Faces cut into loose piles collapse outward instead of draining column by column (t93)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -78,6 +78,14 @@ checks waking within eight ticks separately from the probabilistic consumption o
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gamepad and world sizes. Screenshots go to
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`shots/play/`. Pixel look by default; `python3 test/play.py shots/play smooth` uses the smooth
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look.
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- `test/t_vacuum_collapse.py` cuts settled stone and mixed heaps with one normal-width
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vacuum stroke per simulation tick in the real frame loop. It uses the shared
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`test/pile-cut.js` fixture, requires actual helper dispatch (forced for this small world),
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checks both faces within 180 ticks, and saves time-series pixel screenshots in `shots/`.
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`test/t_vacuum_collapse.js` uses the same cuts inline and with Node helpers, including
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bot-near/far, grain conservation, equal material bytes and forced-awake resting stability.
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It also checks a broad 120-grain wall within 600 ticks and a spill stopped by cleats
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across chunk edges, where the source chunk's one-grain barrier flag is clear.
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- `test/t_smooth.py` checks WebGPU smooth shapes, seams, joins, fog and the thermal lens.
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- `test/t_gpu_golden.py` compares 28 cropped frozen reference PNGs (384x288, under
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`test/fixtures/golden/`) against WebGPU: renderer, joins, sky and four light scenes,
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