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Competition hardening: WS5 rooms into main - #13
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… data, close walls - Walls are labelled wall / wall face (any spelling) or unlabelled; doors and windows on a wall keep the stage off them (sliding it at most 20 degrees aside). - The paper screen stands in front of anything nearer than 2 m straight ahead (never nearer than 0.9 m). - Room data arriving after the 4 s fallback still moves the stage onto the wall, within the first 12 s only. - Re-placing on request waits 1.5 s so the player can turn toward the new spot. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
… by pinch, UI field of view Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…s for rooms and UI field of view Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
WS5: rooms nobody tested — doors/windows, late planes, Move stage here, room tests
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Brings WS5 (#12) from competition-hardening into main: wall choice as tested pure geometry (wall labels in any spelling, doors and windows avoided, paper screen never behind a nearer surface, late room data within 12 s), "Move stage here" in Settings, plane labels in diagnostics, and the emulator room regression (scripts/sim/rooms.mjs, 17/17).
Tests, build, playtest, live-family and rooms all passed on the branch (see #12).
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