Brighter stands, a serve hint that shows the gesture, and a boy who walks
- The crowd sat in the dark, worst of all in splatter mode where you spend the game. Both crowd frames get an identical gamma lift (means 30/14/39 -> 42/22/56) and the rot tint drops 0.5 -> 0.26. The curve MUST stay identical across the two frames or the clap swap flashes brightness; _sheet_crowd1.png keeps the pre-lift original. - The splatter hint led with the tap when pulling is the whole gesture. It now reads PULL BACK TO AIM - RELEASE TO FIRE, and after 1.5s of sitting in the serve stance untouched a ghost thumb slides back while chevrons grow up-court on a loop. Pull back, shoot forward is an inverse relationship that a line of text cannot carry on its own. - The mop boy has three sheets instead of two: the push cycle now plays ONLY while he is stopped and working, a new carry sheet walks him upright with the mop shouldered, and the run sheet stays for the tennis-mode ball fetch. He was mopping thin air the entire way to the stain. Sheet note: frames 2 and 3 of the carry sheet merged (a mop handle bridging the gap), so it is cut at the true column gaps plus the thinnest column inside the merged pair, then common-scaled — same technique as the brute stride sheet. 26-game soak clean. Serve returns 133/150 = 88.7% +/-2.6%, 30 human-tapped points = 50 hits / 0 whiffs. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -58,6 +58,7 @@ export const TUNE = {
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// mean something: at 0.45 the cone was ±10 m at the far baseline — the whole
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// court — so every downward pull picked the same body and the angle felt inert.
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// 0.10 gives ±2.9 m out there: you have to actually point at a lane.
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pullHintAfter: 1.5, // s of doing nothing in the serve stance before the pull gesture demos itself
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aimTie: 0.12, // how much worse-aimed a NEARER body may be and still win the lane (0..1 of the
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// cone half-width). 0 = pure best-aligned wins; 1 = the old "nearest in the
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// lane always wins", which is what made the magnet grab the wrong shambler.
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