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Launch-clean site + live Meshy progress under game reverse - #155

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filiksyos wants to merge 17 commits into
cursor/quaternius-kernel-rig-dd1afrom
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Launch-clean site + live Meshy progress under game reverse#155
filiksyos wants to merge 17 commits into
cursor/quaternius-kernel-rig-dd1afrom
cursor/playable-kernel-games-a978

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@filiksyos

@filiksyos filiksyos commented Aug 25, 2026

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Launch-clean gitreverse. Play demos are gone. Leftover /play bookmarks redirect to /game.

Regression fix: Meshy SSE status_code without a task status was treated as a hard failure, and { ok: false } skipped poll, so generateHeroAssets returned [] and the reverse prompt lost GLBs / auto-rig / Idle_Loop / Walk_Loop. Stream is optional: poll unless the Meshy task itself FAILED or CANCELED. Preview then refine GLBs remain the source of truth; live thumbnails are extra.

The reverse prompt always includes Quaternius kernel + download/auto-rig instructions. Generated heroes still get their real GLB URLs. Spec line is a single bare URL, not a markdown hybrid.

pnpm test:kernel covers kernel GLB, auto-rig, stream→poll fallback, empty-asset kernel lines, and spec URL cleanup.

Open in Web Open in Cursor 

Ship two original browser games at /play/openworld and /play/football that
drive the vendored Quaternius Universal clips through AnimationMixer. Cinder
Bay is a third-person port-city sandbox with bag, tail, and coupe missions.
Floodlight Eleven is a floodlit five-a-side with pass, shot, saves, and a
final whistle. No licensed Rockstar or EA names.

Co-authored-by: Fili <filiksyos@users.noreply.github.com>
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Project Deployment Actions Updated (UTC)
gitreverse Ready Ready Preview Aug 26, 2026 5:45am

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Football AI was sharing AnimationClip instances across mixers. Each
KernelPawn now clipAction()s clones of only the locomotion clips it
plays, and skinned meshes are not frustum-culled.

Co-authored-by: Fili <filiksyos@users.noreply.github.com>
Only the previous clip fades out. Geometry is cloned per skinned mesh and
the mixer is rooted on Armature so 10 footballers can jog independently.

Co-authored-by: Fili <filiksyos@users.noreply.github.com>
Shared SkeletonUtils clones left football AI sliding in bind pose while
only the user mixer deformed. Each hustler, NPC, and footballer now
gets an independent parse of UAL1_Standard.glb.

Co-authored-by: Fili <filiksyos@users.noreply.github.com>
Independent GLB parses still left Floodlight Eleven AI idle in bind pose
from a high broadcast camera. Load UAL1_Standard once, SkeletonUtils.clone
the graph, clone clips per pawn, and keep mixers on the clone scene.
AI now jockeys so Walk/Jog/Sprint stay on the pitch, and the HUD shows
the real clip names.

Co-authored-by: Fili <filiksyos@users.noreply.github.com>
…creens.

The Roam button sat under a long control list and missed clicks. Enter or
Space now starts Cinder Bay, and Enter picks Harbor Rovers on Floodlight Eleven.

Co-authored-by: Fili <filiksyos@users.noreply.github.com>
The play slices are exercised at http://127.0.0.1:3000 while next binds
0.0.0.0, which otherwise blocks client hydration of the start screens.

Co-authored-by: Fili <filiksyos@users.noreply.github.com>
…dge.

Pointer-up was zeroing the stick, so clicks never reached Jog_Fwd_Loop.
Movement and sprint now toggle; Jump, Punch, Pass, and Shoot stay one-shots.

Co-authored-by: Fili <filiksyos@users.noreply.github.com>
Mouse orbit could sit inside the kernel torso. Raise the default follow
distance and clamp pitch so Idle/Jog clips stay readable on screen.

Co-authored-by: Fili <filiksyos@users.noreply.github.com>
…rst stride.

HUD clip names were already Jog/Sprint/Interact while teammates slid in a
frozen mid-stride. Each pawn now owns cloned geometry, rebinds its skeleton,
and crossfades without a manual skeleton.update that could freeze skinning.

Co-authored-by: Fili <filiksyos@users.noreply.github.com>
Football AI HUD time stuck at Walk_Loop 0.96s while the user mixer kept
ticking. Force LoopRepeat on locomotion each frame and wrap clip time
so teammates cannot freeze mid-stride.

Co-authored-by: Fili <filiksyos@users.noreply.github.com>
Wrapping action.time at clip.duration froze every pawn on the first stride
pose, including the Cinder Bay / Floodlight user. Leave LoopRepeat on and
let the mixer wrap time itself.

Co-authored-by: Fili <filiksyos@users.noreply.github.com>
SkeletonUtils clones updated bone times in JS but football AI still
ice-skated. Each hustler, NPC, and footballer now gets its own parse of
UAL1_Standard.glb, cloned clip actions, and a mixer on gltf.scene.

Co-authored-by: Fili <filiksyos@users.noreply.github.com>
…nning.

If teammates start cycling with the striker, AI meshes can skin and the
mixer is not reaching their bones. Revert after the check.

Co-authored-by: Fili <filiksyos@users.noreply.github.com>
AI ice-skated even after unique GLB parses because tracks bound to scene
names instead of skeleton.bones. Root the mixer on the first SkinnedMesh
so PropertyBinding uses getBoneByName. Remove the user-bone copy diagnostic.

Co-authored-by: Fili <filiksyos@users.noreply.github.com>
@filiksyos
filiksyos marked this pull request as ready for review August 25, 2026 08:17

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Delete Cinder Bay / Floodlight Eleven routes, nav, and tests. While a reverse is in flight, show real Meshy status, percent, thumbnails, and successive GLBs, then auto-rig onto the Quaternius kernel so the hero walks.

Co-authored-by: Fili <filiksyos@users.noreply.github.com>
@cursor cursor Bot changed the title Add Cinder Bay and Floodlight Eleven playable kernel slices Launch-clean site + live Meshy progress under game reverse Aug 26, 2026

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Stream ok:false was treated as a finished watch, so protocol status_code events aborted generation. Poll unless the Meshy task itself FAILED or CANCELED. Always append kernel / GLB instructions, and write a single bare spec URL.

Co-authored-by: Fili <filiksyos@users.noreply.github.com>

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