Faces cut into loose piles collapse outward instead of draining column by column (t93)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-10-28 22:06:48 -04:00
co-authored by Claude Opus 5.5
parent 6ac5f463aa
commit 84dd8b8d0a
11 changed files with 271 additions and 9 deletions
+5 -2
View File
@@ -254,10 +254,10 @@ Exploration only: never changes grains or the random stream.
- functions: fogAlloc, fogMark, fogSeen, fogInit, fogLook, fogRevealAround, fogRevealAll
- variables: FOG, FOG_SENSE, FOG_SENSE_FADE, fog, FW, FH
### src/sim/cells.js (240 lines)
### src/sim/cells.js (272 lines)
Cell helpers (setCell, move, enter) and the falling-sand movement of powders, liquids and gases (simMove).
- functions: setCell, swapCells, swapCellData, move, enter, enterFree, powder, passable, liquid, liquidSearch, gas, wakeBotPowder, simMove, moveChunk
- variables: SORTP, SORTP_FUEL, LSTEP, LFILM, CORNER_SEAL
- variables: SORTP, SORTP_FUEL, LSTEP, LFILM, CORNER_SEAL, POWDER_FAN
### src/sim/heat.js (266 lines)
Heat: conduction, melting and freezing, reactions, fire and air, steel.
@@ -630,6 +630,7 @@ The frame loop and boot.
- `test/harness.js`: Loads the simulation (the src/sim/ files listed in src/manifest.json, joined in order into one script, the same way build.py joins them) so scenarios can drive it headlessly in Node. Errors point at the real file and line (sim/pipes.js:42), not at the joined script.
- `test/light-cases.js`: Lighting behaviour checks executed by the GPU browser harness.
- `test/light-readback.js`: Read float source channels, including transmittance, from the WGSL light pass.
- `test/pile-cut.js`: Shared Node/browser reproduction: vacuum the foot of settled 60-grain heaps, one stroke per tick.
- `test/play.py`: Play-test in a real browser: mouse, keyboard and a mocked gamepad drive the game; save and continue. Screenshots go to shots/play/ (or the folder given as the first argument). Pixel look unless the second argument is 'smooth'.
- `test/run_all.py`: Run the test suites and report.
- `test/t_bar_stacking.js`: Resting bars snap into pairs of grains and tip off narrow supports.
@@ -668,6 +669,8 @@ The frame loop and boot.
- `test/t_smooth.py`: The smooth look: the WebGPU pass compiles and draws, and the thermal lens still works.
- `test/t_stone.js`: Uses for waste rock and sand: glass bricks from a fan furnace, the Saw, the silo and builders' orders.
- `test/t_threads.js`: Shared allocation, checkerboard independence, and real worker-count determinism.
- `test/t_vacuum_collapse.js`: Real nozzle cuts into settled heaps, inline and through the real Node worker pool.
- `test/t_vacuum_collapse.py`: Vacuum cuts in the real pixel frame loop with active browser workers and hardware graphics.
- `test/t_water.js`: Water conservation, settling, ledge pouring, boundaries, pipes and phase changes. Tall worlds keep geothermal heat out of the ponds.
- `test/t_weather.js`: Weather: no more springs; steam rises into clouds and rains back; showers; snow when it is freezing.
- `test/t_world.js`: Trees from acorns, charcoal, brick, density, water/lava/snow/ice, full-bag refunds, drill reach, ballistic blowing, snowy mountains.