Silo: pixel-art version for the pixel look
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -4,6 +4,22 @@ 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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## 2026-10-23: pixel-art silo for the pixel look (Claude Code, with Codex)
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Note: "the silo art looks the same for both pixelated graphiocs and smooth."
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- `src/render/machines.js`: `drawSilo` is the smooth (illustrated) version as before; in the
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pixel look `drawSiloPixel` draws it grain by grain: a drum shaded by column with rib rows and
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ladder rungs, a cone to the slide gate, legs, the roof hatch with its lid, and the sight glass
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filling in the contents colour. Codex's first version read poorly (dark side columns made
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the drum look narrow); Claude redrew the grain layout.
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- `tools/scenes/silo.js` (run after `clear-sky.js`): three silos, empty, half sand, nearly full
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copper ore with the gate open. Shots `shots/silo-*.png` at zoom 6 and 12; smooth shots match
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the before shots pixel for pixel. `docs/DESIGN.md`, `docs/PROJECT_MAP.md`.
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- Tests: all 11 headless suites and `play.py` (129) pass. `t_smooth.py`'s half-resolution check
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failed twice on the slow fallback at load ~5 (known flaky; it passed in the previous task).
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- Open: nothing.
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## 2026-10-23: world sounds are local (Claude Code, with Codex)
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Note: "there is a sound effect that seems to happen randomly but constantly… maybe the sound
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