The first measurement offered three readings for a direction of -0.14. The
third one — the arc is not reaching the image — was correct, and it is now
+0.24 against an arcless reference of -0.02, with the floor rising exactly as
§8 predicted.
Records what the two dead channels were, since neither was visible from the
source and both passed every gate that existed: the overlay path had an empty
candidate set (0/144 stacks), and the camera moved the frame by a median of
0.029 of a half-frame at a random angle so successive shots cancelled. Both
cleared their checks because every bound on them was a ceiling. A gate on a
device needs a floor.
Also ranks what remains, with the broken seed-variety instrument first: three
of the four open items are measurements and they all report through it.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Two devices that were built, wired up, and doing nothing.
OVERLAYS. buildStack gated layering on `surfaceOf(m) === 'composable'`, and
no scene in the library declared `surface` — so the only thing that could ever
sit on top was the one scene declaring `role: 'accent'`, and the overlay roster
excluded accents by construction. Empty intersection, every time: 0/144 stacks
carried an overlay. Every layered frame in every song was the same particle
field.
Labelled the library from the phase 12 coverage gate rather than by eye: the
37 scenes painting under 30% of the frame are composable. Particle Field loses
its privileged slot and becomes one of them, keeping only `background: false`,
which is the honest part — points in empty space cannot carry a section alone.
The reserved accent slot is gone; one roster, two passes at it. 1 distinct
overlay scene becomes 27, and the rate lands at 34% of stacks after trimming a
base chance that had been tuned while the branch was dead.
THE CAMERA. framing.shift moved the frame by a median of 0.029 of a half-frame
at a fresh random angle every shot, so successive offsets cancelled and the
median jump at a cut was 0.014. Present in every frame, visible in none.
look/Camera.js is the director's camera department: the story says tension,
order and which act a section is in, and this turns that into where the frame
looks and how it travels there. Each director names a camera. Jump distance
follows tension and act, speed follows energy, and the curve is one of four.
Cuts choose between reframing and matching, so two scenes can still read as one
place. Median offset 0.190, median reframe 0.135, and 94% of shots now move
during the shot rather than only at the cut.
Four new gates, each with a FLOOR — the device this replaces passed every
existing check while doing nothing, because the only bound was a ceiling.
Also lands the in-progress Epic 4 story layer it builds on: Story.js, phase 13,
and the direction statistic.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>