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Living homepage and game-like world motion, cached Atlas, gated storage routing - #1

Merged
luworks merged 49 commits into
mainfrom
feature/atlas-cached-exploration
Nov 6, 2026
Merged

luworks merged 49 commits into
mainfrom
feature/atlas-cached-exploration

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@luworks

@luworks luworks commented Nov 6, 2026

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Summary

  • Homepage: procedural living hero diorama (day/night, construction, particles), tilting cards, gallery worlds on a shared 24fps clock, micro-interactions.
  • World: 60fps adaptive render loop, eased camera with inertia, day/night, per-style weather, traffic on real edges, emissive FX; zero RAF when hidden.
  • Cache-only Atlas and exploration, bounded history reader, and schema-4 capture/history storage RPCs. All new storage paths stay fail-closed behind explicit Worker config. The default config keeps the legacy behaviour.

Verification

  • bun run check, bun run test, and bun run build pass.
  • Offline Playwright run with no .env: 76 passed, 1 skipped (the screenshot-only job).
  • No paid API calls. The budget ledger was not touched.

🤖 Generated with Claude Code

ubuntu03 added 30 commits November 4, 2026 19:49
ubuntu03 and others added 19 commits November 5, 2026 10:12
…xplicit profiles

The gateway now answers every /github-factory/_storage path at the edge.
Unset FACTORY_WORLD_CAPTURE_SCHEMA_VERSION keeps the legacy storage RPC;
"4" plus a 64-hex FACTORY_WORLD_CAPTURE_KEY_HEX mounts only the schema4
world capture RPC; any other value fails closed with 503 before SQL and
never falls back. The history RPC mounts only with
FACTORY_HISTORY_RPC_ENABLED=true; other storage subpaths are edge 404.

Synthetic routing tests only; no live D1 binding is claimed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Shared art stays neutral by default; the world canvas opts in per frame.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
All effects are pure functions of time; status beacons and activity come only
from observed snapshot data, unknown stays neutral.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…d idle drift

Single RAF, zero RAF when paused/hidden/offscreen/reduced motion, no catch-up
on resume; reduced motion paints a static golden-hour scene.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…0fps bound

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…on and particles

One RAF loop per canvas, paused offscreen, when hidden and on unmount; DPR
and total pixels capped; reduced motion paints one deterministic still.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…ared clock

Caption moves below the map so the art is no longer half covered.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…ctions

Adds hero style chips, scroll reveal, mapping progress, animated perspective
swatches and e2e coverage for animation, pausing, reduced motion and 320px.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
@luworks
luworks merged commit 1e8de14 into main Nov 6, 2026
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