Buildings cast no shadows: daylight passes player-built pieces (t37)
The lighting finds its own roof per column, skipping walls, belts, tubes, machines and molds, and lets light through them like air, in both looks. Natural rock still shades; the simulation's roof (steam condensing under a built roof) is unchanged. New test/t_light.js. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -4,6 +4,15 @@ What agents have done, newest first. Add an entry for every piece of work: the d
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note or request it was for, what changed, the files touched, the tests run, and anything left
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open or not verified. Keep each entry short; the git history has the details.
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## 2026-10-25: t37: buildings cast no shadows (Claude Code, Codex)
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- `computeLight()` (`src/render/light.js`): a per-view-column light roof that skips player-built
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cells (`builtForLight`: unnatural solids, block, machine or part cells), and built cells pass
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light like air. `drawWorld()` stops marking built cells as shading terrain for the smooth look.
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The simulation's `roofY` is untouched (built roofs still condense steam).
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- `test/t_light.js`; screenshots `shots/t37-before-*.png`, `shots/t37-after-*.png`.
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`run_all.py --browser` ALL PASSED.
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## 2026-10-25: t34: the nozzle blows no further than it sucks (Claude Code, Codex)
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- `toolBlow()` (`src/sim/vacuum.js`) aims at the capped point from `nozzle()` when the cursor is
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