Final golden sweep + doc finalization for the organic-animation pass. No .sx
logic/render change; goldens + README only (CLAUDE.md is local-only/gitignored).
Refreshed 8 stale goldens to the SHIPPED render (each verified deterministic):
- p6_anim_swap/clear/fall, p6_fx, p6_inputlock_board (M3TE_FX=3 at swap/clear/fall
segment phases): last captured at P13.1, so they still showed the PRE-organic
flat tweens; now show the merged overshoot / pop-ripple / gravity-accel motion.
- p17_fall, p17_stagger, p17_land (M3TE_FX=11 deep cascade): captured incrementally
at P17.1/.2/.3 and never updated as later steps changed the shared cascade frame
(P17.2 stagger, P17.3 squash, P18.2 burst ripple), so the committed PNGs no longer
matched the shipped code (12-20% board-region diff). Re-captured to the final,
fully-merged fall motion at their documented phases.
README:
- Added the previously-undocumented move-timeline frame recipes (swap/clear/fall/
after segment phases + the resting-board goldens), filling the doc gap.
- Fixed the now-false P17 prose: p17_fall was described as a "pre-stagger lockstep
reference" and p17_stagger as carrying "no squash" — both untrue once the full
fall motion shipped. Now describes all three as the final combined motion, each
pinned to foreground a different tell (accel / staircase / squash wave).
Verified all 28 goldens: 8 refreshed, 20 unchanged (board+HUD region byte-identical
over a status-bar/home-indicator crop), 0 removed. t=0 rest, win/lose, HUD, select,
idle, FPS, p16/p18 and p11_combo_deep all reproduce. Gate green (ios-sim build +
22/22 logic tests; tests/gem_pose.sx + tests/easing.sx pin the t=0 rest invariant).
render_fall now offsets each COLUMN's drop START by a small bounded delay
(fall_stagger_t) so a refilled/collapsed row pours in as a left-to-right cascade
instead of every gem snapping down in one flat lockstep row. Column col waits
FALL_STAGGER_MAX (0.30) * col/7 of the fall window, then falls over the remaining
1 - 0.30, with that local progress fed through ease_in_cubic so each column still
accelerates under gravity within its own window.
Bounded by construction: the last column lands EXACTLY at t=1 and every earlier
column strictly before it, so no gem is ever left mid-air at the segment end — the
seam to the next round / settled board stays invisible and move.final is untouched.
FALL_ANIM_DUR (0.22s) and the timeline helpers (phase/total/cascade_rounds_started)
are unchanged, so the per-round cascade-cue timing snapshots don't churn and live
per-round audio is unaffected. Render-only — no board.sx model change.
tests/easing.sx pins fall_stagger_t: f(0)=0, f(1)=1 across all columns (no gem
unlanded), per-column monotonicity, and the mid-fall cascade ordering (each later
column strictly behind the one before). tests/anim_plan.sx (final==model,
contiguity) stays green.
Golden goldens/p17_stagger.png: M3TE_FX=11 (depth-5 cascade, seed 1337) pinned at
M3TE_ANIM_TIME=1.91 — round 4 refills columns 2-7 by one cell each, so the top row
reads as a left-to-right staircase (vs the pre-stagger flat row in p17_fall.png).