Storage containers + ITR mag interaction + Phase 0 dead sweep #36
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Delete branch "muse-lantern/da-game:storage-containers"
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Base:
mainat3e512be(PR #32). Head:muse-lantern/da-game:storage-containers, tip92985ec(12 commits).What it contains
Volume container (
42960d5,c8f203a,3390360,e7cb50d,e7794bc): 1×0.5×0.5 m box on the slab (cyan wireframe open, solid deep teal closed), bucket walls, physics-lock stores (an idle-locked item inside the volume is stored), hand-stays-back (volume-scoped), and the release fix — the release store check now uses the item's position, not the grip, so an item held against the outside of a wall can't be "stored" while the hand is inside. New suite phases cover the wall case.ITR mag interaction (
d2431fe,6df85cf, plus Zach's8aa6b7b): FILO (rack/fire/chamber pop the last child), procedural cylinder bullets (GLBs deleted), maggrip_offset/grip_rotate+opening {pos, rot}, insert at the opening, hold-trigger eject (floating grabbable bullet, drops on release if not grabbed), first-out bullet rendered at the top of a loaded mag, floor fix (tiny cylinders get a 0.02 m box collision proxy; rounds float ~7 mm as a known artifact). New suitesmag_filo_check,mag_interaction_check,floor_bullet_check.Registry cleanup (
fde2e55): 25 → 15 items (plus the tracer added later). Detector delete (af67f61). Mobile renderer (4cb4580):renderer/rendering_method="mobile".Phase 0 dead sweep (
92985ec, no behavior change):damage_mult(3 ammo JSONs), thetwo_handedboolean (3 weapon JSONs),flat_fov,Grabbable.current_pivot,GenericItem.resolve_grip(+ itsmodule_checkblocks),save_snapshot/load_snapshot+serialize_items/deserialize_items(only called by the snapshots; the per-item primitives stay for Phase 4).MECHANICS.md+mechanics.jsonregenerated (118 values, was 121);modding.mdexample fixed.Verification (lantern-vm)
--import: 0 ERROR both passes.tools/check.py: 6/6.Known: bridge e2e FAILS 3 checks on this tip
Pre-existing, not from this branch's work — verified by running the e2e at clean
8aa6b7b, where it fails identically. Root cause is8aa6b7b'sgrip_rotate: [90, 0, 0]on the pistol ammo: the e2e aims the grip at the opening, and the rotated bullet sits outside the 0.06 m insert radius. The headless mag suites pass (they aim the bullet at the opening). Needs Zach's call: fix the e2e's aim or adjust the grip values.grip_rottogrip_rotateto be same character length as grip position 8aa6b7bc81No behaviour change. All targets re-verified dead at build time (zero .gd readers): - ammo damage_mult (3 ammo JSONs; the only damage_mult reads are NPC-head shape-node meta, a different thing). The ammo table is now empty; is_type("ammo") still matches on the key. - two_handed boolean (3 weapon JSONs; subsumed by the weapon_one_hand / weapon_two_hand type key). - flat_fov (base.json rule + gen_mechanics.py PLAYER_GROUP). - Grabbable.current_pivot (zero callers) + the stale midpoint header comment (now states the #33 primary-grip revision). - GenericItem.resolve_grip + _detect_from_da_rig (game-dead; module_check tested them directly, those blocks go too, and cases 6-10 renumber to 5-9). - save_snapshot / load_snapshot / serialize_items / deserialize_items (save_game.gd, zero callers). The per-item serialize_item / deserialize_item primitives stay: Phase 4 persistence builds on them. - gen_mechanics.py also emitted a "two handed" row from the dead boolean (defaulting to false once the key was gone); that emission is removed too. MECHANICS.md + mechanics.json regenerated (118 values, was 121): flat fov and the three "two handed" rows are gone. modding.md Laser Rifle example drops two_handed.