Sloped walls with a flat 45° face, and diagonal wall lines (t36)
- New Sloped wall piece: a half-block triangle in any wall material, at half a wall's cost. Dragging walls or slopes at about 45° lays a diagonal line; the drag picks the slope's orientation and T flips or turns it. - Each slope fills one cell past its corner, so a diagonal run is sealed against grains and water. - New test/t_slopes.js: a slope funnel passes 400/400 sand (square steps 379/400). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -4,6 +4,17 @@ 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: t36: sloped walls and diagonal wall lines (Claude Code, Codex)
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- `BP_SLOPE_BL`..`BP_SLOPE_TR` (15-18) in `src/sim/pieces.js` (`isSlope`, `isWall`, `slopeCell`,
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`slopeCode`); `src/sim/blocks.js`: half cost and refund, `slopeSeal` corner cell and
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`slopeSealOwner`, `diagonalDrag` and `blockLine(.., diagonal)`. Build menu, T key
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(`turnSlope`), previews, copy/paste, undo, blueprints, hover, both looks.
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- `test/t_slopes.js`: funnel 400/400 sand (square steps 379/400), water 400/400, no leaks in all
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four orientations from both sides, bars slide, every wall material; play.py menu and diagonal
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drag. Seeds unchanged. `run_all.py --browser` ALL PASSED. Screenshots
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`shots/t36-funnel-*.png`, scene `tools/scenes/t36-funnel.js`.
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## 2026-10-25: t33: loose grains and solid ground look different (Claude Code, Codex)
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- Smooth look (`src/render/smooth-shaders.js`): natural ground gets a soft seam where it meets
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