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).
3.2 MiB
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3.2 MiB
1206x2622px