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Fix startup status, windmill rotation and bridge landing overlap - #32

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NellInc merged 2 commits into
mainfrom
codex/startup-wind-bridge-20261017
Oct 18, 2026
Merged

NellInc merged 2 commits into
mainfrom
codex/startup-wind-bridge-20261017

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@NellInc

@NellInc NellInc commented Oct 18, 2026

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Requested fixes

  • Replace the loading-status oscillation with one truthful preparation status. Remove the routine Reload button and wait/reload text; retain actual error reporting and existing explicit recovery choices.
  • Load the decorative quote with the existing bounded importer outside scene startup accounting. A delayed/failed quote no longer invalidates shader preparation or adds a scene-loading error.
  • Make the existing windmill rotation easier to read: ordinary clear-weather wind now drives approximately 4.8 RPM, retaining zero-wind stop, bounded smooth wind response, pause/reduced-motion/hidden-tab guards and shared generated/fallback behaviour.
  • End the receiving footpath at the actual shared bridge landing rather than drawing it beneath the concrete surface. No raised overlays, altered walking/collision heights or extra depth-bias hacks.

Checks

Startup baseline: 61 tests passing. Two added regressions reproduced both defects before the implementation, then passed. Final startup/render/retry suites: 63 passing. Windmill/terrain/path/river suites: 52 passing. Mechanical UI design detector reports no findings. Shader and depth policies pass.

The renderer admission, full-asset/static-batch barriers, smooth-frame window, graphics presets and retry helper remain byte-exact. No models/textures/lighting removed, no automatic quality downgrade or timing/budget relaxation. Muted local build/native review and final source gates are in progress, with normal hosted CI required before merge.

Unrelated dirty primary work stays excluded. Existing pacing remains separately open; manual player/device checks stay deferred. Delivery uses the established GitHub Pages path and preserves archived releases.

@NellInc
NellInc marked this pull request as ready for review October 18, 2026 00:11
@NellInc

NellInc commented Oct 18, 2026

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Local candidate cdd997c accepted: 115 focused tests, final whole typecheck/lint/format plus depth/shader, production build and shipped bundle/reachability/community gates passed. Ten native Metal captures inspected, including desktop/mobile loading after a deliberately held required worker asset: one stable status, no Reload prompt, no premature reveal. The same unchanged strict readiness passes after release. Windmill sails visibly advance, and the bridge landing is now one clean surface. Both Medium and Low native world/people/texture/silence checks are clean. All four renderer/readiness/App/retry-helper source pins remain exact. No quantitative startup speedup or pacing pass claimed. Awaiting normal hosted CI before merge.

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NellInc commented Oct 18, 2026

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The required full suite found one remaining consumer test that still required the deliberately removed Reload button (3,407 passed, one failed). Updated that assertion to the stable preparation status and absence of Reload, retaining every frozen-clock/deadline/stock assertion. Both affected suites now pass (20 tests). This follow-up changes test code only; the rendered and sealed production code is unchanged. Awaiting the fresh required CI run.

@NellInc
NellInc merged commit 80bb4e2 into main Oct 18, 2026
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NellInc commented Oct 18, 2026

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Released and verified at https://www.millos.net/v0.40/ (merge 80bb4e2). Required PR CI and main CI are green, including all 3,408 tests and native Metal browser acceptance. Pages build/deploy succeeded. Direct verification checked 14 public responses: the four selected feature modules match the locally reviewed build byte-for-byte apart from generated import hashes/build identity; windmill/brand assets match sealed SHA256; v0.10/v0.20/v0.30 archives remain preserved. Loader status and prompt, visible windmill motion and the bridge landing are covered by the muted local native captures. Strict readiness and graphics thresholds remain unchanged. Player/device checks remain deferred and pacing remains tracked separately.

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