feat: the boards stop being three products
The owner asked twice why there are still three separate boards. The honest answer, and what this round executes: **it feels like three boards, but not because the scale jumps 20x — because the three packs draw three different Californias, and the loudest difference is that the mountains are four times taller on one of them.** **THE 20x HORIZONTAL SCALE JUMP IS INVISIBLE**, and measuring that collapsed the cost of this whole round. `World.project` is a uniform scale in x/z with no vertical term, and a uniform scale leaves a perspective image identical — so a camera carried across the seam on matched true-metre offsets draws a pixel-identical horizontal frame. 1,919 -> 94 m/unit costs nothing to look at. Rescaling was never the problem. A boot card, a tab strip and a 4.17x vertical deflation were. **THE PAUSE WAS MOSTLY FAKE.** A switch covered the screen for 1,715 ms but only 608 ms blocked the main thread; the page drew 46 of 69 frames with nothing to show, because the outgoing board had already been disposed. `mountCity` now retains it: the incoming board builds BEHIND a live, interactive picture, and `stage.setScene` fires only on completion. Measured across all six directions, three runs each — boot card yes -> **no**, opaque cover 726-1,415 ms -> **0**, blank frames 21-46 -> **exactly 1**, wall clock down 12-29%, blocked main thread down 15-47%. A return to a board already seen links **zero** shader programs and blocks **zero** milliseconds: 298-312 ms of camera flight where it was ~1,600 ms behind a card. Disposal had been throwing away the shader cache too — linkProgram ran 38, 59, 78, 109, 127 across five mounts and never reused one. **The transition is a fog dip, not a crossfade**, through the `setAerialFog` seam built last round. Every both-boards-live crossfade breaks a budget — ca+sf is 2,640,307 triangles against bay-area's 2,600,000 cap — and a fade never lands inside the harness's sample window, which is the "a cap you do not measure is a cap you do not have" failure this repo already argues against. The dip costs zero triangles and zero draw calls, and it hides the 4.17x deflation, the 4,025 m projection disagreement and the vanishing 2 km freeway symbols at once, because all three happen at maximum obscuration. It is also diegetic: a descent through haze. The first dip was wrong and the photograph caught it: collapsing to 6% of board SPAN turned the whole night frame into one flat field — the exact "turns the map off" failure the risk list named. Re-anchored to 70% of camera STAND-OFF, so the coastline survives and only the relief melts. **One ladder, one places list.** 26 authored chapters become 24 rungs sorted descending by STAND-OFF, not altitude — by altitude they interleave badly and altitude cannot tell a low oblique from a high plan. The three-board tab strip is off by default; the left column is now one scrolling list of all 24 rungs under three region headings that does not change when the board does. Only which row is lit changes. Label collisions are resolved in the ladder and never in a pack, so the 29 index-aimed capture guards are untouched. The minimap stops turning through 90 degrees between boards: every board is pinned to a rectangle with California's proportions. **SF and SoCal are not regressed**, and that was the acceptance that mattered: 95.9-98.8% of board pixels are delta-0 against a baseline hash-verified identical to what the live site serves, and every one of the 34-70 surviving pixels per frame is an aircraft or a hull. **A real defect found only by photograph:** `minimap.setMarkers()` had zero call sites. Every marker on every board was gone — the LA studio's door dot, the Bay Area's eight company markers — dropped when the minimap went per-board. Typecheck, tests, budgets and the console were all green with that bug in. Also fixed: two capture presets that lied. `look.mjs`'s `glyph-la` and `glyph-sf` claimed California chapter closeups and returned SoCal and Bay Area frames, because they aimed by chapter index and the indices had moved. Aiming is now by identity, with a guard test. NOT SHIPPED, DELIBERATELY: the pack merge. At Bay density it is 34.04M triangles, 13x the highest budget — dead, not a trade. At SoCal density it is 1.99M and fits today, and the price is San Francisco rendering at 164 m lots instead of 40 m, i.e. SF looking the way SoCal looks now. SF and SoCal carry every marketing still on the site. That is the owner's decision and it is worthless as an argument and decisive as a photograph, so it ships as a measurement artifact with a side-by-side still and is wired into nothing. The four data reconciliations that would make one world honest — one exaggeration rule, roads in metres, one projection centre, one coastline convention — are behind TERA_RECONCILE, default OFF. Tests 1,570 -> 1,651, server 295. All ten budget cells pass, no cap raised. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
+148
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@@ -424,6 +424,58 @@
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.num { font-size: 9px; letter-spacing: 0.1em; opacity: 0.55; font-variant-numeric: tabular-nums; }
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#blurb { margin: 0; color: var(--ink-3); font-size: 10px; line-height: 1.6; }
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/* ---- Places -----------------------------------------------------------
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The same row as a chapter, so the two lists cannot look like two
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different kinds of thing, plus a region heading and a stand-off readout.
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Capped and scrollable: twenty-four rungs is a long column on a phone,
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where the panel is already a bottom sheet. */
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.places {
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display: flex;
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flex-direction: column;
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gap: 1px;
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max-height: min(22rem, 42vh);
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overflow-y: auto;
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overscroll-behavior: contain;
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scrollbar-width: thin;
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}
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.places__region {
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margin: var(--s2) 0 var(--s1);
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font-size: 9px;
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letter-spacing: 0.16em;
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text-transform: uppercase;
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color: var(--ink-4);
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}
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.places__region:first-child { margin-top: 0; }
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.place {
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display: flex;
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align-items: baseline;
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gap: var(--s2);
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padding: var(--s2);
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background: none;
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border: 0;
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border-radius: var(--r-sm);
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cursor: pointer;
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text-align: left;
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font: inherit;
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font-size: 12px;
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color: var(--ink-2);
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transition: background var(--t), color var(--t);
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}
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@media (hover: hover) {
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.place:hover { background: rgba(255, 255, 255, 0.09); color: var(--ink); }
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}
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.place[aria-pressed="true"] { background: rgba(242, 177, 52, 0.2); color: var(--amber-ink); }
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.place__name { flex: 1 1 auto; min-width: 0; }
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/* The ladder's own coordinate, in the row it orders. Tabular so the column
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of numbers reads as a scale rather than as ragged text. */
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.place__standoff {
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flex: 0 0 auto;
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font-size: 9px;
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letter-spacing: 0.06em;
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opacity: 0.5;
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font-variant-numeric: tabular-nums;
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}
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/* The panel toggle only exists on a narrow screen, where it doubles as the
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header — hence the board name in it. */
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.panel-toggle {
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@@ -932,6 +984,48 @@
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min-height: 1.4em; }
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.boot-note { margin: var(--s4) 0 0; font-size: 10px; line-height: 1.6; color: var(--ink-4); }
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/* ---- The switch pill --------------------------------------------------
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Bottom centre, above the mode dock's own row on a desktop and out of the
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way of the left column on a phone. Deliberately small, deliberately not
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modal, and it never takes a pointer event: the whole point of it is that
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the board underneath stays usable while the next one builds. */
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.switching {
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position: fixed;
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left: 50%;
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bottom: calc(var(--s6) + env(safe-area-inset-bottom));
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transform: translateX(-50%);
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z-index: var(--z-boot);
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display: flex;
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align-items: center;
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gap: var(--s2);
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padding: var(--s2) var(--s4);
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border-radius: 999px;
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border: 1px solid var(--hairline);
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background: var(--glass-strong);
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backdrop-filter: var(--blur);
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box-shadow: var(--shadow);
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font-size: 10px;
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letter-spacing: 0.06em;
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color: var(--ink-2);
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pointer-events: none;
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white-space: nowrap;
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}
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.switching[hidden] { display: none; }
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.switching-dot {
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width: 6px;
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height: 6px;
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border-radius: 50%;
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background: var(--amber);
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animation: switching-pulse 1100ms ease-in-out infinite;
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}
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@keyframes switching-pulse {
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0%, 100% { opacity: 0.25; }
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50% { opacity: 1; }
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}
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@media (prefers-reduced-motion: reduce) {
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.switching-dot { animation: none; opacity: 1; }
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}
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/* ---- The play HUD and the mode dock ----------------------------------- */
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.play-hud {
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position: fixed;
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@@ -1213,12 +1307,18 @@
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.act,
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.board,
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.chapter,
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.place,
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.help,
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.detail-close,
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.sheet-close {
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min-height: var(--tap);
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}
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.chapter { align-items: center; }
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.chapter,
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.place { align-items: center; }
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/* Twenty-four rungs at a thumb's height each is taller than the sheet.
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Shorter here, not shorter everywhere: the list is the navigation on a
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phone and scrolling past it to reach the door is the failure. */
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.places { max-height: 38vh; }
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.help,
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.detail-close {
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display: inline-flex;
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@@ -1321,7 +1421,14 @@
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<p id="clock" class="clock" aria-live="polite"></p>
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</header>
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<section class="panel-group">
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<!-- The board strip, which is now the *studio* picker and, outside a
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building, a developer's control rather than a visitor's.
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Three tabs naming three modes is the single most direct way to tell
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somebody they are looking at three products; the places list below
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is what replaced it. Kept alive, and reachable with `?boards=1` or
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godmode, because it is still the only control that addresses a board
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by id. -->
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<section class="panel-group" id="boards-section">
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<p id="boards-title" class="group-title t-caps">Boards</p>
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<nav id="cities" class="boards" aria-label="Board"></nav>
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</section>
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@@ -1379,10 +1486,36 @@
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<p id="birds-note" class="note" hidden></p>
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</section>
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<section class="panel-group">
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<!-- One list of places, under three region headings, ordered by how far
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the camera stands back. It is the whole tour of all three boards in
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one column, and the rung the camera is standing on lights up and
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scrolls itself into view as you descend — so the list reads as an
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altimeter rather than as a menu, and crossing from the state into
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the Bay is a click on the next line down rather than a change of
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mode. See `src/engine/ladder.ts`. -->
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<section class="panel-group" id="places-section">
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<p class="group-title t-caps">Places</p>
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<nav id="places" class="places" aria-label="Places"></nav>
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</section>
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<!-- The per-board chapter list, unchanged and unchangeable.
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Twenty-nine capture guards in `scripts/brand-assets` reach this by
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`document.querySelectorAll("#chapters .chapter")[i].click()` and
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assert the button's short label, and every still on
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lumbridgecorp.com is aimed that way. So the ids, the order, the
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short labels, `data-view` and `data-view-index` are byte-identical
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to what they were, and the list stays in the document with real
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buttons in it — a DOM `.click()` does not care whether an element is
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displayed. Outside a building it is `hidden`, because the places
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list above is the same journey said better; inside one it is the
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viewpoint list and is the visible control. -->
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<section class="panel-group" id="chapters-section">
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<p class="group-title t-caps">Chapters</p>
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<nav id="chapters" class="chapters" aria-label="Chapters"></nav>
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<p id="blurb" hidden></p>
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</section>
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<section class="panel-group" id="blurb-section" hidden>
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<p id="blurb"></p>
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</section>
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</div>
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</div>
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@@ -1485,6 +1618,17 @@
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</div>
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</div>
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<!-- The switch pill: what a board change says now that it no longer covers
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the screen. The board you are looking at stays up, live and draggable,
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for the whole of the next one's build, so the only thing left to say is
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that something is happening — and it says it in a corner rather than
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over the top of the picture. The opaque card below is the first mount of
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a session and nothing else. -->
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<div class="switching" id="switching" hidden aria-live="polite">
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<span class="switching-dot" aria-hidden="true"></span>
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<span id="switching-step">Building…</span>
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</div>
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<div class="boot" id="boot">
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<div class="boot-inner">
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<p class="boot-mark">Tera</p>
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