappable.
  - Workspace image had 4.6 GB free → moving 5 stale Offload folders (~13 GB) to /Volumes/MySSD/Offload-ws with symlinks (job tmp/ws_offload.py).
  - Reviews:
    - OFF THE LINE (C): 2 fixes (blood from the head → from the stump; head overlap at the duck).
    - THE QUIVER (I): 3 fixes (the RPG gun-hug grips, the thrust overlapping the face, the XT final fit).
- 28 Oct 15:40 FFWF (O, flamer.skin-classic) → sent back: two-shot coverage of the push; the body goes translucent in the 0.1x roll.
- 28 Oct 15:45, O flamer plan changes (the gun has no pack/hose):
  - #3 KINKED → SAFETY ON (valve lever turnabout), approved.
  - #4 QUICK RELEASE → her own grenade pin-pulled in the bear hug (no third canister kill).
  - #8 PUNCTURE → into the gun's rear canister capsule.
  - Logged as coord calls.
- 28 Oct 15:28 check-in: 11 running (10 builders + MUSIC on the user's copyright-free score request; MUSIC is short, so the cap is over by 1 until it finishes). Workspace 4.6 GB while the offload copies (pid 49266). Internal disk 10 GB, mem 54%, load 16/25.
- 28 Oct 15:55 reviewed → REPLACED_LIVE + DONE: THE QUIVER v2 (I), FFWF v2 (O; O flips FFWF_LIVE), DRY FIRE v2 (X6), THE GRID (MINIGUN → CARAPACE next). SSD: Workspace 4.6 → 22 GB (deleted stale Chrome profiles, temp, old pre-rename builds, 8 Unity Library caches of 14 Oct worktrees; moved 12 GB of old offload to MySSD/Offload-ws with symlinks). MUSIC v4 sound-alike done; v4a in-game render requested.
- 28 Oct 15:50 check-in: OFF THE LINE v2 (C) → REPLACED_LIVE + DONE (556 badges, 90 live). 10 running. Mem 29% free (close to the 25% park line; watching). Workspace 22 GB, load 14/21.
- 28 Oct ~16:00 USER: "v4a piano is so bad, u se same instrument of the og" → MUSIC: v5 = the v4 melody on the original's instrumentation (timbre-matched voice/choir/strings/drums/brass); a similarity + timbre report.
- 28 Oct ~16:10 USER: no BGM at all for THE OFFERED HAND, only our SFX. MUSIC v5 stopped. MOVIE-PORT: no score in the repo/build. E: page music default OFF + an SFX-only snd58 cue table.
- 28 Oct ~16:20 CARAPACE (MINIGUN) → sent back: the cracked plate over the head reads as a face; plate shape too capsule-like.
- 28 Oct ~16:25 A job 1 DONE: STYLE.limbOff spray now comes from an armpit/hip stump along the impulse; the limb flies low; o.spray:false; valve K58.LIMBOFF58. A/B checked (x-ring). A is on job 2 (STYLE.ending on a posed dead body).
- 28 Oct ~16:30 A job 2 DONE: STYLE.ending/explode ragdoll a hand-posed dead body (it mostly worked already); loud warns added. A is on job 3 (motionQA multicam props).
- 28 Oct 16:07 check-in: 10 running. Load spike 101 (1-min; transient, Chrome renders plus probably MOVIE-PORT's import), mem 44% free, internal disk 7.2 GB (watching; offload if < 6), Workspace 22 GB. Waiting on fixes: CARAPACE, the E intro, the MOVIE-PORT build, O SPARE, X3/X5/I/C/X6 next kills.
- 28 Oct ~16:20 E: in-game OFFERED HAND page source + SFX-only video reviewed. Sent back: the dissolve must read as real ink (not a comic blast), the painted swords made legible/beautiful, leftover arena props in the realm, the 106° arm whip at the intro cut. Perf re-measure tonight.
- 28 Oct ~16:40:
  - CARAPACE v2 → REPLACED_LIVE + DONE (557 badges, 91 live).
  - SLIPSTREAM (X3) reviewed: the 4 deviations approved; fix the tear blood around the head.
  - C: the machete floats 0.18 s after the arm-off (A found it).
  - A's 3 jobs are done → next, centralize X3's seated-ragdoll death fix and the short-way angle blends.
- 28 Oct ~16:50 SPARE (O, flamer.molten-rain) → sent back: the canister covers her head at the throw windup.
- 28 Oct ~17:00 A DONE: die-from-pose (DIEPOSE58) + short-way angle blends (SHORTANG58), centrally. Next for A: a motionQA FACELESS check (head overlap / blood origin / painted face), calibrated on today's send-backs.
- 28 Oct ~17:10 SLIPSTREAM (X3) + SPARE v2 (O) → REPLACED_LIVE + DONE (559 badges, 93 live).
- 28 Oct ~17:20 E intro v2: the ink drop, leftovers and cuts are good; one polish (the mid-paint sword strokes read as brooms) before showing the user. MOVIE-PORT re-bake pending E's final.
- 28 Oct 16:27 check-in: 10 running. Load 13 (the spike passed), mem 45%, internal disk 8.2 GB, Workspace 21 GB, autosync ok. 559 badges, 93 live.
- 28 Oct ~16:40 NOT DOWN YET (MINIGUN) → REPLACED_LIVE + DONE (560 badges, 94 live). MINIGUN → BENT (to be renamed).
- 28 Oct ~16:50 UP AND OVER (I) → small fix (mask the warhead while the tube is empty), then live. A: central rpg loaded state after the faceless QA.
- 28 Oct ~16:55 A's faceless check: false positives (grade overlay, name plate, multicam) + cine3 failing to load mid-edit → A told to restore it first and recalibrate on all approved finals. SPARE_LIVE flipped.
- 28 Oct ~17:00 A: cine3 restored (broken 16:37-16:44); edits now go copy → node --check → swap. Faceless check is WARN-ONLY until calibrated against the 12 approved finals plus 2 known-bads.
- 28 Oct ~16:50 PAUSED by the user (going home). 10 agents stopped; the check-in and 18:03 crons deleted; inbox cron + autosync kept; SSD attached. RESUME PLAN in PARKED.md.
- 28 Oct ~16:58 SSD EJECTED (user). basha-ef OK'd it. Autosync was killed. QuickTime docs closed (they held the image). On resume: hdiutil attach /Volumes/MySSD/Workspace.sparsebundle, restart autosync, recreate the check-in cron (CRONS_TO_RESUME.md CURRENT), then resume per PARKED.md. basha-ef: store builds 5+6 are used, so the next one needs -build 7 or higher.
- 28 Oct 18:30 RESUMED (user back home):
  - SSD attached; autosync pid 83387; check-in cron c27546af (7,27,47).
  - Resumed 10 (A, E, MOVIE-PORT, O, C, I, X3, X6, X5, MINIGUN) with their PARKED next steps.
  - Night: added 8 builders with a STYLE 3 brief plus today's lessons: X1 laser, X2 thammer, X4 scythe, X7 spear/sabre, F knife (+ the shucked lead fix), B sniper, NEW-4 gravflip, N3 shrink. 18 running; watching load (park at > 35 or mem < 25%).
  - NEW-1 stays parked (overlaps X1/X2).
- 28 Oct 18:35 UP AND OVER v2 (I) → REPLACED_LIVE + DONE (561 badges, 95 live). THE QUIVER now has empty-bore continuity too.
- 28 Oct 18:45 OFF THE LINE fix5 (C) approved (the severed arm clear of the head); optional polish: flash centred at the muzzle.
- 28 Oct 18:38 check-in: 14 agents hit the session limit (resets 19:40); all 14 resumed per assume-limits-reset. 4 were still running (A, I, MINIGUN, F). Load 8, autosync ok.
- 28 Oct 18:45 E: OFFERED HAND in-game intro v3 APPROVED (the swords painted guard → grip → blade, ink drop, crossfade single-renderer). Video offered_hand_ingame_v3.mp4 shown to the user. MOVIE-PORT told the intro is final (keep the smooth crossfade).
- 28 Oct ~19:00 ONE ARM (I) → 3 head-area fixes (shoulder blood beside the head, the tube over the face in the heave, the wound under the chin).
- 28 Oct ~19:10 MOVIE-PORT: FIRST PLAYBACK in the real game (tf-movie 820020c7), film 17.85 s = the page. Review sent: the name plate on the wrong body, teardrop blood behind a flag, hide GLOAT during the film, the SKIP placement. Then the gates.
- 28 Oct 18:56 check-in: 17 running, load 41/37 (> 35) → parking N3 + NEW-4 at a safe point (state saved). Mem 47%, internal disk 7.7 GB, Workspace 21 GB. Resume them when load < 30.
- 28 Oct 19:00 SKIP FIRE (X6, ar.searchlight) → REPLACED_LIVE + DONE (562 badges, 96 live).
- 28 Oct ~19:05 N3 + NEW-4 parked at safe points (states written). Resume both when load < 30. User's game copy launched from /Volumes/Workspace/Scratch/movie/port/user_build (pid 56335, ours).
- 28 Oct ~19:10 A: the knife-backwards melee gait + the zone-cast elbow/jab pop fixed centrally (SHOULDER THROW lead-in now a full PASS). Next: faceless calibration, the rpg loaded state (already in).
- 28 Oct ~19:20 MOVIE-PORT user build2 (-movieAlways / the KILL SYSTEM 'ALWAYS (TEST)' switch) launched for the user (pid 1527); GLOAT is now hidden during all round-ending films.
- 28 Oct 19:15 check-in: 14 running + X7 waiting on a render. Load 12, mem 29% (the user is playing the movie build; keeping the Mac light, so N3/NEW-4 stay parked). Disk OK, autosync OK.
- 28 Oct ~19:30 USER: wants BGM for OFFERED HAND: 'generic thriller suspense' like the WKKB end-titles BGM 0:59-1:13 (local reference), copyright-safe. MUSIC: an ORIGINAL cue in that style fitted to the in-game timeline (silent at the hush, impact on the stab); MOVIE-PORT wires it into the game. Supersedes the 16:10 'no BGM'.
- 28 Oct ~19:40 FLOOR LEVEL (C, pump.his-heart) → REPLACED_LIVE + DONE (563 badges, 97 live).
- 28 Oct 19:35 check-in: 17 running (incl. MUSIC + a helper a7e59f6f28c55e318 spawned by an agent). Load 14, mem 30%. Internal disk 6.3 → 7.9 GB (offloaded the transcripts of 6 idle/parked agents to Workspace/Offload with symlinks). N3/NEW-4 stay parked while mem is ~30%.
- 28 Oct ~19:50 ONE ARM v2 (I) → REPLACED_LIVE + DONE (564 badges, 98 live). I applies backpack58 + the lower shoulder hold to QUIVER/UP AND OVER.
- 28 Oct 19:58 check-in: load spiked to 96 (Chrome renders, 47-52 procs). 8 agents hit the session limit (resets 23:20): X6, B, C, X5, X2, MUSIC, X4, A. Resumed MUSIC (user request) + A now. X6, B, C, X5, X2, X4 stay PARKED until load < 30, plus N3/NEW-4 parked from earlier. Running: X3, O, X1, X7, I, MINIGUN, F, MOVIE-PORT, E + MUSIC, A.
- 28 Oct ~20:05 USER: the suspense music is 'good'. NEW: a reusable MUSIC KIT of small mixable chunks (battle/suspense/thriller) + per-film cue sheets, so no film stores its own music; also used for OFFERED HAND. MUSIC builds the kit + spec; MOVIE-PORT a generic KillCineMusic runtime in game; E the page player 58k_music.js + an audition page.
- 28 Oct 20:05: load back down to 5. Resumed 9 limit-stopped agents (MOVIE-PORT, E, C, X6, X5, X1, X2, X4, B) → about 16 running. N3/NEW-4 stay parked. Told X4 not to paint held weapons on the bg layer.
- 28 Oct 20:15 check-in: 16 running, load 88 (Chrome QA renders) → parking X2, X4, B, X1 at safe points (N3/NEW-4 already parked). ~12 running after that. Resume the parked 6 one or two at a time when load < 25. Internal disk 9.7 GB, Workspace 18 GB, mem 37%.
- 28 Oct ~20:20 X2 PARKED: CONDUCTOR (thammer.obliterated) is already registered on 58k_thammer.html mid-polish, BEFORE review. On resume: switch it OFF (or behind a test flag) until I approve; then haft clearance, brighter insets, the full gate. Also look at the radial pop direction (A could add a direction arg).
- 28 Oct ~20:30: answered inbox 147 (per-weapon numbers + a BEST-SET proposal: finish the half-built STYLE 3 kills, keep the best 10-12 per weapon, retire the rest, drop the remaining replace slots, move builders to porting) — awaiting the user's decision. A's face check routed: DRY FIRE (X6, parked → on resume), NOT DOWN YET (MINIGUN), QUIVER arm (I). MUSIC KIT done: 61 chunks, cue sheets, OFFERED HAND from kit (energy r 0.88-0.93). X1 parked with DEAD STOP passing the gate (re-render the MP4 on resume); X4 parked mid-CROSSGUARD.
- 28 Oct ~20:40 SAFETY ON (O, flamer.poached) → REPLACED_LIVE + DONE (565 badges, 99 live).
- 28 Oct ~20:55 USER: 'rate those first with high priority right now' → VERIFY SWEEP of 254 unbadged live kills (_tools/coord/VERIFY_251.md, list /Volumes/Workspace/Scratch/coord/verify251.txt). A builds verify_sweep.sh (motionQA g5+g0, face data, mapCheck, strips/finals, results.jsonl, per-weapon sheets). All STYLE 3 builders told to finish their current step and PARK (MINIGUN finishes the NOT DOWN YET face fix, X6 the DRY FIRE face fix first). MOVIE-PORT + E keep running. Reviewers judge per weapon (USER_TASTE + STYLE rules) → READY badge or REWORK; coordinator spot-checks.
- 28 Oct 20:36 check-in: 12 running (builders winding down to PARK for the verify sweep; A building verify_sweep.sh). Load 9, mem 40%, disk OK, autosync OK. Not resuming any parked builders (intentional during the sweep).
- 28 Oct 20:40 X7 parked (KEEP-AWAY motionQA PASS, pack pending).
- 28 Oct 20:42 C parked (CLEAR THE AIR pulled from live, back to the old GLASS JAW; one fail at 9.30; next steps in STATE_C.md). X7 parked (KEEP-AWAY QA pass, pack pending; registered on page → keep it off on resume).
- 28 Oct ~20:52: X3 (PULLED DOWN approved pending stamp headroom), F (STACKED unreviewed but live → switch it off on resume) parked. RULE for resume briefs: unreviewed kills stay behind a test flag (X2 CONDUCTOR, X7 KEEP-AWAY, F STACKED were registered live early).
- 28 Oct ~20:45 E: the K58.MUSIC kit player (58k_music.js) + the audition page 58m_musickit.html + the 58m toggle (SUSPENSE v1 / KIT CUE / OFF) done; A/B vs MUSIC renders matched. O PULLED approved pending the map grid. X5 BACK TURNED approved pending the LOW/VL overlap fix.
- 28 Oct ~21:05: the sweep's first run gave only 115/254 rows (12 weapons hit page.goto 30 s timeouts under load, marked DONE rc=0). Coord patched verify_kill.cjs (150 s timeout) and re-ran the 139 kills (pid 44656). ECONNRESET/stalls hit A, E, MINIGUN, X6, R2, O → resumed A, R2, MINIGUN (NOT DOWN YET fix), X6 (DRY FIRE fix). Reviewers R1/R2/R3 are rating as data lands.
- 28 Oct ~21:15: NOT DOWN YET face fix approved (barrels on her chest, head clear); MINIGUN must re-run g2/g5 QA after the sweep. OUT OF TRUE (minigun.hold-still) built + installed, pack pending. Flamer: 16 blank sweep rows → A investigates + re-runs. Pump rows now in.
- 28 Oct 21:12 check-in: 6 agents (MOVIE-PORT, R1, R2, R3, A, X6). The sweep retry is running (pump done, 11 weapons to go). Load 104 (sweep Chrome), mem 40%, disks OK, autosync OK. Builders stay parked.
- 28 Oct 21:15 check-in: the sweep retry is progressing (pump, pistol, minigun, beam done; 8 to go). Verdicts so far: revolver 1/16/3, fists 0/16/13, golden 5/8/2, burst 1/0/0, glue 0/1/0 (READY/FIXABLE/REWORK). Load 29, mem 29%.
- 28 Oct ~21:30: DRY FIRE face fix approved (X6, head clear; new X6K.clearHead). X6 parked; SMEAR FRAME nearly packed. Verdicts: bouncer 1/10/2, thammer 1/6/1, cluster 0/12/6 (after rulings), scythe 0/5/1, sawedoff 0/5/1, gravflip 0/1/0, sniper 0/1/0.
- 28 Oct ~21:35: flamer's 16 'live' kills are ready:false PLAN STUBS (not built) → count them as NOT BUILT, not 'needs rework'. Minigun verdict 0/14/3; shared: 7 XT finals with the head on (TREADMILL, THE LAST FIVE, THE HAND, THE CHOIR, IAI, SPIN-UP, HEADS UP) → likely one shared ending helper (route to MINIGUN on resume). Pump 1/21/9 (shared trigger seam → A). Revolver 1/17/2, golden 5/8/2 after the rulings.
- 28 Oct ~21:40 R1 FINAL: pump 1/21/9, revolver 1/17/2, flamer no-capes REWORK + 16 not built, pistol 0/12/4, golden 5/8/2, burst 1/0/0, glue 0/1/0. Shared seams (pump 2.72, revolver 3.27, pistol 3.27-3.52) → A central fix.
- 28 Oct ~21:45 R3 FINAL (57 kills): 2 READY / 49 FIXABLE / 6 REWORK. Shared fixes: the tkglove lift helper (hands into the ceiling), a no-ceiling fallback (canyon/atrium/retro), the handcannon gun-raise seam (~11 u), the sawedoff mids' victim seam ~2.95, handcannon killer off-frame (APPROACH), one map gate (CRIME SCENE/TROPHY ROOM). Rule hits: AROUND THE WORLD face drawing, WRONG HANDS concentric ring.
- 28 Oct ~21:50 VERIFY SWEEP COMPLETE: 238 rated → READY 12 (badged, 577 badges now) / FIXABLE 174 / REWORK 52; +16 flamer plan stubs not built. Summary: _tools/coord/verify/SUMMARY.md. Shared central fixes pending with A (the pump/revolver/pistol trigger seams); others listed in R3/R2 notes.
- 28 Oct 21:45 check-in: resumed 13 builders on RESUME_AFTER_SWEEP.md (close the in-progress kill → FIXABLE fixes per weapon; no new STYLE 3, no REWORK rebuilds; unreviewed live kills switched off). Assignments: C pump, O revolver(+hide the flamer stubs), X3 cluster/glue, X6 smg, X5 ice, MINIGUN minigun, I rpg/handcannon, X4 scythe/tkglove, X2 thammer, B bouncer/sniper, X1 laser, X7 sawedoff, F fists, E beam. Unassigned: pistol 12, golden 8, gravflip 1 (N3/NEW-4 later). MOVIE-PORT: perf p95 LOW 5.0 / MED 5.8 / HIGH 5.8 ms, 18 arenas 54 PASS, parity g0-g3 good, the edge lab running. Load 7, mem 51%.
- 28 Oct ~22:00 PULLED DOWN (X3, glue.immovable-object) → REPLACED_LIVE + DONE (100 live).
- 28 Oct 21:55 check-in: 16 running (13 builders on FIXABLE fixes + their in-progress kills, A, MOVIE-PORT, E). Load 49/28/20 (rising; park 2-3 if the 5-min avg stays > 35), mem 39%, internal disk 7.9 GB, Workspace 17 GB, autosync OK. Live: 100 replacements, 578 badges.
- 28 Oct ~22:05 DEAD STOP (X1, laser.mid-the-glint) approved → REPLACED_LIVE + DONE (101 live); X1 flips DEADSTOP_LIVE.
- 28 Oct 22:01 load 31/43/31 → parked X7 and B (resume when the 5-min avg is < 30).
- 28 Oct ~22:15 A: shared seams fixed centrally (RESUMESETTLE58 resume ease; PULLSIDE58/GRIPSIDE58 arm-IK elbow side). A/B: pump 3 kills → PASS, revolver skins 5→3, pistol campfire PASS. A re-sweeps the pump/revolver/pistol FIXABLEs → promotions to READY in verify/resweep_seams.md.
- 28 Oct ~22:20 OUT OF TRUE (MINIGUN, minigun.hold-still) approved → REPLACED_LIVE + DONE (102 live).
- 28 Oct ~22:25 BACK TURNED (X5, ice.wipe) live → REPLACED_LIVE + DONE (103 live).
- 28 Oct ~22:35 STACKED (F, knife.splice) approved → REPLACED_LIVE + DONE (104 live). CLEAR THE AIR (C) sent back: XT/VH/H finals identical → make XT distinct.
- 28 Oct 22:15 check-in: 14 running (12 builders on FIXABLE fixes, A, MOVIE-PORT). Load 32 steady (under 35), mem 34%, disks OK, autosync OK. X7 + B parked; N3/NEW-4 parked. 104 live, 582 badges.
- 28 Oct ~22:40 SMEAR FRAME (X6, ar.skin-cartoon) approved → REPLACED_LIVE + DONE (105 live).
- 28 Oct ~22:50 A seam re-sweep: 50 FIXABLE (pump/revolver/pistol) g5 fails 144→96, g0 122→73; promoted 3 to READY (pump.mid-out-of-his-boots, pump.mid-tumbleweed, pistol.campfire) → 586 badges. rocking-chair/interrogation are motion-clean but still have non-motion notes (stay FIXABLE). The arm-IK elbow memory is fixed centrally.
- 28 Oct 22:35 check-in: 14 running, load 41/45/41 → parked X2 and X1 (X7, B, N3, NEW-4 already parked). Mem 34%, internal disk 8.3 GB, Workspace 16 GB, autosync OK. 105 live, 586 badges.
- 28 Oct ~22:55 MINIGUN: 6 XT-ending kills fixed → READY badges (592). IAI is READY pending its map pin; THE SHIELD needs re-QA.
- 28 Oct ~23:05 MOVIE-PORT: THE OFFERED HAND gates GREEN (perf p95 LOW 4.4 / MED 5.4 / HIGH 6.1 ms, 0 GC median, 54/54 arenas, parity g0-g5, edge lab PASS). Video /Volumes/Workspace/Scratch/movie/port/offered_hand_game_v1.mp4; user build 3 user_build3/StickBrawl.app (tf-movie 9d342cc9, not pushed). Ruled: HudFinisher dim off for all films; next the music-kit player.
- 28 Oct ~23:15 CROSSGUARD (X4, scythe.threshing-floor) approved → REPLACED_LIVE + DONE (106 live).
- 22:56 X5: ice.wipe BACK TURNED live (LOW/VL fix). ice.mid-absolute-zero 5.22 seam FIXED (g5 1->0); told to drop the KRUNCH text, then READY after a strip. Next: laser 5, sniper 1, pistol 12 (skip A's 3.27-3.52 seam). Load 40/30/29, mem 50% free.
- 22:57 check-in: 13 running (A, MOVIE-PORT, C, O, X3, X6, MINIGUN, X4, F, E, I, X5, X2 resumed). Load 28/28/28, mem 47% free, disk 9.4G internal / 15G WS, autosync 83387 alive. X2: CONDUCTOR behind ?x2test → pack, then thammer 6 FIXABLE. Still parked: X7, B, X1, N3, NEW-4 (pistol moved to X5). No new live/badge changes this tick.
- 23:02 ABSOLUTE ZERO (ice.mid-absolute-zero) reviewed (strip 4.6-5.4, words gone) → DONE badge (595). MINIGUN: together/reeled-in/sinker/skin-ice FIXED 0F g5/g0 → strips requested before badging; the-shield waits for the tower pin; SUPPRESSION ok to do in the N1 file under flock58. Inbox empty.
- 23:08 E: beam lead word card off on all 30 beam kills; TINFOIL still needs the 2.95-3.42 guard-arm fix → strip then READY. A: asked to make KF.word default OFF centrally (valve WORDS58). O + X4 resumed after a limit stop.
- 23:12 O: PULLED (flamer.brazen-bull) live 16/17 maps → REPLACED_LIVE + DONE (107 live / 596 badges). 16 flamer plan stubs retired (SHOW RETIRED only). Revolver FIXABLEs in progress + page-local SOFTEN58 valve.
- 23:20 MINIGUN together/reeled-in/sinker/skin-ice strips reviewed → VERIFIED READY (600 badges). TINFOIL strip: the forearm still crosses the head 3.0-3.3 → sent back (reach the cone from the side).
- 23:24 A: faceless check now STRICT (calibrated: CARAPACE v1 / PILOT LIGHT v1 / OTL fix3 FAIL; 9 approved finals clean). Strict fails routed: NOT DOWN YET 12.83-12.92 → MINIGUN, DRY FIRE 7.93-8.13 → X6, THE QUIVER 8.68-8.85 → I. Shared word card OFF (WORDS58 valve); smg/ar in-kill sc.word → X6. FLAT58 flat weapon landing live; seam settle regression fixed (SLIPSTREAM PASS).
- 23:31 I: MINED (rpg.tilt STYLE 3) reviewed → SENT BACK (Faris inside the blast radius + tube over her head/neck in slow-mo; crown over the plate in zooms; XT/VH/H finals alike; remains at his feet). THE QUIVER chin fix installed g0-5 PASS; strict bundle fix next.
- 23:16 check-in: 13 running, load 49/44/35 (>35) → parking X4 + X2 at a safe point (X2 flags CONDUCTOR first). Mem 50%, disk 8.1G / WS 13G, autosync alive. Badges 600, live 107. (Note: earlier log stamps 23:20-23:31 were estimates; real clock is behind.)
- 23:22 C: CLEAR THE AIR (pump.glass-jaw) live, finals reviewed (XT distinct) → REPLACED_LIVE + DONE text updated (108 live). OTL flash polish → sent back (tracer streaks through her head at 5.60, bloom whites out the head).
- 23:23 load 43/53/44: X2 parked with CONDUCTOR flagged; CONDUCTOR pack reviewed → one fix (XT/VH/H alike + f5.74 arm over his chin), noted in PARKED for resume. Parking X3 too.
- 23:24 X4 parked: CROSSGUARD confirmed live on plain 58k_scythe.html, XT = STYLE.explode (motionQA PASS g5 strict). Next in /Volumes/Workspace/Scratch/x4/STATE.md.
- 23:24 X4 final park note: tkglove.bent PASS strict (needs strip before badge); PUT AWAY/PRUNED/STUCK fail strict faces; 6 old-rule passes need rerun. A queued: strict re-check of 108 live + VERIFIED READY kills when load < 25 → verify/strict_recheck.md.
- 23:25 X3 parked: cluster map gate fixed (5 mids 15/17); BLINDMAN'S BUFF seams 4→0, 1 strict face FAIL left (next in STATE).
- 23:27 A: explode spike not reproduced → closed (my 65 ms was under load); soft-lightNaN composite in pump.his-heart 6.74 → A fixes. RPG wload A/B the-safest-place sheet unverifiable (black 4.97-5.57 frames, labels contradict reload) → re-shoot full width when the load allows. A paused renders (load 38-43).
- 23:28 A: realGrade crossfade lerped the string tealMode → 'soft-lightNaN' on every STYLE 3 slow ramp; fixed in 58k_cine3.js (strings nearest-pick). Asked for a SHOULDER THROW before/after ramp sheet to rule out a midpoint pop (alpha fade through 0 if it steps).
- 23:42 USER: stop building, port in 10 fair batches. All page builders wrapped (I, MINIGUN, A, MOVIE-PORT, F, C, O, X5 stopped; X6 + E finishing). Batch plan + per-kill checklist: PORT_BATCHES.md / port_batches.json / 65_port_batches.html (812 kills, 265 not-built excluded; 13 FIX pre-ticked). Check-in cron replaced with the PORT PHASE version (no builder resumes).
- 23:50 ALL builders stopped (X6, E, X5 last). DRY FIRE strict fix reviewed (strip clean) → note cleared. FIX ticked: smg.skin-gold, smg.skin-classic, beam.mid-tinfoil. SMEAR FRAME live (was approved). Words off on ar/smg/beam pages + shared lead.
- 23:56 PORT PHASE start (user: go fully autonomous). Rules in memory port-in-batches.md. PORT-ARCH (a76a9dafb75e4d420) mapping the game port architecture (read-only) → _tools/coord/PORT_ARCH.md; then foundation work (engine parity, kill-end UI ALL AFTER + 0.3/1.0 s timing, lazy-load audit, film-pick rules, music duck) → porters by weapon group (~8).
- 23:59 PORT_BRIEF.md written (all rules for porters incl. cinematic craft). User: go as parallel as the Mac allows, fast but no step skipped.
- 00:00 Parallel port prep started: A = strict preflight of batch 1 then 2 (up to 3 render slots while the 5-min load < 25) → verify/preflight_b1.md; MINIGUN = NOT DOWN YET strict fix (batch 1); C = OTL flash finish (batch 1). PORT-ARCH still mapping.
- 00:11 check-in: load 6.7, mem 41%, disk 10G/17G, autosync alive. Page-side FIX step started in parallel (198 kills, _tools/fix_queue.py): X6 smg/ar/burst, O revolver/flamer, F fists/knife (+STACKED live, UP TOP teeth), E beam/golden, X5 laser/sniper/pistol, X3 cluster/glue/gl, X4 scythe/tkglove/tpdagger/gravflip, I rpg/handcannon. Plus A preflight, MINIGUN NOT DOWN YET, C OTL, PORT-ARCH. 13 running. Parked: X2 thammer, X7 sawedoff, B bouncer (add when load allows).
- 00:18 PORT_ARCH done (hand-port: 26 SMG ports never passed; ~800 player-hours at 20 min/pass; bake path = only passed film). Launched foundation: INTEGRATOR afe6e08ef6cd8f959 (port-base = v4-play4 + tf-movie, PASSED allowlist, base gate prep), SYSTEM a718d7cc9616e4274 (kill-end ALL AFTER + R08 gloat disc during film + 0.3/1.0 s timing, new-first selection, COMMON cooldown, prewarm table), BAKE-SPIKE a042c1e976a29fba1 (generic bake vs hand-port on SHOULDER THROW + LAST STAND → decision), TOOLS a7d8155248225cb8b (gate.sh + build train + lab queue), ENGINE-S3 acb2dd229054f8661 (realGrade/slowmoAudio/multicam/realCam + arena plates + grade table). Rules: GAME_AGENT_RULES.md. Coord rulings: gloat per R08 (user decision wins over tf-movie no-HUD), new-first selection. NOT DOWN YET strict fix reviewed OK. A: grade ramp pixel-identical (no flip possible); motionqa hang fixed.
- 00:27 USER went to sleep ("i trust u"). Session limit hit (reset 02:20) for SYSTEM, BAKE-SPIKE, TOOLS, ENGINE-S3, O, X5, I, X3, C. Load 42/68/48 → parking E + X4. Running: X6, F, INTEGRATOR. One-shot cron 90511f7b at 02:23 resumes in priority order (foundation first). RAILGUN FIX ticked (strip OK).
- 00:28 E parked: beam.lantern-sky motionQA g5 7→0, g0 1→0 (strip pending; FIX not ticked until the strip is reviewed).
- 00:30 check-in: load 6/38/40 (after the spike), mem 64%, disk 9.4/16G, autosync alive. INTEGRATOR F1 done: port-base merge 735b5e22 (v4-play4 + tf-movie). Resumed (limits reset): INTEGRATOR, SYSTEM, BAKE-SPIKE, TOOLS, ENGINE-S3, A (preflight unfinished), C, X6, F. Still parked: E, X4 (load), X5/I/X3/O (02:23 cron), X2/X7/B.
- 00:31 A: batch 1 preflight paused by its own load gate (00:17 spike), g5 31/81 done; resuming as the load falls.
- 00:32 X6 smg.below: motionQA 4→0/5→0, but strip SENT BACK (plate floating on the 6.90 black frame; Faris off the left edge 15.0-15.4; victim arm near the head at 5.00).
- 00:34 C: OTL flash fixed (muzzle at her chest side, bloom small, strip OK) → note cleared; batch 1 open notes now: none for page-side except the flagged notes in later batches.
- 00:37 F: STACKED live. up-top teeth/jaw/KRAK removed; 2 strict fails from shared soul rise + explode pieces → A central SOUL58/EXPLODE58.
- 00:40 C pump.banana-peel: motionQA 5→0/2→0, but the strip still shows words (PEEL panel, AAAAH, heh) + spray over Faris at 9.15 → re-render after the pumpreg words-off; not ticked. Pump-wide words off (pumpreg.js).
- 00:43 F fists.freight-train: 6→4/3→1, F proposed REWORK → coord: fixable (carried body drawn behind Faris on the far shoulder; debris behind/away from her face; words off; castInk sweep blend). Inbox empty.
- 00:45 FIX ticked: pump.banana-peel (words gone), smg.below (look notes fixed).
- 00:48 C pump.clean-spot: motionQA 3→0/2→0, strip SENT BACK (Faris cut off at the bottom 4.48-5.11; check the 3.85 close insert ≤0.5 s).
- 00:50 FIX ticked: fists.hitchhiker, fists.monument. Fists kit words off (KD.sfx).
- 00:50 A: EXPLODE58 + SOUL58 live (up-top 4.50 + skin-cartoon 9.73 fails cleared); up-top 5.87 = F's own lane palm → routed to F. Load 38/45/45 (Chrome + Unity csc + the online player) → parking X6 + C; keeping A, the 5 game agents, F (finishing up-top).
- 00:51 check-in: load 25/41/43 falling; disk internal 6.9→8.9G after offloading 9 dead agents' transcripts (symlinks); Workspace 15G. FIX ticked pump.clean-spot. Parked: C, X6 (load). Running: INTEGRATOR, SYSTEM, BAKE-SPIKE, TOOLS, ENGINE-S3 (light work until load < 35), F, A (preflight on its load gate).
- 00:59 FIX ticked fists.up-top. fists.one-inch g5 3→1 (hit-spray teardrops over his chin) → A extends EXPLODE58 to hit sprays.
- 01:03 A: EXPLODE58 covers all blood drops + hit sprays; one-inch + up-top g5 PASS → one-inch FIX ticked.
- 01:08 F freight-train 6→4/3→1: carry behind Faris + debris away done; wall re-key (lifted step at tWall) queued after death-mask; castInk elbow 3.50 + trigger DOOM burst over her chin → A.
- 01:14 check-in: load 41-44 (incl. the online session's Chromes + bg-spare), mem 42%, internal disk 6.8→7.1G after offloading 6 parked transcripts (409 MB) — disk still draining, watch. SYSTEM done on code: port-system 8b990e82 (F8 endings: recap 0.2 s, exit 0.2 s, gloat disc during film per R08, in-place gloat, no film slow-mo/stings; F9 new-first + COMMON cooldown + PASSED filter; F10 spot table); not measured yet. PUSHED port-base fb3148bb, port-system, port-tools to farisbasha so VM lanes can build; SYSTEM told to build on the VM + run the endings labs. TOOLS: gate.sh/train.sh/labq.py on bda5ebdd. FIX ticked fists.death-mask.
- 01:17 offloaded 9 parked agents' transcripts to /Volumes/Workspace/Offload (symlinks; resume still works).
- 01:22 ALERT: swap 8.2/9.2 GB, internal free swinging 4.8-6.8 GB (swap files). Parked F; A capped at 1 render slot (pause if swap > 8 GB or disk < 5 GB). Game agents keep to code/csc.
- 01:23 A: CASTINK58 (angle-space gesture blend, elbow jump 20.5→0.1 u) + MANGAHEAD58 (trigger burst cut around heads) + EXPLODE58 skips drops over live heads. freight-train g5 6→2 (lane layers left, F parked with the plan). Swap 6.7 GB, disk 5.7 GiB. Inbox empty.
- 01:36 check-in: load 37/33/35, swap 7.9 GB, internal disk 4.4 GB (swap growth; offloaded A + PORT-ARCH transcripts 836 MB). INTEGRATOR's Mac build_test of port-base running (Unity+dotnet ~3.5 GB). Paused A preflight; TOOLS/ENGINE/BAKE/SYSTEM: no Mac Unity/Chrome, use VM lanes (pushed port-b0). Peer online session also busy.
- 01:38 ENGINE-S3: port-engine e88f859b (realGrade URP pass, slowmoAudio w/ reverb, multicam, realCam, lab film handcannon.s3-kit; F12 MapExportLab live + one grade table) → PUSHED; build/lab on VM. Plate hidden under multicam (matches page 58k_cine3.js:210) → SYSTEM HudGoldName change. A: preflight paused at b1 g5 29/81.
- 01:50 check-in: load 25/19/24, swap 3.9 GB, disk 7.8/12 G, autosync alive. Mac Unity lock held by the online session (online-d build) — our builds go to the VM. A preflight resumed (1-2 slots). Running: INTEGRATOR, BAKE-SPIKE, TOOLS, SYSTEM, ENGINE-S3 (VM builds).
- 02:03 BAKE-SPIKE: bakes run on the VM (raw CDP); SHOULDER THROW 1.1 MB (445 KB w/o blood), LAST STAND 5.2 MB (1.1 MB w/o blood) for 6 levels; blood = 60-80% → spawn events + game sim. PUSHED port-bake 8f9df508 for a VM build. Target ≤150 KB/kill.
- 02:10 check-in: load 18/27/30, swap 5.5 GB, disk 6.8/12 G. INTEGRATOR: port-base builds 1+2 (e6af4045), offered-hand × 18 arenas + units/ks_base labs running. ENGINE: VM labs (s3 play/perf). SYSTEM + BAKE: VM builds. TOOLS: train 0. A: preflight b1 at 1-2 slots.
- 02:25 RESUME cron: all 5 foundation agents already running; did NOT resume page fixers (load 63/38, swap 6.0 GB, disk 5.7 G). PREFLIGHT B1 DONE: 19 PASS / 62 FAIL (strict motionQA on the live engine; spot-checked SKIP FIRE (wall over her chin 8.40-11.18) and PULLED (knee seam 3.38): real). Wired into the tracker (pre FAIL → FIX step required; fix_queue.py lists them first). A: build _tools/vm_motionqa.sh so page renders run on the VM, then preflight b2 via the VM.
- 02:27 TOOLS done: port-tools cf96ff72 PUSHED (gate.sh --quick/--final with pluggable parity, train.sh, labq.py, KillCineLabEdge, PORT_PIPELINE.md). Proof: offered-hand --final on the VM 34 min (parity/rng/18+18 arenas/11 edges PASS; perf unreliable on the VM). One final pass ~25.5 min VM / ~20 min Mac → ~650 VM player-hours for 812 kills: today's VM ~17 days; a 2nd D8as_v5 → ~6.5 days (USER DECISION in the morning, cost). Rulings: quick = parity+rng+perf, final = everything; clear VM lanes smg1/smg2 (25 GB). Offered-hand Mac max frames 528/88/183 ms > 33 ms budget → investigate when the Mac clears. SYSTEM: edge hook line.
- 02:30 check-in: load 59/62/48 (Unity csc bursts + the online session's labs + disk-image I/O), swap 3.5 GB, disk 7.5/11 G, autosync alive. 6 running (INTEGRATOR, BAKE-SPIKE, TOOLS, SYSTEM, ENGINE-S3, A). Page fixers stay parked until A's VM motionqa path works.
- 02:35 TOOLS: quick/final split done; VM disk 5.3→30 GB (smg1/smg2 lanes removed); perf_spikes.py: offered-hand frame 519 (in-film K.O. side effects, 528 ms) → SYSTEM F8 likely fixes; hand-off frame 557 (137 ms) → movie FlowExit. Pushed port-tools-r2 4cd1d4c8.
- 02:40 BAKE-SPIKE build #2 a7690ff9 PUSHED (blood as spawn events through the game sim; 456 KB / 1173 KB; lazy registration). Build #1: SHOULDER THROW g5 on 18 VM arenas 54/54 pass; page-vs-game side by side matches pose for pose (coord reviewed sbs_hc_g5_backyard_drawblood.jpg). Gaps: camera framing tighter than page (f90 head at top edge), stray PAK word, multicam not replayed, zone tint, TOWER staging. Mac player perf allowed (1 run at a time, swap<6 GB, disk>6 GB).
- 02:45 BAKE-SPIKE: merged port-engine f04e724e into port-bake (reuses Multicam/RealGrade/SlowmoAudio/TimeRamp); fixing the camera fit (NoBars for mids, widen never crop), the PAK word = the game's random killing-hit word (lead.noWord). Approved: one Mac build in StickFight-bake via an APFS Library clone + build_test.sh, then rmtree the clone.
- 02:47 ENGINE-S3: VM labs done (s3kit lab 3/3, slow-mo audio verified, 28/28 frame parity vs the page twin, 18/18 live plates; multicam inset cache fixed MED/HIGH perf; LOW max 43-50 ms on the VM → decide on the Mac). F12 game tint mul+add approved (ΔE00 0.78). PUSHED port-engine f04e724e. Routed to SYSTEM: gameplay PAK ring/word during films; the plate overlapping the crown (PYR58 stacking). ENGINE next: engine-art vs page look list (body bloom during films).
- 02:50 check-in: load 39/35/40, swap 5.0 GB, disk 6.2/11 G, autosync alive. Running: INTEGRATOR, BAKE-SPIKE, SYSTEM, ENGINE-S3, A (VM motionqa path). TOOLS idle (done; trains on demand). Page fixers parked (Mac bound).
- 02:56 A: _tools/vm_motionqa.sh WORKS (rsync pages → VM, strict motionqa on the VM, results back; --strip mode). Batch 2 preflight running via the VM. Tracker: aliases sawedoff.both-down→mid-both-down, harmonica; scythe.by-a-thread + thammer.bling not on their pages → excluded (808 kills). Resumed page fixers on the VM path, batch-1 preflight fails first: X6, O, X5 (+pan), E, X7 (sawedoff/spear/sabre), F. Fix brief updated (VM motionqa, no local Chrome).
- 02:57 BAKE-SPIKE build #3 d1208b6e PUSHED (TimeRamp+SlowmoAudio, RealGrade+Multicam via port-engine, NoBars mids, camera fit, noWord; a7690ff9 had a cursor bug). Mac build started (APFS clone). LAST STAND 14/18 arenas (4 refuse: needs ~600 u room).
- 02:59 E beam.lantern-sky: motionQA 7→0/1→0 but SENT BACK: plate floating alone in the realm 5.78-12.33, red ring at 12.33, g5 XT ending looks alive at 15.60.
- 03:10 check-in: Mac load 31/35/38, swap 6.4/7.2 GB, disk 4.7 G (BAKE-SPIKE's one-off Mac Unity build ~3.5 GB + claude bg-spare 2 GB + online-session Chrome/player); VM idle-ish (load 3.5, 12 GB avail, 29 GB disk). 10 running: INTEGRATOR, BAKE-SPIKE, SYSTEM, ENGINE-S3 + fixers X6, O, X5, X7, F, E (motionqa on the VM). A waiting on b2 preflight (VM). Watching the disk; park fixers if < 4 GB.
- 03:13 disk 3.7 G → offloaded 888 MB of stale other-session transcripts → 6.4 G. FIX ticked flamer.brazen-bull (O). smg.knee-slide SENT BACK (victim legs over Faris head 4.40, gore piece over his plate 7.06; the strict check doesn't count another body's limbs).
- 03:23 INTEGRATOR F1-F4 DONE: port-base 854a9baa PUSHED (tf-movie merge, PASSED allowlist gen_passed.py, ks lab fixes, a forced legacy finisher not replaced by the common roll). Gate: build_test OK; ks all+movie 298/3 (stale smg spot58 + 2 perf budgets on stub/taped films); units 155/1 (pre-existing 91 B alloc); offered-hand 18 arenas 54/0; perf p95 L/M/H 4.0/4.8/5.0 ms, but LOW cold first run max 243 / begin 34.8 ms → SYSTEM F10 warm-up; PF05 film choice 19.3 ms → SYSTEM F9. Mac test build: /Volumes/Workspace/Scratch/movie/port/port_base_build/StickBrawl.app. Online protocol proposal: option A (film catalogue hash inside NetProto.ContentHash, no wire change) → for the user/online session in the morning. Next: trial port-found integration (base + tools-r2 + engine + system) on the VM.
- 03:29 INTEGRATOR: trial port-found af6e8c61 (base + tools-r2 + engine f04e724e + system 76b520b1 + PortGlue for the multicam plate hook): clean merges, csc 0 → PUSHED; merging engine ae2da6a3 (no bloom on film bodies; body ΔE00 vs page 0.5-0.6) next, then a VM build + ks/units/regress/perf.
- 03:33 note: go-build cache move to the SSD half-failed (go was running): a copy sits in /Volumes/Workspace/Offload/Library-Caches/go-build, the original partly cleared (rebuildable cache). Internal disk 7.1 G. PUSHED port-found c390a8ec (+engine ae2da6a3).
- 03:34 ENGINE-S3 STYLE parity: ae2da6a3 (no bloom on film bodies, KillCineGradeComp: body ΔE00 5.6→0.6). Engine-art gaps outside its files → launched STYLE-PORT affdd856df11002f0 (port-style from port-base): blank faces in films, page gore art (teardrops/caps, no gib squares/bone shard), muzzle flash additive blend, FLAT58, drop shadow fade, EXPLODE58/SOUL58 in the game sim. Mac: load 27/21/25, swap 6.1 GB, disk 7.1 G, Workspace 8.7 G.
- 03:46 basha-33 (online session) warned Workspace 99% (8.5 GB free). Deleting regenerable Library caches of 16 stale stream worktrees (v3-rooms/audio/retro/hud/weapons/controls/camera/maps/motion/mapsfin/items/skfx/perf, v4-reskin/retention/shop; none symlinked, none open, untouched > 4 days) via python rmtree (background).
- 03:50 check-in: load 53/38/29, swap 4.7 GB, internal 6.2 G, Workspace 9.4 G (Library rmtree still running). 10 running: BAKE-SPIKE, SYSTEM, A, X6, O, X5, F, E, INTEGRATOR (port-found VM build), STYLE-PORT. ENGINE-S3 done (idle). X7 waiting on the VM.
- 03:50 BAKE-SPIKE: camera cause = recorded un-fitted v.cam (page applies the 320 zoom floor + FINAL fit at render) → now records the render matrix; NoKoFrame58 for mids; build #3 showed no PAK, no bars, multicam replaying, dome via RealGrade, 11.16 vs 11.14 s; Mac build OK (7m38s). PUSHED port-bake 82c50f85. Mac perf pending (swap gate).
- 03:56 O revolver.mid-quicksilver: motionQA 2→0/3→0 (the plate false positive set aside; A fixing the plateCover check) but SENT BACK: heads merge at 3.10-3.60.
- 04:10 check-in: Library cleanup freed ~9.5 GB → Workspace 18 G. Internal 5.4 G → moved ms-playwright cache to the SSD (symlink). Load 14/18/20, swap 4.8 GB. 10 running.
- 04:20 INTEGRATOR: port-found c390a8ec on the VM: build OK, ks all 265/2 (stub/taped perf budgets), units 156/0, regress quick all pass, offered-hand perf 6/0 each tier (VM noise); SYSTEM rotation checks 6/6, allowlist 7/7. Next: one Mac build of port-found in StickFight-train + Mac perf/units/A-B (swap-gated).
- 04:21 FIX ticked revolver.mid-quicksilver (heads apart).
- 04:26 F: knife preflight pops traced to C2.performer (snap keys, 1-frame facing mirrors, V.w swings); F's local PERF58 (0.1 s pose time blur, mid-tween pivot, damped weapon angle): flayed 11/11→3/1, crossed-out 10/5→3/2, bear-hug 6/6→3/3. → A to fold PERF58 into 58k_cine2.js (valve) with a before/after on knife/fists/approved C2 kills.
- 04:29 BAKE-SPIKE report: RECOMMEND BAKE (parity exact; ST 18/18, LS 14/18; size 457/1177 KB → ~94/189 projected with fx events + 30 Hz + LZMA; Mac perf fails p95 from per-frame tessellation/clipping/first-frame warm-up; ~15-30 agent-min per kill). DECISION: PORT BY BAKE (PORT_ARCH last section + memory). Streams: BAKE-LEAD = spike agent (recorder + BAKE_FORMAT.md), BAKE-PERF aac4b09a1c8307479 (player perf), BAKE-STORE a31c71cf59f3827c6 (30 Hz/LZMA/meta table/lazy). SYSTEM later: mid-kill flow + staging variants. STYLE-PORT: game blood/gore art.
- 04:30 check-in: load 18/22/22, swap 4.2 GB, disk 6.4/16 G, autosync alive. 12 running.
- 04:33 BAKE-LEAD froze BAKE_FORMAT.md v2 (KBK2) on port-bake 07ee362e → PUSHED; BAKE-PERF + BAKE-STORE branch from it. Ownership: LEAD = recorder/packer + KillCineBakedFx.cs; PERF = KillCineBaked*.cs; STORE = codecs/30 Hz/index/bundles. The word rule is in the recorder (screen text dropped).
- 04:37 FIX ticked pan.backhand (X5; also a pan-kit layDown settle fix).
- 04:42 X6 smg.knee-slide round 3: 5.2-9.2 clean; last items: muzzle smoke over his head, the punch-in 4.21-4.79 > 0.5 s with his crown cut at the top, the 4.79 head blur.
- 04:48 SESSION LIMIT (reset 06:00): stopped BAKE-LEAD, BAKE-PERF, BAKE-STORE, STYLE-PORT, SYSTEM, X6, E, F. Still running: A, O, X5, X7, INTEGRATOR. One-shot cron at 06:03 resumes in priority order.
- 04:50 check-in: load 8/14/24, swap 5.1 GB, disk 5.4/16 G, autosync alive. Running A, O, X5, X7 (waiting on VM QA), INTEGRATOR. Others wait for the 06:00 reset (cron 81864908 at 06:03).
- 04:57 A + O stopped on a limit that resets 09:20 (other account) → one-shot 09:23 cron.
- 05:03 X7: sawedoff acid-rain/amateur/dark-below motionQA → 0/0 (KS.breakOpen ease shared); not ticked yet: sawedoff/spear/sabre words still on screen → lane-wide words off. Floating plate (acid-rain, lantern-sky) → A PLATE58 (A_BACKLOG.md, for 09:20).
- 05:10 check-in: X5 + X7 hit a limit (reset 07:20) → one-shot 07:23. Only INTEGRATOR running (Mac port-found build/perf, swap-gated). Load 33/21/18, swap 5.3 GB, disk 5.5/15 G. Restart crons: 06:03 (bake/system/style/X6/E/F), 07:23 (X5/X7), 09:23 (A/O).
- 05:18 INTEGRATOR Mac numbers for port-found: build OK (in StickFight-found; the train worktree is sparse → TOOLS fix), units 155/1 (91 B is platform), offered-hand p95 L/M/H ~5-7 ms, -perfslow 6 fully in budget; cold LOW f32 spike 186-245 ms (SYSTEM item); ENGINE first-multicam cold stall 324-389 ms → ENGINE prewarm; grade costs nothing. Next for INTEGRATOR: trial port-found2 = port-found + port-bake 07ee362e (VM) + the batch-1 pipeline plan. Resumed TOOLS (full train checkout + gate --parity bake) and ENGINE (multicam prewarm).
- 05:32 account switched (new limits) → resumed ALL 15: BAKE-LEAD, BAKE-PERF, BAKE-STORE, STYLE-PORT, SYSTEM, INTEGRATOR, TOOLS, ENGINE-S3, X6, E, F, O, X5, X7, A. Load 5, swap 3.1 GB, disk 7.4/15 G. (The 06:03/07:23/09:23 crons will find most already running.)
- 05:33 SYSTEM done: port-system 4019235f PUSHED. Endings on the VM: recap 0.200 s, gloat 0.206-0.217 s in place, ROUND OVER 0.906-0.917 s (no pick) / the frame after the gloat; no words/rings/KO card mid-film; plate clear of the crown; gloat disc at the edge from frame 1 (coord saw the stills: recap card + KILL CAM REPLAY header beside the winner; edge column during the film). Cold begin LOW 34.8→~10 ms; PF05 19.3→~1.8 ms. Open: knee-slide column covers 11% of the victim box; the Mac run needs a port-system Mac build. BAKE-PERF: LAST STAND p50 from BLOOD V2 live decals (no bake under V2) → BAKE-PERF writes KillCineBloodV2Bake.cs (approved); ST clipping per draw → clip per run.
- 05:40 ALL agents stopped again on the session limit (reset 06:00) shortly after the resume. Crons 06:03 / 07:23 / 09:23 will resume them. E found the lantern-sky floating plate = the realm's cached canvas (58k_worlds.js:1856) captured the plate (useful for PLATE58).
- 06:04 06:03 RESUME: all 15 resumed (bake LEAD/PERF/STORE, STYLE-PORT, INTEGRATOR, TOOLS, ENGINE, SYSTEM; fixers X6, E, F, O, X5, X7; A). Load 8, swap 4.0 GB, disk 6.4/15 G. Inbox empty.
- 06:04 FIX ticked smg.knee-slide (round 3).
- 06:05 ENGINE a6333cd5 PUSHED (first-multicam prewarm; VM cold first-run LOW max 55.7→16.8 ms; Mac proof pending a build). FIX ticked knife.crossed-out (F).
- 06:06 port-found2 3a5e8b8b PUSHED (+bake 07ee362e +system 4019235f; §8 batch plan). Routed: wire_places.json + hand→bake replacement rule → BAKE-STORE; gate bake detection + parity_bake.sh → TOOLS; mid flow + staging variants → SYSTEM (16 mids in batch 1). FIX ticked smg.mid-trampoline.
- 06:09 STYLE-PORT milestone 1 (code, csc 0): film faces hidden (cosmetic face slot + face-area hats), BLOOD v2 painters on for films (teardrops, caps, no bones/shards), the explode ladder ported, muzzle-flash additive star (polygon fills were dropped), FLAT58, shadow fade, EXPLODE58/SOUL58 in the game; ladder + soul off for baked films. PUSHED port-style 1ebbfaf6 + port-style-lab 6aa728f8; labs on the VM next. BAKE-PERF: s.Baked58 + additive path.
- 06:10 check-in: 13 running (ENGINE done, X7 waiting on the VM). Load 25/14/10, swap 5.5 GB, disk 5.2/15 G (near the limits; watch). Autosync alive.
- 07:12 account switched again → resumed the critical path first: BAKE-PERF, BAKE-STORE, BAKE-LEAD, INTEGRATOR, SYSTEM, STYLE-PORT, TOOLS + fixers X6, F, E (10). X5/X7 via the 07:23 cron, A/O via 09:23. Load 3, swap 3.0 GB, disk 7.1/14 G.
- 07:14 FIX ticked beam.lantern-sky (E). Stale vm_motionqa --strip PNGs → A backlog.
- 07:17 BAKE-PERF 65e487e8 PUSHED (symbol cache on a worker, clip per run, lighter→additive, V2 decal bake, S3 warm-up; A/B switches); Mac build of it starting (APFS clone). s.Baked58 → INTEGRATOR at the merge (REQUESTS).
- 07:23 07:23 cron: resumed X5 + X7 (12 running). Load 4.8, swap 4.0 GB, disk 6.1 G.
- 07:26 X5 pistol.down-the-barrel motionQA 6→0/6→0 + ELBOW58 (shared 58k_cine2.js, inside PERF58) → sent back for the knife blade through the floor at 9.60-10.10; A told via the backlog.
- 07:31 USER asked for a build of what's ready, on internal storage, opened. Opened build A now (port-found c390a8ec Mac build 04:59) → ~/StickBrawl-v3/Builds/Stickbash-PORT-A-29Oct-0459.app. Asked INTEGRATOR for build B (port-found2: + style + bake-perf + engine prewarm + system 4019235f) with test access to THE OFFERED HAND + baked SHOULDER THROW/LAST STAND → ~/StickBrawl-v3/Builds/Stickbash-PORT-B-29Oct.app.
- 07:40 USER: build with the 24 clean batch-1 kills to look at → BAKE-LEAD bakes them (port-preview, KILL TEST list), INTEGRATOR builds B (foundation) then C (+24) to ~/StickBrawl-v3/Builds. FIX ticked smg.mid-tin-star (now 25 clean). Internal disk 3.5 G (the user is playing build A).
- 07:47 Internal disk 3.4→3.2 (swap 6.3-6.6 GB) → moved the idle Brave cache to the SSD; parked fixers X6, F, E, X5, X7 (the user is playing build A). PUSHED port-bake-store 9ce690f5 (KBK2 reader/LZMA, index + supersede rule, wire_places.json 1107 keys; 60 Hz SOLID ~132/151 KB per kill). BAKE-PERF on the Mac: SHOULDER THROW p95 L/M/H 8.9/7.1/9.5 ms (was ~32-35); max still 58/73 at LOW/HIGH. FIX ticked pistol.down-the-barrel.
- 29 Oct ~08:10 USER: "pause all, eject ssd" (heading to office; resume there). All agents were already stopped (the 12:20 limit). Crons: check-in + 09:23 resume deleted; the inbox cron kept. Autosync 83387 stopped. Peers basha-33/basha-8e warned. Build B (port-found2 a51bee36: endings + style + bake-perf + engine + the 2 baked kills in the KILL TEST) is at ~/StickBrawl-v3/Builds/Stickbash-PORT-B-29Oct.app (internal; opened). The 24-kill preview (C) was NOT built: bakes not started (needs the KBK1 tools from the found worktree run on the VM, or KBK2 once the reader merges).
RESUME PLAN: attach the sparsebundle → restart autosync → recreate the PORT PHASE check-in cron (text in the session) → resume per role: BAKE-LEAD a042c1e976a29fba1, BAKE-PERF aac4b09a1c8307479, BAKE-STORE a31c71cf59f3827c6, STYLE-PORT affdd856df11002f0, SYSTEM a718d7cc9616e4274, INTEGRATOR afe6e08ef6cd8f959, TOOLS a7d8155248225cb8b, ENGINE acb2dd229054f8661 (done), fixers X6 a9148a7e18e5fb2f9, E a9bdfae9fb3e5af72, F ac0d3fd7a148f072a, O a46fa6168b6c0c287, X5 adde43df3f6aef2c6, X7 a77b966a46fbefba7, A a6a2242227c8daaf7. First task on resume: the 24-kill preview build C (/Volumes/Workspace/Scratch/coord/preview24.txt).
NOTE: many subagent transcripts + ~/Library/Caches/{ms-playwright,com.brave.Browser} are symlinked to /Volumes/Workspace/Offload; they break while the SSD is out (agents can't resume until it's attached).
- 08:04 SSD EJECTED (Workspace force-detached: only an idle CoreSimulatorService read handle on Xcode/Developer/CoreSimulator kept respawning; our leftover ssh/vmctl shells were killed first). Peers basha-33/basha-8e OK'd it.
- 09:47 RESUMED at the office (the Mac had rebooted: swap reset, internal 34 GB free). Attached the Workspace sparsebundle, autosync pid 5688, check-in cron 81f813b5. Office cap 10: BAKE-LEAD (24-kill preview bakes in KBK1 on the VM → port-preview), INTEGRATOR (build C), BAKE-PERF, BAKE-STORE, SYSTEM, STYLE-PORT, TOOLS, X6, F, E. Parked: X5, X7, O, A, ENGINE (done).
- 09:48 FIX ticked fists.mid-opened-up / mid-wrung-out / mid-head-back (F). Blood over the plate → A backlog (EXPLODE58 plate rect).
- 09:52 check-in: 10 running (office cap). Load 20/24/19 (post-boot), swap 3.4 GB, internal 32 G, WS 13 G, autosync alive. Peer now basha-fd. BAKE-LEAD on the 24-kill KBK1 preview bakes.
- 09:54 BAKE-PERF 25a88890 PUSHED (KBK2 decoder, SDF arcs, inset warm-up at real sizes); Mac perf A/B for both kills running.
- 09:57 TOOLS: train worktree full + Mac train build OK; gate --parity bake works (alive joints 0.04-0.05 u = exact; the dead victim 15-17 u off → BAKE-LEAD); offered-hand Mac perf on a quiet Mac: no frame > 33 ms (MED begin 17.5 vs 16.7 marginal). PUSHED port-tools-r2 2769bbc1.
- 10:05 BAKE-STORE lab 1 (VM): index parse 10.5 ms once, inflate 28-39 ms at 60 Hz SOLID (17-24 at 30 Hz), async ready in 2-5 frames, 343-408 KB per film at 60 Hz; load allocations 1.2-3.4 MB + 41-169 ms frames being pooled → lab 2. PUSHED port-bake-store.
- 10:12 check-in: 10 running; preview bakes on the VM: 15 OK so far (knife.crossed-out pack FAIL). Mac load 38/25/19, swap 4.0 GB, disk 31/12 G.
- 10:13 E found a central face-fail source: the shared lead's killing-frame poses reel/shock put the front arm across the head (eF -1) → E makes a KFPOSE58 lead-pose override in 58k_cine.js (A parked), with a before/after on 3 kills.
- 10:15 TOOLS: edge lab works on port-found2 (9 cases); a real bug: MIRROR (killer on the left → the film plays the same as on the right, sides swap at the cut) → SYSTEM; frame 518 330 KB alloc at MED + 260-300 KB at LOW in the first second → SYSTEM. PUSHED port-tools-r2 cdf7d614 (edge-lab fixes).
- 10:18 BAKE-STORE lab 2: 0 GCs during 16 loads, +4..44 KB per load, store main-thread ≤0.13 ms typical (max 4.8 incl. a log), the long frames = VM software GL baseline, inflate on the worker, ready in 2-5 frames. Store bar met on the VM; Mac/phone confirm later.
- 10:30 BAKE-STORE lab 3 OK (0 GCs; main-thread 0.05-0.4 ms typical); PUSHED port-bake-store 5708a9ef; the merge dry run with port-found2 is clean. Preview bakes: 22 OK + crossed-out pack FAIL, the last one (rpg.the-tail) baking.
- 10:32 check-in: the preview bakes are DONE on the VM: 23/24 (knife.crossed-out pack failed); the port-preview branch exists → INTEGRATOR building C. TOOLS idle → resumed X5 (10 running). Load 20, swap 3.5 GB, disk 31/12 G.
- 10:37 STYLE-PORT labs: faces blank, teardrop gore (no bone/shard), the flat gun, the shadow gone, parity 16/16 + 28/28; perf over budget from BLOOD v2 live decals (BAKE-PERF cache pending); the flash star still dim; green hit flecks + the double soul fixed. PUSHED port-style 127f2a9e + port-style-lab bf9155ef. BAKE-LEAD: port-preview 4c9d1dca (23 KBK1 bakes, ~22 MB; crossed-out skipped) PUSHED → INTEGRATOR building C.
- 10:47 The VM page-render queue stalled ~1 h (VM load 13-15 from game labs; vm_slot parks Chrome above 10). Mac healthy → fixers may fall back to local motionqa under render_slot (the rule in jobs tmp renderfallback.txt). E: KFPOSE58 in 58k_cine.js (lead call site only), A/B pending.
- 10:54 check-in: build C is building on the Mac (Unity in StickFight-found); Mac load 54/33/28 (C + the online session's Unity runs), swap 2.8 GB, disk 32/11 G. 9 running; STYLE-PORT idle (done, pushed).
- 10:56 E: KFPOSE58 live (meltdown FAIL→PASS, votive trigger fail gone, mid-the-bill unchanged, SHOULDER THROW identical). votive's candle payoff (100% head cover 6.80-10.45) → strip requested for an exemption decision.
- 10:59 VOTIVE: design exemption like HOODOO (whole-body wax); drips kept off the head disc (a red patch read as a mouth). THE TURN (X6) g5 9→0 g0 10→0, sent back: heads touching at 3.14-3.23 + hit spray on the head disc. Build C queued for the Unity lock behind online-d (online-ui after us).
- 11:00 DEAD RUN (X5) g5 8→0 g0 8→0; sent back: head/plate contact at 5.76, a red mark on the head disc at 6.93, idle tail 11.6-14.0.
- 11:01 THE TURN fix TICKED (round 2 strip clean).
- 11:08 BAKE-LEAD: port-preview 7f985af3 (a ragdoll posed from P, the dead-victim offset) + port-bake d1de1855 (body.extra, wound sprites, amendments 4-5) PUSHED; INTEGRATOR told to build C from 7f985af3 if it hasn't started. SMEAR FRAME arms OK (plate specks → central). SKIP FIRE sent back (impacts on the head disc 10.0-11.0). A a6a2242227c8daaf7 RESUMED (slot 10/10) for the EXPLODE58 plate rect only (gibs/drops/sprays off the plate+Faris head), VM motionqa.
- 11:09 VOTIVE fix TICKED (wax head clean; strictExempt58 on def). A_BACKLOG: motionqa honours strictExempt58 + a K.FACES sweep.
- 11:11 SKIP FIRE (X6) impacts now chest (0.62→0.38), g5/g0 0. SKIP FIRE + SMEAR FRAME: per-kill fix done; FIX tick HELD for A's EXPLODE58 plate rect (11.45 / 9.74 plate specks), re-strip after it lands. X6 → smg.house.
- 11:12 E: removed 6 direct K.FACES painter calls in beam lanes. Grep: ~30 other files still call K.FACES directly → A_BACKLOG priority #2 (a central Proxy lock). DEAD RUN: the 5.98 arm to be angled lower, then tick.
- 11:12 BAKE-LEAD correction: no dead-victim offset in the game (KBK1 pins ragdolls to P; the TOOLS bake_joints.py read stale J). 7f985af3 harmless; C can use either hash.
- 11:13 check-in: load 31/42/38, swap 5.6 GB, disk int 30G / WS 11G, autosync ok. 10 running (BAKE-LEAD, INTEGRATOR, BAKE-PERF, BAKE-STORE, SYSTEM, X6, F, E, X5, A). Build C Unity compiling since 11:11 (the online builds have finished). Swap near 6 GB: no new agents.
- 11:14 F: EN GARDE + JACKKNIFE motion 0 fail g5/g0, but sent back on head-cover WARNs (3.27 shape across the head, 2.98 head-in-face 4f, 4.02 solid over the head 26f, 3.38 hand 7u under the floor; 4.92 gibs → A).
- 11:16 DEAD RUN sent back again: the run-past head overlaps Faris's head 6.03-6.15 + the 5.97 piece draw delay. STYLE.limbOff opt-in o.vy (X5, flock58) OK.
- 11:23 BAKE-LEAD 3-kill side-by-side: minigun.locked matches; ice g5 matches. BUGS in the KBK1 dead-body path → BAKE-PERF P1: rpg.the-tail g5 corpse = a flat bar (severed pieces lost), g0 corpse missing; ice g0 alpha-0 victim still drawn; white edge lines in the rpg stills. Build C ships with these (tell the user); fix → C+1.
- 11:24 OPEN HOUSE fix TICKED.
- 11:26 BAKE-LEAD done round: port-bake ccae7cc7/83e56d10/c7857947 PUSHED (amendments 6-9, delta packer). Resumed for v2: SYSTEM's zone requests → knife grade overlays → a scripted v2 rebake of 24.
- 11:28 DEAD RUN round 3 sent back: the crouch-run still skims Faris's head 6.03-6.11 → a floor-level slide/dive-roll under the gun arm; the arm shot from further out. STYLE.limbOff opt-in o.pieceDelay OK.
- 11:34 SYSTEM round: port-system 61ccb116 PUSHED (mirror fix, OFFERED HAND allocs MED f518/LOW f30/LOW layer → 0, mid-round flow host+offline, VM 130/0; AsMid default true). Resumed: clip-engine allocs → edge-lab mirror staging → NET_MIDFILM_PROPOSAL (design only; NetProto is the online session's). BAKE-STORE 72562a7b PUSHED: real KBK2 sizes 159-421 KB/kill; fx-as-events + requant → ~130-160 KB avg (~105-130 MB/808); 60 Hz default, 30 Hz per kill only when parity proves it. INTEGRATOR: port-found3 plan after C.
- 11:35 ★ BUILD C DONE (a3771e87 = port-preview 7f985af3 merge; 23 baked batch-1 kills) → ~/StickBrawl-v3/Builds/Stickbash-PORT-C-29Oct.app, OPENED for the user. Known: rpg.the-tail corpse (bar g5 / missing g0), ice g0 alpha-0 victim drawn, white edge lines (→ BAKE-PERF for C+1); knife.crossed-out not in C. Check-in: load 37/59/77 (falling), swap 6.1/7.2 GB, disk int 28G / WS 11G, autosync ok; 10 running.
- 11:41 DEAD RUN fix TICKED (round 4, a baseball slide).
- 11:43 LAST STAND (X6) 14→0 but sent back: the rifle across Faris's face 5.17-5.61, the barrel near the plate 4.73, the multicam panel CAPTIONS (HALVED/MID-AIR/THE STOCK = words during the action). Watch for captions in other multicam kills.
- 11:44 A_BACKLOG: central panel-caption gate (RIF.inset ar/burst_kit, KE.inset beam, smg_b).
- 11:46 LAST STAND round 2: per-kill clean (the rifle low, the burst clear, captions ''), FIX tick HELD for A's plate valve (with SKIP FIRE + SMEAR FRAME). RIF.inset copies: ar ~678, smg_b ~564, burst_kit 676.
- 11:49 INTEGRATOR: C = a3771e87 (port-found2 a51bee36 + port-preview + the catalogue rows fix c49e06e0 + 7f985af3); the nested double copy in C cleaned + re-signed (sig verified). port-found3 b4cba1bd PUSHED (found2 + system + bake-store + style; csc 0). RULING: the KILL TEST plays baked mids as films (test-only override), an AS MID toggle → SYSTEM. STYLE-PORT queue: units NRE in the anatomy-tools check with STYLE on; XT wound painter == HIGH. KILL TEST in C shows the bakes' own film names (DRY FIRE etc.), not key slugs.
- 11:51 RATE LIMIT: all 10 agents stopped (5-hour limit, 'resets 4pm'). Per the assume-limits-reset rule: resume each check-in tick. Left mid-step: X6 (payoff strips), BAKE-LEAD (OUTZ zone track), SYSTEM (clip-engine edits), BAKE-PERF (dead-body fixes), A (plate rect A/B strips), INTEGRATOR (KILL TEST mid override), X5 (COLD SHOULDER zoom strips), BAKE-STORE (decoder fixes), E (g5 9.53 fail), F.
- 11:52 check-in: all 10 resumed after the limit (running). load 8/14/32, swap 4.9 GB, int 29G, autosync ok.
- 11:53 LONG EXPOSURE (X6) 12→0; rulings: keep the developed-picture beat then ease out to a wide two-shot final; the viewfinder caption text removed (brackets + REC dot stay). Rule of thumb now: in-kill HUD letters/digits = words → off; device numerals (ammo counter) allowed.
- 11:59 E b1 preflight 5/5 at 0: GOLD THREAD TICKED; HAYMAKER + THE DIVE per-kill OK, held for A's plate valve; HOT SWAP 7.85 + ALONG THE ARM 3.60 head contact → zoom asked. WHITE EDGE LINES found on the pages (source of the game's edge lines) → A_BACKLOG HIGH. port-bake 24b94cf6 PUSHED (zone param stream amendment 10, CUES amendment 11, grade overlays amendment 12, bake_v2_batch.sh).
- 12:01 LONG EXPOSURE TICKED. Note: CAPTIONS58 capSweep already in 58k_style.js (A) gates inset/panel captions + cine.js:1242 inserts; RIF.card = word card (WORDS58).
- 12:04 MACHINE: load 65-80, swap 6.2 GB from LOCAL fixer renders while the user plays build C → rule: no local Chrome; VM only (VM load 5, disk 9.2 G free). CAPTIONS58 decap bug (scene arg copied → 's.at is not a function'; fists opened-up/one-punch/jackpot broken) → A URGENT. F: JACKKNIFE/EN GARDE per-kill OK; shared contact-streak fx crosses heads → F owns the central fix. BAKE-STORE e4d5a811 PUSHED: the 30 Hz selector passes 0/24 → 60 Hz everywhere; 15 non-mid kills avg ~150-159 KB with fx events + requant.
- 12:18 ★ USER CRITICAL: 'the guns are so fake ... we already have game guns, why build another gun for the animation' + 'all weapons: if not a weapon we have → ink-cast; if we have it → the original with full physics'. → _tools/coord/WEAPON_RULE.md. Streams: BAKE-LEAD (WEAPON track in the recorder + off-path report), BAKE-PERF (StickDraw.Weapon in the player + game item physics on release), STYLE-PORT RESUMED (page weapon path = game look + WEAPON_AUDIT.md of all off-path weapons + a motionqa WEAPON check). BAKE-STORE parked for the slot. port-bake-perf dc0f353e PUSHED (dead-body fixes: severs inferred, VL fade off for baked corpses, BODX looks, the engine KO frame off).
- 12:19 check-in: load 27/45/46 (falling), swap 9.2/10 GB, int 23G, autosync ok; no local Chromes from our agents now (one belongs to a go dash.test, not ours). 11 listed (BAKE-STORE parking → 10).
- 12:19 BAKE-STORE PARKED; port-bake-store 9ff603f9 PUSHED (SectionCopy/SectionDone, codecs 0-3). Blocker: BAKE-PERF ParseV2 throws on codec 3 (REQUESTS 12:30) → ship codec 2 until fixed.
- 12:21 A: CAPTIONS58 decap fixed (plain objects only, scene arg 0 untouched); a VM build-check across all 33 kit pages running. A order: edge lines → plate rect → K.FACES.
- 12:30 BAKE-LEAD: port-bake 313634fe PUSHED (amendment 15 WEAP instances + events + token 6; amendment 13 FXPE spray: knife 192→109 KB, LAST STAND g5 139 KB; amendment 14 staging variants; the 3-kill v2 trial passes). The off-path report starts in weapon_offpath.txt (prop.knife in handcannon.mid-swallowed). Made explicit: body-held weapons must be data → StickDraw.Weapon (build C's fake guns = E40 geometry inside the body draw).
- 12:32 check-in: 9 running + A waiting on its VM build-check (completed state, will re-notify). load 40/39/39 (build C + the online session), swap 6.5/7 GB, int 26G, autosync ok, no headless Chrome on the Mac (only the user's own Chrome).
- 12:37 VM DISK: the online session (basha-fd) asked; removed the stale 22-25 Oct ToFix captures + Library/Builds of tf-kills/tf-modes/tf-spells/tf-vm/v4 lanes (all clean git) via python on abs paths → / 8.9 → 33 GB free. Active port-* lanes untouched. E: words gap (s.word / PT.word not gated by WORDS58; ~60 in golden/beam lanes fixed per lane) → E owns the central gate in 40k_fx.js.
- 12:38 BAKE-LEAD: port-bake 6059bdf8 PUSHED (amendment 16: body-held weapons as WEAP data rows; pixel guard = 0 weapon-shaded draws on 4 kills, the control catches 2373). KBK1 (build C) is fixed only by the v2 rebake.
- 12:45 BAKE-PERF: port-bake-perf 372904b0 PUSHED (merges bake 6059bdf8 + store 9ff603f9; codecs 0-3; WEAP rows via StickDraw.Weapon + real skins; RELEASE → arena item physics, the victim's gun → his real pickup; body-held = the game's World.DrawHeld; FXPE/BLDE/CUES wired). TODO: the game muzzle flash/recoil on FIRE; mods heat/cut/moon/ink/empty. Gun-crop sheets next (BAKE-LEAD).
- 12:52 check-in: 9 running + A nudged (completed, waiting on build-check). load 56/45/36 = macOS XProtect/triald/UVFS scanning (not ours), swap 7.9/9.2 GB, int 24G, autosync ok, 0 headless Chrome. port-bake-perf 372904b0 weapon player pushed; gun-crop sheets pending.
- 12:54 A: EDGE58 (58k_cine.js; the engine kill-cam frame o.frame off in the film view) PROVEN on beam.portal off/on. → BAKE-LEAD GO for the 24 v2 rebake (weapons + edge + body data) → build D. vm_slot page-Chrome floor 1 approved.
- 13:05 INTEGRATOR: port-found3 gate green (ks 267/2 VM perf only; units STYLE-on 142/3 → STYLE-PORT; mids 35/0; KILL TEST mid-as-film 4/0); 1f31e895 PUSHED. New: reverb NRE KillCineVerb.Rev.Comb at load (2/6) → INTEGRATOR fixes (ENGINE done). Next: port-found4 (+ bake-perf 372904b0 + bake 6059bdf8 + bake-store 9ff603f9) + the v2 bakes → BUILD D.
- 13:08 BAKE-PERF dead-body sheets: rpg g5 severed pieces OK, rpg g0 corpse OK, ice g0 frost + fade OK. Open: a brown dotted RING at the ice exit/f90 + a ring at f36 (engine-native zone/realm look → SYSTEM; rings are banned as effects); black spot on the frozen victim's head at f54/f72 (an engine hit decal during the baked film? → BAKE-PERF). INTEGRATOR: port-found4 7155a6b5 PUSHED (found3 + reverb fix 796a1f85 + bake-perf 372904b0); the v2 rebake 3/24 done, ~30 min → build D.
- 13:10 A: CAPTIONS58 fix PROVEN (VM build-check 33 pages / 1079 kills, 0 errors). vm_slot floor 1 + an atomic script swap. EXPLODE58_PLATE: searchlight/wrung-out/head-back plate events gone; opened-up = hatFly (hats now steered); casings + bone fx steered; SHOULDER THROW/OFFERED HAND identical. Waiting on the strip report to tick the 5 held kills.
- 13:12 check-in: 8 running + A/BAKE-LEAD waiting on VM jobs. load 7/12/19, swap 8.0/9.2 GB, int 24G, autosync ok, 0 headless Chrome.
- 13:15 BAKE-PERF: port-bake-perf 4e416029 PUSHED: the black head spot = the engine FILM FACE (dazed58/xx) on dead baked bodies → faceNow 'none' every frame; engine wounds/K40 marks/lead.kill aim ring + tracer cleared for baked films (-bakeclean 0 = A/B). → INTEGRATOR include in build D.
- 13:32 STYLE-PORT weapons round: 40_wdefs regenerated from WeaponDefs.cs (66; the retired list = ink); page held look = the game (ink 0.027, sat ×1.12, moon edge; K40.GAMEW A/B); knife/grenade props = game items (knife = the purple Blink Knife); sheets weapons_page_vs_game.jpg (overlap 0.96) + weapons_held_game_vs_page.jpg; WEAPON_AUDIT.md: 180 kills / 350 lines (205 GAME, 138 INK, 7 ?), 43 unscanned; motionqa WEAPON check wired. Next: K.inkCast helper + shared prop conversions. Fixers X6/X5/E/F: convert their lanes' audit lines, batch 1 first; FIX tick now requires weapons converted. STYLE-PORT used pkill once on the VM (own job only), warned.
- 13:33 check-in: 8 running + A/BAKE-LEAD on VM jobs. The v2 rebake at pump.glass-jaw (alphabetical; minigun.the-gap 1159 KB pre-ship, 6/6 verify). load 20, swap 9.1/10 GB, int 23G, VM 28G, autosync ok, 0 headless Chrome.
- 13:36 BAKE-LEAD gun sheets (gun_{hc,pump,mg,knife}_g5.jpg): the game weapons render in all 4 films (handcannon/pump/minigun/knife = gameplay look; the pistol release → physics, the corpse pistol). Open: the knife corpse bar (BAKE-PERF sever chain), game muzzle flash ec680f7f pending push, SHOULDER THROW prop.knife off-path (page). NEW: the gold plate sits ON Faris's head when the film camera zooms (HUD offset not zoom-scaled) → SYSTEM P1.
- 13:38 F: lane weapon audit = 0 GAME conversions (27 knife kills clean via the body path; 36 GAME:knife rows are other lanes' helpers; fists rows = set pieces/bones/camera). RINGHEAD58 in 58k_style.js (streaks + PT.ring trimmed at head discs ×1.35 + the plate; K58.RINGHEAD58 off switch); a build-check 35/37 OK (2 non-kill pages). EN GARDE g0 eyes/mouth from eyesOut → faceless. Strips pending (VM load 11-14).
- 13:38 BAKE-PERF: port-bake-perf ea47a29e PUSHED (the knife corpse sever-chain fix + the game muzzle flash ec680f7f + no engine face 4e416029).
- 13:52 check-in: 8 running + A/BAKE-LEAD waiting on VM. VM load 19 on 4 vCPU (the port-found4 gate players + compile, page Chromes, the rebake at pump.pull: ~6 kills left, slow). Mac load 33/54 from the online session's Unity + its run. swap 7.4/8 GB, int 24G, autosync ok, 0 headless Chrome on the Mac.
- 13:58 X5: COLD SHOULDER knife OK (tick on the game-knife strip); batch-1 weapon conversions: drawKnife (pistol_cine_i: COLD SHOULDER/x-ring/live-wire) + knifeAt (sniper_cine_b) → game knife; the-pendulum gold blade → K.inkCast; laser battery = a false positive. ★ pan.backhand (IN PREVIEW) paints a FACE at g>=3 (welt layer) → X5 removing NOW; BAKE-LEAD re-bakes it alone; build D holds for it. A_BACKLOG: widen strict faceless.
- 13:58 X5: pan.backhand FACE58 gate in (eyes/mouth/teeth/bone/brain/cracks/bruise off at every gore; silhouette + gloss + ear blood stay). → BAKE-LEAD re-bake pan.backhand after mirror sync. Strip review pending.
- 13:59 STYLE-PORT: K.inkCast in 40k_draw.js (ink silhouette #120A06 + brush streaks + drips, like the movie's paintSword; K40.GAMEW A/B); 58k_arrive cleaver/machete/scissors/syringe/molotov → inkCast; the audit now 167 kills / 320 lines (knife 65→36), 3 INK-CAST pass. VM strips queued (SHOULDER THROW new/old, hammer.cpr WEAPON qa, SLASHER). VM BOTTLENECK: load 10-12, both player slots busy >1 h (port-found4 gate) → raise the 2nd-VM option with the user.
- 14:03 RATE LIMIT again (5-hour, 'resets 6:10pm'): X6, BAKE-PERF, INTEGRATOR, SYSTEM stopped. Resume per the assume-limits-reset rule.
- 14:08 ★ USER: batch 1 ONLY until polished and signed off → _tools/coord/BATCH1_FOCUS.md (81 kills, 62 need a page fix, 11 ticked; pan.backhand's pre-tick REMOVED (face found); 41 not started, assigned across X6/X5/E/F). Fixers that drifted into b6/b7/b8 recalled.
- 14:09 E: WORDS58 central gate DONE (40k_scene.js:282 Scene.word, 40k_fx.js:78 PT.word, KE.shout; build-check 1079/0). E weapon conversions: HOT SWAP knives/gold knife/pistol/SMG + FIRST BLOOD revolver → game; HOT SWAP 7.6-8.1 lunge set back 6u. BAKE-PERF: port-bake-perf 32a3ea64 PUSHED (weapon mods heat/cut/empty/ink/grey/moon from real parts; StickDraw hooks default off). Body-held mods need 2 lines in KillCineScene.WeaponScaleOf + World.DrawHeld → INTEGRATOR adds them in port-found4.
- 14:10 BAKE-LEAD: pan.backhand re-baked (177 KB, 8/8 verify), byte-identical to the 08:03 bake → v2 never recorded the welt face (bodies are data, not geometry); build D is face-free either way. Build C (KBK1 geometry) may have shown it.
- 14:12 check-in: ★ v2 REBAKE ALL DONE 24/24 OK (VM). 8 running + A/STYLE-PORT waiting on VM jobs. The limit-stopped 4 are running again. load 8/14/23, swap 6.7/8 GB, int 24G, autosync ok, 0 headless Chrome. Build D: INTEGRATOR next (port-found4 + bake-perf 32a3ea64 + 2 hook lines + v2p).
- 14:25 ★ USER: 'eject ssd / pause work'. PAUSED: all 10 agents stopped (TaskStop) mid-work; check-in cron 81f813b5 deleted (inbox cron 15614089 kept); autosync 5688 + our VM-QA runners killed; port-system 247513a6 PUSHED (plate world gap 0.2 m HudGoldName, ice ring causes: reticle/gameplay rings/saloon tumbleweed, edge lab 35/0, OFFERED HAND allocs reduced, NET_MIDFILM_PROPOSAL). Not pushed/unknown: INTEGRATOR build D was mid-way (port-found4 + bake-perf 32a3ea64 + hook lines; check its worktree on resume). RESUME: attach the SSD → autosync → recreate the PORT PHASE check-in cron → resume per role (IDs in line ~651 + STYLE-PORT affdd856df11002f0) with 'batch 1 only' (BATCH1_FOCUS.md) → INTEGRATOR finishes build D.
- 18:21 ★ USER: post-K.O. flow glitches in build C (gloat sometimes, a film starts then vanishes, practice: the bot respawns too early during/after the film and gets pop-killed) → 'fix the flow first'. SYSTEM resumed for it (report: Scratch/system/USER_FLOW_BUGS_29OCT.md). Everything else stays paused.
- 18:36 ★ USER: 'every map's night level between 80-95 based on the current ratio' → branch maps-night-8095 b5674c1b (off v4 bebef64b; MapNight.cs picks remapped linearly 70-100 → 80-95, ring + legacy too; MapLookLab expectations updated) PUSHED. TODO: merge into v4 when no build_test is running (the online session's build_test was running at 18:35); INTEGRATOR merges it into port-found4 for build D.
- 18:47 USER follow-up: night +5 points (95→100, 90→95 …): maps-night-8095 now d1551041de45ef9ca26a369f69c644ca3dab1ffe (final 70→85, 80→90, 90→95, 100→100; ring + legacy 85/100). Merge into v4 when build_test is idle; into port-found4 for D.
- 18:49 USER: 'make sure this rule is followed, and not changeable by user' → NIGHT-LOCK agent aad328905c469770a spawned (branch night-lock from maps-night-8095): Settings NIGHT MODE/LEVEL controls removed, saved prefs ignored, room NIGHT rule ignored + hidden (RoomSettings.night field kept, protocol untouched), dev/lab tools still work; labs updated; VM verify. Running: SYSTEM (flow), NIGHT-LOCK.
- 19:29 USER: 'make it fast and open me game so i can give feedbacks' → INTEGRATOR resumed for a FAST build D (port-found4 + bake-perf 32a3ea64 + hooks + port-system bddaea0d (KillFlow round 2) + night-lock 9e24ff84 + v2 bakes; smoke only). Pushed port-system + night-lock. basha-fd asked for the next Unity slot.
- 19:49 ★ BUILD D DONE (build-d 93348ea2: port-found4 + bake-perf 32a3ea64 + hooks + port-system bddaea0d + night-lock 9e24ff84 + 24 v2 bakes + LAST STAND) → OPENED for the user. Reverb 15 loads 0 crashes. Known: flow lab 10 violations, ice mid ring (SYSTEM), engine-line proofs owed.
- 20:13 ★ USER: 'everything is buggy ... so tired ... stop this, lets go one at a time and test things clearly before bulkly doing things'. STOPPED SYSTEM + NIGHT-LOCK (all agents stopped). Build D re-opened for the user to check. New way of working: ONE item at a time, the coordinator tests it in the real build first, the user confirms, then the next.
- 20:20 USER: 'remove everything every kill effect we newly added (apart from offered hand), clear the kill test; one kill only (you pick a highly rated complex one) in the KILL TEST, then test everything; the night thing not affected on any map' + 'maybe better take something from an ancestor and start over, things are too buggy, even the old animation gets bugged'. PLAN: base = clean v4 bebef64b (before all kill-port branches). Step 1: building v4 clean on the Mac (StickFight-dev build_test) → I test it myself (old animations, K.O. flow, gloat, bot respawn, night). Then the OFFERED HAND, then ONE kill (SHOULDER THROW) from real gameplay movement, then night fixed + locked. One at a time, the user's OK between steps.
- 20:22 USER: defer THE OFFERED HAND too; after step 1 (clean v4) go straight to step 3 (ONE kill, SHOULDER THROW, from real gameplay movement).
- 20:23 USER OK'd sub-agents with proper context. Spawned: STEP1-QA a68b369fe61ee4a4c (tests the clean v4 build thoroughly, reports only → Scratch/step1/V4_QA.md) + KILL-DESIGN a081e1cb2eccf7a69 (research/design only: SHOULDER THROW from real gameplay systems → Scratch/step3/SHOULDER_THROW_DESIGN.md). The v4 clean build is compiling (bl9pq9kom).
- 20:24 clean v4 build OK (bebef64b, 2:03, 0 errors) → StickFight-dev/Builds/MacTest + copy ~/StickBrawl-v3/Builds/Stickbash-V4-clean-29Oct.app (not opened; STEP1-QA tests it first).
- 20:25 USER: 'not the shoulder throw, lets create The X in the smg first' → KILL-DESIGN redirected to SMG THE X (Scratch/step3/SMG_THE_X_DESIGN.md).
- 20:29 USER: 'why the night thing not getting affected?' → clean v4 doesn't have it; build D did (levels 85-100 + lock) but too subtle, and 4 arenas were already at 100. User chose 'Darker maps (more night)'. NIGHT-SHEET a3b0cab9a4b4e0a1f: real in-game stills of all 18 maps × A current / B levels 85-100 / C deeper grade / D deepest → 68_night_options.html for the user to pick. Nothing ships until he picks.
- 20:30 USER: 'we already had a night level selection html' → page 53_night_levels.html (22 Oct picks = v4 MapNight values). NIGHT-SHEET redirected: reuse page 53, verify its model vs the game, extend the scale past 100 % (deeper night) in page + game (temp override), game stills toggle, SEND MY PICKS → inbox.
- 20:43 USER: 'jst put everything 100 let me see in game' → branch night-100 3ab91a4f (off v4: every map + ring + legacy 100 %, StrengthNow = 1 unless Force, so the player's settings are ignored) built → ~/StickBrawl-v3/Builds/Stickbash-Night100-29Oct.app, OPENED. KILL-DESIGN done: Scratch/step3/SMG_THE_X_DESIGN.md (via the v4 Finisher execution engine, 9 questions).
