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Commit History
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feat(web): refine customization and scene behaviorβ
Onur Solmaz +1: GPT-5.6 SolCo-Authored-By: GPT-5.6 Sol <noreply@pi.dev> Generated-By: pi 0.84.3 (https://pi.dev)50d7c01 -
fix(web): bell tail from the head's left, hover-proof crew terrainβ
Onur Solmaz +1: Claude Fable 5Tangent-smooth tail: view-aligned elliptical cross-sections (thin toward the eye so it never pokes the lens faces) with a trumpet flare whose silhouette slope blends into the bubble outline; it now springs from the screen-left side of the head. Crew hover fix: terrain boxes take the MIN of five samples per cell, so a duck can stand at most at the lowest deck level inside a cell β invisible plateaus at height steps are gone β and the pen shrinks to the strictly flat aisle. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>4e9ac51 -
feat(web): duck character creator, sim deck terrain, UI polishβ
Onur Solmaz +1: Claude Fable 5Customize your duck: a full character-creation screen (chat hides, the duck faces the camera centered on its pod, color controls flank it β shell/face/trim left, beak/eye/feet right β name on top). Profiles are storage-free: six colors and a name pack into a ~35-char #d= URL fragment (base64url bytes), so a link IS the duck; the profile also persists in localStorage and 'Share your duck' hands out the link. Palette applies live through slotsFromColors on the classic materials. Physics: the deck contour now bakes into the sim as static collision boxes sampled from the visual floor, so feet climb real lips instead of clipping, spawns and fall-checks are ground-relative, and the rigs sit at constant aisle height (?nosim keeps the scripted crew for headless captures). Pod at 60% size, centered under the feet. Header: GitHub button with the repo slug, Share button with an icon, dark readable credit. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>6717050 -
fix(web): fence the crew, moderate lighting, inside-out loading, seamless sim handoffβ
Onur Solmaz +1: Claude Fable 5Physics walls now fence the walkable aisle (the crew bumps the boundary instead of climbing set dressing or nearing the force field), patrol loops shrink to fit, the carrot clamps inside, and the visual deck-follow clamps so a raycast on a console top can't levitate anyone. Robot lighting comes down (hemisphere 0.85, env 0.45, softer sun/fill) for contrast. The stage loads inside-out β duck, then hangar, then sky. And the physics takeover spawns each duck exactly where its scripted double stands, so nothing teleports at the transition. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>144828c -
feat(web): real MuJoCo physics for the crew, hillshade terrainβ
Onur Solmaz +1: Claude Fable 5The background crew now runs the actual microduck simulation in the browser: the official MuJoCo WASM build steps the pollen-robotics MJCF (visual geoms stripped, collision meshes rebuilt from the already-loaded GLB), and the trained walking/skating ONNX policies run at 50 Hz through onnxruntime-web β same obs layout, timestep and decimation as the robot runtime, ported from pollen-robotics' microduck-simulator. A carrot on each patrol ellipse becomes twist commands; fallen ducks respawn at the keyframe. Sim state syncs straight into the visual rigs (trunk freejoint plus all hinges, wheels included). Desktop only; any failure keeps the scripted crew (?sim forces it on lite for testing). The planet's terrain now reads when viewed face-on: hillshade (height slope against the bake sun) is baked into the albedo, displacement pulled to 3.5% where face-seam gaps stay sub-pixel. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>17e793d