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OrbitX City: open-door walk-in entry, E=venue tools, Manhattan streetscape upgrade - #147

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cursor/setup-dev-environment-8063
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OrbitX City: open-door walk-in entry, E=venue tools, Manhattan streetscape upgrade#147
audifyx wants to merge 3 commits into
mainfrom
cursor/setup-dev-environment-8063

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@audifyx

@audifyx audifyx commented Jul 28, 2026

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Summary

Synced to latest main and adds the OrbitX City streetscape/entry upgrade on top.

1. Open-door walk-in entry (E = venue tools only)

  • E no longer enters buildings — it only opens a building's branded venue tools menu via openVenue(buildingId) (never teleports). Door clicks no longer enter either.
  • Physical entry/exit is by walking through the doorway: crossing detectors in the movement loop (crossedEntryDoorway / crossedExitDoorway) fire the interior transition exactly once per crossing (with a cooldown). The existing green exit pad / walk-out is preserved.
  • Collision carves a real south doorway gap for interactive venues (isWalkInBuilding + buildingDoorWidth) while the surrounding wall stays solid; the interior south wall has a matching exit gap. Auto-entry is restricted to designed venues (interaction/venue kind) so you never auto-enter generic OSM fill buildings.
  • Prompts updated to distinguish “Walk through the open door to enter” vs “E opens venue tools” (HUD prompt, in-world markers, interior copy, menu/help/OXI guide).
  • BuildingMesh renders a non-interactive open doorway (jambs, lintel, dark recess, threshold glow, canopy) aligned to the collision gap; storefront glazing is split around the opening.

2. Manhattan facade upgrade (quality-gated, no external assets)

  • facadeFamily() classifies each building (brick / limestone / glass / retail) from massing + venue role.
  • Reusable procedural sections: cornice bands (brick/limestone, high quality), retail awnings, and glowing roof crowns marking OrbitX venues.

3. Posters / signage (local Canvas textures only)

  • Procedurally-drawn ADNET facade posters (createAdTexture, high quality, capped by hash) — no remote URLs.

4. Interaction / safety

  • Movement is locked only while a focused venue menu is open; walking through doorways stays continuous.
  • “Stuck? Reset” recovery (desktop help area + mobile more-sheet) clears any interior and snaps back to spawn.
  • Details are memoized, quality-gated and capped; traffic paths unchanged (street-bound).

5. Verification

  • web tests: 90 passed / 3 skipped (added doorway collision-gap + entry/exit threshold tests; corrected a stale trading-desk assertion that already failed on main).
  • Production build succeeds; git diff --check clean.
  • In-browser spot-check confirmed E opens the venue menu (no teleport) and walking into a venue door enters it.

Note: full desktop/mobile manual QA was only partially completed — automated 3D navigation was unreliable, so end-to-end walk-in/walk-out was verified via unit tests + code + a partial browser check rather than a complete recorded run. Constraints respected: no new integrations/env vars, no external placeholder assets, no broken routes.

Open in Web Open in Cursor 

cursoragent and others added 3 commits July 26, 2026 16:09
Co-authored-by: para1laxx <audifyx@users.noreply.github.com>
…y collision gaps + crossing detectors; movement lock; Stuck? Reset

Co-authored-by: para1laxx <audifyx@users.noreply.github.com>
…tail) with cornice, awning, roof crown + local ADNET facade posters (quality-gated)

Co-authored-by: para1laxx <audifyx@users.noreply.github.com>
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2 participants