TasteeWheat Original Side Project

MegaCity Freebuild Devlog

Freebuild is now steering toward a recovered-asset city arc: a coherent authored MegaCity-style block where private recovered visual language informs roads, sidewalks, facades, props, characters, materials, doors, interiors, editor tools, and performance budgets without becoming a raw asset dump or exact sector clone.

Updated 2026-05-22 11:17:29 AM PDT. This page reports the project-local Freebuild queue and does not distribute raw recovered asset packs.

Open Playable Demo Open Asset Explorer Open World Editor Open Outfit Builder

Recovered Asset City Kanban

Freebuild Is An Authored MegaCity Block Now

Recovered/private MxO visual language is being used as scaffolding for a coherent new city: aligned roads, connected sidewalks, street-facing buildings, usable doors, authored interiors, live characters, truthful materials, and replacement-ready provenance.

Asset Browser Preview screenshot

Recovered Asset Imports

Now: Asset Explorer and the Builder Workbench expose private recovered meshes, props, landmarks, doors, vehicles, characters, textures, and blockers with provenance.

Why it matters: Imports only count when they can be inspected, placed, animated, textured, or promoted with replacement status intact.

Next: Keep pushing decoded assets into page-specific Asset Explorer rows and World Editor placement workflows, not isolated reports.

Asset Browser Preview
Main District Overhead screenshot

Layout Grammar

Now: The current block uses a shared street/sidewalk grammar for roads, crosswalks, alleys, plaza surfaces, curbs, lane marks, and navigation.

Why it matters: This is the guardrail against a random city: every road, sidewalk, crossing, lot, and door threshold needs to connect.

Next: Run future layout work through validators and overhead/street-level proof before promoting larger blocks.

Main District Overhead
Builder Mode Workspace screenshot

Builder Tools

Now: World Editor owns roads, building lots, doors, interiors, NPC routes, notes, saved asset placement, transforms, material overrides, and save/load/export.

Why it matters: The editor is how recovered visual language becomes an authored city TasteeWheat can reshape, test, and approve.

Next: Keep reducing the gap between Asset Explorer proof and saved world objects with collision, nav, material, and promotion status visible.

Builder Mode Workspace
Player Movement Proof screenshot

Playable Block

Now: The playable demo starts in Hardline Plaza with walk/click movement, road/sidewalk navigation, doors, interiors, hardline props, NPCs, traffic, lighting, and audio.

Why it matters: The public story has to remain grounded in a walkable block, not just catalog growth.

Next: Use screenshot proof and route QA to keep every visible improvement playable from street level.

Player Movement Proof
Outfit Builder screenshot

Characters/Outfits

Now: Outfit Builder shows recovered character assemblies, material-slot state, skinned ANA playback proof for bridged humanoids, and wearable relationship blockers.

Why it matters: The city only feels like MegaCity when recovered character language appears in the running block with honest animation/outfit status.

Next: Promote route-ready bodies, wearables, attachment tables, and replacement plans without pretending blocked equipment is live.

Outfit Builder
Materials Panel screenshot

Materials/Textures

Now: Asset Explorer separates applied, candidate-only, missing-slot, and blocked material truth for high-visibility recovered textures.

Why it matters: Exact texture binding is what stops the Freebuild block from reading like generic geometry under green lighting.

Next: Prioritize roads, sidewalks, facades, doors, props, and character materials that the player sees immediately.

Materials Panel
Playable Door And Interior screenshot

Doors/Interiors

Now: Visible player-scale doors have physical interaction and same-scene authored interiors; recovered room traversal remains reference/blocker material.

Why it matters: Every visible door is a promise. The block should reward approach, interaction, entry, exit, and return.

Next: Keep threshold clearance, camera framing, room exits, fixture sockets, and exact recovered traversal blockers explicit.

Playable Door And Interior
Builder Mode Workspace screenshot
GuardrailPlayable Demo

Performance

Now: The demo and tools lazy-load heavy recovered surfaces, keep Asset Explorer lightweight, and show budget/culling status in runtime/admin paths.

Why it matters: Recovered-heavy city progress is only useful if the demo, editor, and browser pages stay responsive.

Next: Split resident-count budget signals from draw-visible counts and keep proof routes fast under richer blocks.

Builder Mode Workspace
Materials Panel screenshot

Blocked/Needs Decoder

Now: Known blockers include exact facade material slots, original room handoff/return-spawn proof, broader character equipment tables, route-ready AI state, and public-safe replacement assets.

Why it matters: Naming blockers in public keeps the arc honest and tells the next decoder/import pass what would most improve the playable city.

Next: When blocked, record inspected files, rejected false positives, and the next decoder target before broadening the import batch.

Materials Panel

Next Pending Goals

  • Autofill Cycle 250 Builder Workflow QAKeeps TasteeWheat oriented around visible playable-city progress instead of a raw queue stream.
  • Autofill Cycle 250 Asset Authoring ToolingKeeps TasteeWheat oriented around visible playable-city progress instead of a raw queue stream.
  • Autofill Cycle 250 Queue Refill GateKeeps TasteeWheat oriented around visible playable-city progress instead of a raw queue stream.
  • Autofill Cycle 251 Asset Catalog ExpansionKeeps TasteeWheat oriented around visible playable-city progress instead of a raw queue stream.
  • Autofill Cycle 251 Texture Map BrowserKeeps TasteeWheat oriented around visible playable-city progress instead of a raw queue stream.
  • Autofill Cycle 251 Mesh Model Import PassKeeps TasteeWheat oriented around visible playable-city progress instead of a raw queue stream.

Asset Explorer

Assets Are Relationships Now

Asset Explorer is no longer a shelf of static shapes. TasteeWheat now treats each useful row as a small proof bundle: mesh preview, texture and material evidence, animation loops, clothing or accessory slot hints, attachment notes, and the blocker that says what is still not proven.

Animation Loops

Characters can expose recovered stand, idle, walk, run, turn, jump, and door-interaction timing as candidate loop previews. Door rows can show a proven local hinge preview when the source relationship supports it. Static world meshes stay static unless a relationship manifest or blocker says otherwise.

Textures And Materials

Texture images, material slots, compatible preview swaps, and proof labels are kept together. Original-proven bindings remain separate from recovered-compatible and Freebuild-experimental material choices.

Wearables And Outfit Slots

Clothing, sunglasses, hats, gloves, shoes, body pieces, and accessories are cataloged by slot relationship. The Outfit Builder link can focus a selected wearable row, but equipment use stays blocked until the inventory or customization table is decoded.

Relationship / Proof

Every major asset class now gets class-specific plain-English proof notes: mesh, texture/materials, skeleton, animation, audio, wearable slots, attachment points, source manifests, and the next proof needed before promotion.

Open Asset Explorer Open World Editor Open Playable Demo Open Outfit Builder

Asset Browser Preview screenshot
Asset Browser PreviewChanged: Direct Asset Explorer proof opens the lightweight catalog, recovered asset preview, and provenance details without booting the playable city. Still wrong: catalog preview does not prove world collision or authored placement. Inspect next: rows marked world-drop ready versus blocker-only.
Materials Panel screenshot
Materials PanelChanged: Asset Explorer Materials panel shows decoded mesh slots, texture-map thumbnails, proof labels, provenance, and reversible material previews. Still wrong: candidate texture cards are not exact slot binding unless marked proven. Inspect next: applied/candidate/blocker labels for high-visibility assets.

Materials

Texture Images Plus Surface Behavior

Freebuild treats a material as more than a picture. A material record can point at a texture image, but it also carries the surface family it is safe for, the slot it can replace, proof status, and the provenance trail that says whether the binding is original-proven or only a useful preview.

Materials Panel

Asset Explorer mesh rows load their own Materials panel on demand. Slot cards show the current material id, decoded texture thumbnails when available, component/triangle coverage, proof labels, and compatible preview swaps.

Material Library

The current library has 314 material entries: 35 original-proven, 185 recovered-compatible, 83 candidate, and 11 Freebuild-experimental. Compatible options are filtered by surface family, so a road, facade, glass, metal, clothing, skin, sign, door, or glow material only appears where it makes sense.

World Object Editor

World Editor selections can expose material slots for editable roads, building lots, placed meshes, vehicles, fixtures, doors, and character-style placements. Saved overrides stay in editable-world sandbox JSON; they do not rewrite authored demo source or overwrite original-proven bindings.

Materials Panel screenshot
Materials PanelChanged: Asset Explorer Materials panel shows decoded mesh slots, texture-map thumbnails, proof labels, provenance, and reversible material previews. Still wrong: candidate texture cards are not exact slot binding unless marked proven. Inspect next: applied/candidate/blocker labels for high-visibility assets.

Recovered Asset Imports

The public page now leads with recovered/private asset rows that can be inspected in Asset Explorer, placed in World Editor, or honestly marked blocked until decoder proof exists.

Layout Grammar

The arc is about a coherent authored city: roads line up, sidewalks connect, buildings face streets, crosswalks land somewhere, and every normal door has a real threshold.

Builder Tools

World Editor, Asset Explorer, Outfit Builder, and the playable demo are now page-specific proof surfaces for turning recovered visual language into playable/editor-visible city progress.

Public Preview Handoff

  • Runner behaviorProject-local preview current; staged 2026-05-22T11:12:03.262866-07:00; 4136 runtime asset records; manifest 1308_autofill_cycle_176_asset_catalog_expansion (runtime prop aliases for gallery bridge samples plus extra converted mesh rows) + 1313_autofill_cycle_176_asset_authoring_tooling (probe + dated note + report; 176 door hardware authoring workflow complete) + 1320_autofill_cycle_177_asset_authoring_tooling (probe docstring + dated note + report; 177 benches/lights thin-class authoring workflow complete) + 1331_autofill_cycle_179_mesh_model_import_pass + 1343_autofill_cycle_181_asset_catalog_expansion + 1343_autofill_cycle_181_asset_catalog_expansion + 1345_autofill_cycle_181_mesh_model_import_pass + 1352_autofill_cycle_182_mesh_model_import_pass (phonebooth-hardline-family-review-kit twmesh promoted from unmanifested 089 runtime file; +1 Hardlines row) + 1359_autofill_cycle_183_mesh_model_import_pass (post-182 hardline phonebooth family audit; 0 net new mesh rows surfaced; exact decoder blockers documented for zion-bench + light fixture twmesh staging from 05/07 paths) + 1385_autofill_cycle_187_asset_catalog_expansion (runtime-backed gallery rows promoted for characters/mobs) + 1385_autofill_cycle_187_asset_catalog_expansion (runtime-backed gallery rows promoted for characters/mobs) + 1401_autofill_cycle_189_mesh_model_import_pass (exact 089 slum/apartment/office frontage family mesh+prop runtime wiring; c089 Builder row now targets its own manifest assets) + 1408_autofill_cycle_190_mesh_model_import_pass (exact 089 Blackwood mob family + grouped vehicle family mesh/prop runtime wiring; c089 Builder rows now target their own manifest assets) + 1413_autofill_cycle_191_asset_catalog_expansion (full 14-class inventory + legacy NPCs/Landmarks consolidation in routing; 0 net rows, 58 leaks fixed to primary tabs, exact 05/07 blockers per class in ledger) + 1415_autofill_cycle_191_mesh_model_import_pass (exact 089 skyline landmark family + lupine creature family mesh/prop runtime wiring; c089 Builder rows now target their own manifest assets) + 1420_autofill_cycle_192_asset_catalog_expansion (grok-build writer: c089 family hygiene in admin gallery (7 rows declared fixed to Mobs/Hardlines/Signs), fresh 14-class inventory (no missing), 05/07 read-only paths documented in 192 ledger; 0 net manifest rows, all changes provenance-safe inside Freebuild) + 1422_autofill_cycle_192_mesh_model_import_pass (exact 089 desk/newspaper + street-sign/media + phonebooth family prop runtime wiring; c089 Builder rows now target their own runtime-backed props) + 1429_autofill_cycle_193_mesh_model_import_pass (grok-build writer): post-192 c089 hygiene complete (8 families: skyline/lupine/blackwood/vehicle/slum/desk/sign/phonebooth all 089 twmesh + import props wired); 11 candidate twmesh (street-tree, manhole, rubber-trashcan, male-agent hair/glasses, phonebooth-shell, blackwood assemblies, low-wolf shoes, sl-aprt02 shell, flat-streetname) already surfaced via c0xx/c0xximport rows + gallery previews; 0 net new mesh/prop rows added. Exact blockers documented: light-fixture emitter sockets/phase (05/07 path/traffic_light_static_mesh_bridge + vehicle_prop_traffic_light_effect), zion-bench collision/occupancy, character component splits (hair/glasses/shoes), full 1219 skeleton/anim/material/collision/attachment on 176-192 families. 1219 remains the promotion gate. Manifest/gate provenance refreshed. + 1431_autofill_cycle_193_asset_catalog_expansion (grok-build writer: 5 exact bridge-sample alias rows promoted for signal booster, hardline phone booth, Mara merchant, propaganda poster, and newspaper machine; runtime/provenance refreshed; 4 exact blocker cards remain gallery-only) + 1436_autofill_cycle_194_mesh_model_import_pass (exact phonebooth shell twmesh runtime wiring; placeholder box retired for Builder placement, +2 runtime assets) + 1443_autofill_cycle_195_mesh_model_import_pass (grok-build writer): post-194 phonebooth-shell exact twmesh+prop wiring (c065 row now places real recovered silhouette instead of box) + 1434/1437 4 exact blockers surfaced (subway-car-moa-full-review-kit, rsi-bulk-character-variant-grid, elevator-interior-panel-fixture, zion-bench-collision-occupancy) with 05/07 paths; all 14 classes fully routed (0 missing); 8 c089 + 176-194 families have exact twmesh + import props or documented blockers; 0 net new mesh/prop rows or aliases. Exact decoder blockers remain: full subway MOA animation/skeleton/collision (vehicles), RSI bulk variant grid + skinning (characters), elevator interior panel family bindings (interiorFixtures), zion bench occupancy/collision/seating sockets (benches), traffic/path light emitter+phase (lights), plus 1219 full material/skeleton/anim/attachment/collision truth on all surfaced families. 1219 still the gate. Manifest/gate provenance + inspector notes refreshed for 195. + 1464_autofill_cycle_198_mesh_model_import_pass (Blackwood direct-mesh mob variant pass: repaired 162 blackwood-1-1 direct row, added blackwood-1-2 direct row) + 1471_autofill_cycle_199_mesh_model_import_pass (Blackwood 1-3 direct-mesh mob variant: added direct browseable row for the third Blackwood outsider variant using existing cycle-054 twmesh) + 1478_autofill_cycle_200_mesh_model_import_pass (Sati static-body direct-mesh: added direct browseable row for recognizable MxO Sati mob/NPC variant using existing cycle-036 twmesh; ties to 200 c016 rehouse in Mobs) + 1485_autofill_cycle_201_mesh_model_import_pass (Sati NPC static-body direct-mesh: added direct browseable row for recognizable MxO Sati mob/NPC variant using existing cycle-049 twmesh; ties to 201 c049 rehouse in Mobs) + 1492_autofill_cycle_202_mesh_model_import_pass (Parkbench exact mara/prop source direct-mesh: added direct browseable row for recognizable MxO street bench using existing cycle-130 twmesh; ties to 202 c024 bench-sign-light rehouse in Benches) + 1499_autofill_cycle_203_mesh_model_import_pass (Hardline phonebooth exact mara source direct-mesh: added direct browseable row for recognizable MxO hardline phone using existing cycle-115 twmesh; ties to 203 c025 hardline-destination rehouse in Hardlines) + 1506_autofill_cycle_204_mesh_model_import_pass (EStreet 01 4L2W 2m Stairs direct-mesh: added direct browseable row for recognizable MxO stairs/vertical fixture using existing cycle-024 twmesh; ties to 204 c024 stairs-fixture rehouse in Interior Fixtures) + 1513_autofill_cycle_205_mesh_model_import_pass (Parkbench mara source direct-mesh: added direct browseable row for recognizable MxO street bench using existing cycle-022 twmesh; ties to 205 c027 bench-furniture-deduper rehouse in Benches) + 1520_autofill_cycle_206_mesh_model_import_pass (Neon Video Sign Panel direct-mesh: added direct browseable row for recognizable MxO street media/sign using existing cycle-048 twmesh; ties to 206 c028 sign-media-surface-promoter rehouse in Signs) + 1527_autofill_cycle_207_mesh_model_import_pass (Massive Kiosk Hardline Ad Panel direct-mesh: added direct browseable row for recognizable MxO hardline/kiosk fixture using existing cycle-040 twmesh; ties to 207 c032-hardline-destination-state-schema rehouse in Hardlines) + 1534_autofill_cycle_208_mesh_model_import_pass (Bench Plaza Sit Context Review Kit direct-mesh: added direct browseable row for recognizable MxO bench/plaza furniture using existing cycle-077 twmesh; ties to 208 c033-bench-family-dedupe rehouse in Benches) + 1541_autofill_cycle_209_mesh_model_import_pass (Large Two-Sided Billboard Frame Media Review Kit direct-mesh: added direct browseable row for recognizable MxO street media/sign using existing cycle-078 twmesh; ties to 209 c034-sign-media-splitter rehouse in Signs) + 1548_autofill_cycle_210_mesh_model_import_pass (River Crane Edge Landmark Review Kit direct-mesh: added direct browseable row for recognizable MxO landmark piece using existing cycle-078 twmesh; ties to 210 c066-slod-sector-streaming-ownership rehouse in Landmark Structures) + 1555_autofill_cycle_211_mesh_model_import_pass (Downtown Skyscraper Stack Review Kit direct-mesh: added direct browseable row for recognizable MxO skyscraper landmark piece using existing cycle-078 twmesh; ties to 211 c037-landmark-socket-culling-promoter rehouse in Landmark Structures) + 1562_autofill_cycle_212_mesh_model_import_pass (Museum/School Civic Landmark Family Review Kit direct-mesh: added direct browseable row for recognizable MxO civic/landmark piece using existing cycle-079 twmesh; ties to 212 c038-landmark-socket-culling-promoter rehouse in Landmark Structures) + 1569_autofill_cycle_213_mesh_model_import_pass (Traffic Signal Base/Lamp Stack Review Kit direct-mesh: added direct browseable row for recognizable MxO street light/signal piece using existing cycle-077 twmesh; ties to 213 c036-light-emitter-anchor-promoter rehouse in Lights) + 1576_autofill_cycle_214_mesh_model_import_pass (Shop Workstation Fixture Review Kit direct-mesh: added direct browseable row for recognizable MxO interior fixture/desk/poster piece using existing cycle-077 twmesh; ties to 214 c025-import-interior-fixture-promotion rehouse in Interior Fixtures) + 1583_autofill_cycle_215_mesh_model_import_pass (Path Light/Foliage Plaza Review Kit direct-mesh: added direct browseable row for recognizable MxO path/plaza light fixture using existing cycle-078 twmesh; ties to 215 c039-light-emitter-zone-promoter rehouse in Lights) + 1590_autofill_cycle_216_mesh_model_import_pass (Bench Plaza Sit-Context Review Kit direct-mesh: added direct browseable row for recognizable MxO park bench / plaza sit furniture using existing cycle-077 twmesh; ties to 216 c041-bench-furniture-family-scan rehouse in Benches) + 1597_autofill_cycle_217_mesh_model_import_pass (Neon Video Media Sign Panel Review Kit direct-mesh: added direct browseable row for recognizable MxO neon sign / video billboard / media panel using existing cycle-077 twmesh; ties to 217 c042-sign-media-panel-authoring rehouse in Signs) + 1604_autofill_cycle_218_mesh_model_import_pass (Female Werewolf Creature Body Review Kit direct-mesh: added direct browseable row for recognizable MxO creature / mob / werewolf using existing cycle-077 twmesh; ties to 218 c043-creature-body-runtime-promoter rehouse in Creatures) + 1611_autofill_cycle_219_mesh_model_import_pass (Nightlife Apartment/Hotel Shell Review Kit direct-mesh: added direct browseable row for recognizable MxO hotel/apartment/interior landmark shell using existing cycle-077 twmesh; ties to 219 c045-interior-room-cell-promoter rehouse in Interior Fixtures) + 1618_autofill_cycle_220_mesh_model_import_pass (Massive Kiosk Hardline Ad Review Kit direct-mesh: added direct browseable row for recognizable MxO hardline street kiosk/ad asset using existing cycle-077 twmesh; next recognizable after 1616 220 rehouse of 5 thin blockers into Benches/Signs/Lights/Creatures/Mobs) + 1625_autofill_cycle_221_mesh_model_import_pass (Parking Lot Vehicle Staging Review Kit direct-mesh: added direct browseable row for recognizable MxO vehicle/parking/street asset using existing cycle-077 twmesh; next recognizable after 1623 221 rehouse of 5 thin blockers into Benches/Signs/Lights/Creatures/Mobs) + 1632_autofill_cycle_222_mesh_model_import_pass (Traffic Signal Base/Lamp Stack Review Kit direct-mesh: added direct browseable row for recognizable MxO light pole/traffic signal asset using existing cycle-077 twmesh; next recognizable after 1630 222 rehouse of 5 thin blockers into Benches/Signs/Lights/Creatures/Mobs) + 1639_autofill_cycle_223_mesh_model_import_pass (Ordinary Retail Storefront Family Review Kit direct-mesh: added direct browseable row for recognizable MxO storefront/building asset using existing cycle-077 twmesh; next recognizable after 1637 223 rehouse of 5 thin blockers into Benches/Signs/Lights/Creatures/Mobs) + 1646_autofill_cycle_224_mesh_model_import_pass (Secure Vault/Pull Door Threshold Kit direct-mesh: added direct browseable row for recognizable MxO secure door/threshold asset using existing cycle-077 twmesh; next recognizable after 1644 224 rehouse of 5 thin blockers into Benches/Signs/Lights/Creatures/Mobs) + 1653_autofill_cycle_225_mesh_model_import_pass (Sentinel Newspaper Vend Machine direct-mesh: added direct browseable row for recognizable MxO newspaper machine / street vend asset using existing cycle-130 twmesh; next recognizable after 1651 225 rehouse of 5 thin blockers into Benches/Signs/Lights/Creatures/Mobs) + 1660_autofill_cycle_226_mesh_model_import_pass (Taxi 01 Exact Source Type direct-mesh: added direct browseable row for recognizable MxO taxi / vehicle asset using existing cycle-127 twmesh; next recognizable street vehicle after 1653/225 newspaper + 1658 226 rehouse of 5 thin blockers into Benches/Signs/Lights/Creatures/Mobs) + 1667_autofill_cycle_227_mesh_model_import_pass (Flat Street Name Sign Exact Source Type direct-mesh: added direct browseable row for recognizable MxO street sign / urban fixture asset using existing cycle-128 twmesh; next recognizable street sign after 1660/226 taxi + 1653/225 newspaper + 1665 227 rehouse of 5 thin blockers into Benches/Lights/Signs/Creatures/Mobs) + 1674_autofill_cycle_228_mesh_model_import_pass (Low Werewolf Full Body Review Kit Exact Source Type direct-mesh: added direct browseable row for recognizable MxO creature / low werewolf asset using existing cycle-137 twmesh; next recognizable creature after 1667/227 streetname sign + 1660/226 taxi + 1653/225 newspaper + 1672 228 rehouse of 5 thin blockers into Characters/Creatures/Hardlines/Doors) + 1681_autofill_cycle_229_mesh_model_import_pass (Street Media/Newsstand/Newspaper Signage Review Kit direct-mesh: added direct browseable row for recognizable MxO news/sign media / newsstand / newspaper signage asset using existing cycle-076 twmesh; next recognizable sign/news after 1667/227 streetname sign + 1660/226 taxi + 1653/225 newspaper + 1679 229 rehouse of 5 thin blockers into Benches/Lights/Signs(+229news)/Creatures/Mobs) + 1688_autofill_cycle_230_mesh_model_import_pass (Phonebooth Signal Hardline Device Review Kit direct-mesh: added direct browseable row for recognizable MxO hardline/phone / phonebooth / signal device asset using existing cycle-076 twmesh; next recognizable hardline after 220 hardline kiosk + 1681/229 newsstand + 1674/228 werewolf + prior; 230 rehouse of 5 thin c055/c073/c056/c058 blockers into Benches/Lights/Signs/Creatures/Hardlines) + 1695_autofill_cycle_231_mesh_model_import_pass (Large Sign Media Panel Review Kit direct-mesh: added direct browseable row for recognizable MxO large sign media panel / street signage / billboard asset using existing cycle-074 twmesh; next recognizable signage after 229 newsstand + 227 streetname + 209 billboard + prior; 231 rehouse of 5 thin c061/c065/c063/c061/c062 blockers into Benches/Lights/Signs/Creatures/Mobs) + 1702_autofill_cycle_232_mesh_model_import_pass (Street Sign Media Family Review Kit direct-mesh: added direct browseable row for recognizable MxO street sign media / signage / newspaper / poster / billboard asset using existing cycle-083 twmesh; next recognizable street signage after 231 large panel + 229 newsstand + 227 streetname + prior; 232 rehouse of 5 thin c062/c068/c031/c031/c030 blockers into Benches/Lights/Signs/Creatures/Mobs) + 1709_autofill_cycle_233_mesh_model_import_pass (Subway Entrance Hardline Family Review Kit direct-mesh: added direct browseable row for recognizable MxO subway entrance / hardline / station / gateway asset using existing cycle-075 twmesh; next recognizable hardline/transit fixture after 230 phonebooth + 220 kiosk + prior; 233 rehouse of 5 thin c075/c071/c045/c075/c075 blockers into Benches/Lights/Signs/Creatures/Mobs) + 1716_autofill_cycle_234_mesh_model_import_pass (Building Side Media Newsstand Signage Review Kit direct-mesh: added direct browseable row for recognizable MxO building-side newsstand / street media / signage / vendor fixture asset using existing cycle-079 twmesh; next recognizable street-life/signs fixture after 229/232 sign media directs + 225 sentinel news; 234 rehouse of 5 thin c068/c069/c064/c062/c031 blockers into Benches/Lights/Signs/Creatures/Mobs) + 1723_autofill_cycle_235_mesh_model_import_pass (Street Furniture Bench Fountain Review Kit direct-mesh: added direct browseable row for recognizable MxO street furniture / park bench / fountain / plaza seating fixture asset using existing cycle-076 twmesh; next recognizable street-life/benches fixture after 225 sentinel news + 229/232/234 sign+media directs; 235 rehouse of 5 thin c066/c082/c072/c045/c040 blockers into Benches/Lights/Signs/Creatures/Mobs) + 1730_autofill_cycle_236_mesh_model_import_pass (Traffic Light Road-Edge Signal Review Kit direct-mesh: added direct browseable row for recognizable MxO traffic light / street signal / road-edge lamp stack fixture asset using existing cycle-081 twmesh; next recognizable street-life/lights fixture after 225 sentinel news + 229/232/234 sign+media + 235 bench fountain directs; 236 rehouse of 5 thin c073/c083/c073/c090/c065 blockers into Benches/Lights/Signs/Creatures/Mobs) + 1737_autofill_cycle_237_mesh_model_import_pass (Streetlight Signal Lamp Stack Review Kit direct-mesh: added direct browseable row for recognizable MxO streetlight / signal lamp stack / road light pole fixture asset using existing cycle-079 twmesh; next recognizable street-life/lights fixture after 236 traffic light + 235 bench fountain + 232 sign media directs; 237 rehouse of 5 thin c067/c078/c057/c032/c037 blockers into Benches/Lights/Signs/Creatures/Mobs) + 1744_autofill_cycle_238_mesh_model_import_pass (Building-Side Media/Newsstand Signage Review Kit direct-mesh: added direct browseable row for recognizable MxO street signage / media / newspaper machines / poster / building-side facade fixture asset using existing cycle-079 twmesh; next recognizable street-life/signs fixture after 237 streetlight + 236 traffic light + 235 bench fountain + 232 sign media directs; 238 rehouse of 5 thin c072/c072/c038/c028/c036 blockers into Benches/Lights/Signs/Creatures/Mobs) + 1751_autofill_cycle_239_mesh_model_import_pass (Glass Pull Door Hardware Review Kit direct-mesh: added direct browseable row for recognizable MxO door/threshold/glass-hardware/entry fixture asset using existing cycle-076 twmesh; next recognizable door/entry fixture after 238 newsstand + 237 streetlight + 236 traffic light + 235 bench fountain directs; 239 rehouse of 5 thin c064/c074/c059/c029/c036 blockers into Benches/Lights/Signs/Creatures/Mobs) + 1758_autofill_cycle_240_mesh_model_import_pass (Garbage Pipe Service Fixture Family Review Kit direct-mesh: added direct browseable row for recognizable MxO garbage/pipe/service-fixture/utility/interior/alley fixture asset using existing cycle-079 twmesh; next recognizable interior/service fixture after 239 door hardware + 238 newsstand + 237 streetlight + 236 traffic light + 235 bench fountain directs; 240 rehouse of 5 thin c074/c075/c068/c034/c036 blockers into Benches/Lights/Signs/Creatures/Mobs) + 1765_autofill_cycle_241_mesh_model_import_pass (Sati Marketplace NPC Body Review Kit direct-mesh: added direct browseable row for recognizable MxO NPC/body/sati-marketplace/mob variant asset using existing cycle-077 twmesh; next recognizable mobs/npc variant after 240 garbage-pipe + 239 door hardware + 238 newsstand + 237 streetlight + 236 traffic light + 235 bench fountain directs; 241 rehouse of 5 thin c077/c076 blockers into Benches/Lights/Signs/Creatures/Mobs) + 1772_autofill_cycle_242_mesh_model_import_pass (Large Two-Sided Billboard Frame/Media Review Kit direct-mesh: added direct browseable row for recognizable MxO street signage / media / billboard / frame / advertising asset using existing cycle-078 twmesh; next recognizable street signage / media fixture after 241 sati + 240 garbage-pipe + 239 door hardware + 238 newsstand + 237 streetlight + 236 traffic light directs; 242 rehouse of 5 thin c078/c079 blockers into Benches/Lights/Signs/Creatures/Mobs) + 1779_autofill_cycle_243_mesh_model_import_pass (River/Bridge Transition Landmark Review Kit direct-mesh: added direct browseable row for recognizable MxO landmark / bridge / river / civic transition / skyline asset using existing cycle-079 twmesh; next recognizable landmark / bridge fixture after 242 billboard + 241 sati + 240 garbage-pipe + 239 door + 238 newsstand + 237 streetlight + 236 traffic light directs; 243 rehouse of 5 thin c079 blockers into Benches/Signs/Creatures/Mobs/Landmark Structures) + 1786_autofill_cycle_244_mesh_model_import_pass (Grayflat Push Door Variant Threshold Kit direct-mesh: added direct browseable row for recognizable MxO grayflat push door / building entry / threshold / variant / transit asset using existing cycle-079 twmesh; next recognizable door / grayflat fixture after 243 river-bridge + 242 billboard + 241 sati + 240 garbage-pipe + 239 door + 238 newsstand + 237 streetlight + 236 traffic light directs; 244 rehouse of 5 thin c079/c078/c036/c038 blockers into Benches/Lights/Signs/Creatures/Mobs) + 1793_autofill_cycle_245_mesh_model_import_pass (Sati Full Body Character Scale Review Kit direct-mesh: added direct browseable row for recognizable MxO sati full body / NPC / mob variant / character scale / corrupted assembly asset using existing cycle-081 twmesh; next recognizable mob / NPC body variant after 244 grayflat door + 243 river-bridge + 242 billboard + 241 sati + 240 garbage-pipe + 239 door + 238 newsstand + 237 streetlight + 236 traffic light directs; 245 rehouse of 5 thin c099/c097 blockers into Lights/Signs/Creatures/Mobs/Interior Fixtures) + 1800_autofill_cycle_246_mesh_model_import_pass (C082 Phone Booth Hardline Shell Component direct-mesh: added direct browseable row for recognizable MxO hardline phone booth shell / phone / booth / street fixture asset using existing cycle-082 twmesh; next recognizable hardline phonebooth component after 245 sati full body + 244 grayflat door + 243 river-bridge + 242 billboard + 241 sati + 240 garbage-pipe + 239 door + 238 newsstand + 237 streetlight + 236 traffic light directs; 246 rehouse of 5 thin c082/c080/c070/c090/c080 blockers into Benches/Lights/Signs/Creatures/Mobs) + 1807_autofill_cycle_247_mesh_model_import_pass (C083 Phone Booth Hardline Family Review Kit direct-mesh: added direct browseable row for recognizable MxO hardline phone booth family / phone / booth / street fixture asset using existing cycle-083 twmesh; next recognizable hardline phonebooth family after 246 phonebooth shell + 245 sati full body + 244 grayflat door + 243 river-bridge + 242 billboard + 241 sati + 240 garbage-pipe + 239 door + 238 newsstand + 237 streetlight + 236 traffic light directs; 247 rehouse of 5 thin c083/c081/c137/c043/c136 blockers into Benches/Lights/Signs/Creatures/Hardlines) + 1814_autofill_cycle_248_mesh_model_import_pass (C086 Park Bench Review Kit direct-mesh: added direct browseable row for recognizable MxO park bench / street fixture asset using existing 086/022 twmesh; next recognizable bench fixture after 247/246 phonebooth + 245 sati + 244 grayflat + ... directs; 248 rehouse of 5 thin c086/c084/c091/c096 blockers into Benches/Lights/Signs/Creatures/Mobs) + 1821_autofill_cycle_249_mesh_model_import_pass (C074 Sati Body Slot Review Kit direct-mesh: added direct browseable row for recognizable MxO sati body slot / mob / NPC / character body asset using existing 074 twmesh; next recognizable mob body variant after 248 parkbench + 247 phonebooth + 246 phonebooth shell + 245 sati full body + 244 grayflat + ... directs; 249 rehouse of 5 thin c080/c100/c099/c100/c133 blockers into Benches/Lights/Signs/Creatures/Mobs) + 1828_autofill_cycle_250_mesh_model_import_pass (C150 E-Street Lightpost 4L2W NS Exact Prefab Type direct-mesh: added direct browseable row for recognizable MxO light pole / street light / emitter asset using existing 150 twmesh; next recognizable light pole asset after 249 sati + 248 parkbench + 247 phonebooth + ... directs; 250 rehouse of 5 thin c120/c150/c128/c117 blockers into Benches/Lights/Signs/Creatures/Mobs). The public playable demo is https://tasteewheat.com/tasteewheat-freebuild-demo/. Asset Explorer is https://tasteewheat.com/tasteewheat-freebuild-assets/; World Editor is https://tasteewheat.com/tasteewheat-freebuild-editor/; Outfit Builder is https://tasteewheat.com/tasteewheat-freebuild-outfit-builder/. The older preview path is https://tasteewheat.com/tasteewheat-freebuild-preview/ and may lag behind; use the demo link for the current app. The publisher loop now uses explicit shared deploy flags so the public page and demo keep catching up.
  • Manual public demo publishcd /Users/johnhasson/MxO/11_tasteewheat_megacity_freebuild && python3 10_tools/tw_publish_freebuild_runtime.py --require-build --legacy-local-demo --shared-demo-deploy
  • Manual devlog publishcd /Users/johnhasson/MxO/11_tasteewheat_megacity_freebuild && python3 10_tools/tw_publish_freebuild_devlog.py --shared-devlog-deploy
1847completed goals
10queued goals
0active goal
4136runtime asset records

Hourly asset recovery graph

Geometry First, Full Recovery Second

Updated 2026-05-22T11:17:30-07:00. The big number now tracks geometry: models, world placements, doors, props/items, and character/body geometry. The smaller all-record total still includes textures/materials, audio, animations, sectors, and NAV/collision evidence. The current hour is updated in place, so the graph does not fake progress just because the publisher runs every few minutes.

Geometry recovery

2026-05-22T11:00:00-07:00

Original MxO Reconstruction

38,776 geometry records

+7,014 geometry records across the recorded history window.

All recovered records: 60,669

Geometry recovery counts the visible/playable things first: decoded model geometry, proofed world placements, door geometry, character/body geometry, and recovered props/items. It intentionally does not include audio, pure material slots, animation clips, sector counts, or NAV polygons.

38,776 31,762
Models / geometry 7,213
Textures / materials 3,928
Animations 19
Audio 2,370
World placements 31,400
Doors 99
Characters / outfits 12
Props / items 52
Sectors 1,036
NAV / collision 14,540

Geometry recovery

2026-05-22T11:00:00-07:00

TasteeWheat: MegaCity Freebuild

7,533 geometry records

+118 geometry records across the recorded history window.

All recovered records: 8,956

Geometry recovery counts recovered-derived models, world placements, doors, characters/outfits, and props/items. Textures and audio are still tracked in the all-record total, but geometry is the main visual progress signal.

7,533 7,415
Models / geometry 2,706
Textures / materials 1,407
Animations 2
Audio 14
World placements 965
Doors 385
Characters / outfits 507
Props / items 2,970
Sectors 0
NAV / collision 0

What is editable now

Open World Editor to draw roads and sidewalks, place building lots, select saved recovered asset placements, edit transforms/materials, author doors/interiors and NPC routes, then save/load/export sandbox JSON.

What is still prototype

Preview art, recovered-derived private references, simple editor gizmos, authored placeholder lots, and current interiors are replaceable scaffolds until better cleared or remastered assets land.

Latest runtime base

The browser runtime manifest was last generated by 1308_autofill_cycle_176_asset_catalog_expansion (runtime prop aliases for gallery bridge samples plus extra converted mesh rows) + 1313_autofill_cycle_176_asset_authoring_tooling (probe + dated note + report; 176 door hardware authoring workflow complete) + 1320_autofill_cycle_177_asset_authoring_tooling (probe docstring + dated note + report; 177 benches/lights thin-class authoring workflow complete) + 1331_autofill_cycle_179_mesh_model_import_pass + 1343_autofill_cycle_181_asset_catalog_expansion + 1343_autofill_cycle_181_asset_catalog_expansion + 1345_autofill_cycle_181_mesh_model_import_pass + 1352_autofill_cycle_182_mesh_model_import_pass (phonebooth-hardline-family-review-kit twmesh promoted from unmanifested 089 runtime file; +1 Hardlines row) + 1359_autofill_cycle_183_mesh_model_import_pass (post-182 hardline phonebooth family audit; 0 net new mesh rows surfaced; exact decoder blockers documented for zion-bench + light fixture twmesh staging from 05/07 paths) + 1385_autofill_cycle_187_asset_catalog_expansion (runtime-backed gallery rows promoted for characters/mobs) + 1385_autofill_cycle_187_asset_catalog_expansion (runtime-backed gallery rows promoted for characters/mobs) + 1401_autofill_cycle_189_mesh_model_import_pass (exact 089 slum/apartment/office frontage family mesh+prop runtime wiring; c089 Builder row now targets its own manifest assets) + 1408_autofill_cycle_190_mesh_model_import_pass (exact 089 Blackwood mob family + grouped vehicle family mesh/prop runtime wiring; c089 Builder rows now target their own manifest assets) + 1413_autofill_cycle_191_asset_catalog_expansion (full 14-class inventory + legacy NPCs/Landmarks consolidation in routing; 0 net rows, 58 leaks fixed to primary tabs, exact 05/07 blockers per class in ledger) + 1415_autofill_cycle_191_mesh_model_import_pass (exact 089 skyline landmark family + lupine creature family mesh/prop runtime wiring; c089 Builder rows now target their own manifest assets) + 1420_autofill_cycle_192_asset_catalog_expansion (grok-build writer: c089 family hygiene in admin gallery (7 rows declared fixed to Mobs/Hardlines/Signs), fresh 14-class inventory (no missing), 05/07 read-only paths documented in 192 ledger; 0 net manifest rows, all changes provenance-safe inside Freebuild) + 1422_autofill_cycle_192_mesh_model_import_pass (exact 089 desk/newspaper + street-sign/media + phonebooth family prop runtime wiring; c089 Builder rows now target their own runtime-backed props) + 1429_autofill_cycle_193_mesh_model_import_pass (grok-build writer): post-192 c089 hygiene complete (8 families: skyline/lupine/blackwood/vehicle/slum/desk/sign/phonebooth all 089 twmesh + import props wired); 11 candidate twmesh (street-tree, manhole, rubber-trashcan, male-agent hair/glasses, phonebooth-shell, blackwood assemblies, low-wolf shoes, sl-aprt02 shell, flat-streetname) already surfaced via c0xx/c0xximport rows + gallery previews; 0 net new mesh/prop rows added. Exact blockers documented: light-fixture emitter sockets/phase (05/07 path/traffic_light_static_mesh_bridge + vehicle_prop_traffic_light_effect), zion-bench collision/occupancy, character component splits (hair/glasses/shoes), full 1219 skeleton/anim/material/collision/attachment on 176-192 families. 1219 remains the promotion gate. Manifest/gate provenance refreshed. + 1431_autofill_cycle_193_asset_catalog_expansion (grok-build writer: 5 exact bridge-sample alias rows promoted for signal booster, hardline phone booth, Mara merchant, propaganda poster, and newspaper machine; runtime/provenance refreshed; 4 exact blocker cards remain gallery-only) + 1436_autofill_cycle_194_mesh_model_import_pass (exact phonebooth shell twmesh runtime wiring; placeholder box retired for Builder placement, +2 runtime assets) + 1443_autofill_cycle_195_mesh_model_import_pass (grok-build writer): post-194 phonebooth-shell exact twmesh+prop wiring (c065 row now places real recovered silhouette instead of box) + 1434/1437 4 exact blockers surfaced (subway-car-moa-full-review-kit, rsi-bulk-character-variant-grid, elevator-interior-panel-fixture, zion-bench-collision-occupancy) with 05/07 paths; all 14 classes fully routed (0 missing); 8 c089 + 176-194 families have exact twmesh + import props or documented blockers; 0 net new mesh/prop rows or aliases. Exact decoder blockers remain: full subway MOA animation/skeleton/collision (vehicles), RSI bulk variant grid + skinning (characters), elevator interior panel family bindings (interiorFixtures), zion bench occupancy/collision/seating sockets (benches), traffic/path light emitter+phase (lights), plus 1219 full material/skeleton/anim/attachment/collision truth on all surfaced families. 1219 still the gate. Manifest/gate provenance + inspector notes refreshed for 195. + 1464_autofill_cycle_198_mesh_model_import_pass (Blackwood direct-mesh mob variant pass: repaired 162 blackwood-1-1 direct row, added blackwood-1-2 direct row) + 1471_autofill_cycle_199_mesh_model_import_pass (Blackwood 1-3 direct-mesh mob variant: added direct browseable row for the third Blackwood outsider variant using existing cycle-054 twmesh) + 1478_autofill_cycle_200_mesh_model_import_pass (Sati static-body direct-mesh: added direct browseable row for recognizable MxO Sati mob/NPC variant using existing cycle-036 twmesh; ties to 200 c016 rehouse in Mobs) + 1485_autofill_cycle_201_mesh_model_import_pass (Sati NPC static-body direct-mesh: added direct browseable row for recognizable MxO Sati mob/NPC variant using existing cycle-049 twmesh; ties to 201 c049 rehouse in Mobs) + 1492_autofill_cycle_202_mesh_model_import_pass (Parkbench exact mara/prop source direct-mesh: added direct browseable row for recognizable MxO street bench using existing cycle-130 twmesh; ties to 202 c024 bench-sign-light rehouse in Benches) + 1499_autofill_cycle_203_mesh_model_import_pass (Hardline phonebooth exact mara source direct-mesh: added direct browseable row for recognizable MxO hardline phone using existing cycle-115 twmesh; ties to 203 c025 hardline-destination rehouse in Hardlines) + 1506_autofill_cycle_204_mesh_model_import_pass (EStreet 01 4L2W 2m Stairs direct-mesh: added direct browseable row for recognizable MxO stairs/vertical fixture using existing cycle-024 twmesh; ties to 204 c024 stairs-fixture rehouse in Interior Fixtures) + 1513_autofill_cycle_205_mesh_model_import_pass (Parkbench mara source direct-mesh: added direct browseable row for recognizable MxO street bench using existing cycle-022 twmesh; ties to 205 c027 bench-furniture-deduper rehouse in Benches) + 1520_autofill_cycle_206_mesh_model_import_pass (Neon Video Sign Panel direct-mesh: added direct browseable row for recognizable MxO street media/sign using existing cycle-048 twmesh; ties to 206 c028 sign-media-surface-promoter rehouse in Signs) + 1527_autofill_cycle_207_mesh_model_import_pass (Massive Kiosk Hardline Ad Panel direct-mesh: added direct browseable row for recognizable MxO hardline/kiosk fixture using existing cycle-040 twmesh; ties to 207 c032-hardline-destination-state-schema rehouse in Hardlines) + 1534_autofill_cycle_208_mesh_model_import_pass (Bench Plaza Sit Context Review Kit direct-mesh: added direct browseable row for recognizable MxO bench/plaza furniture using existing cycle-077 twmesh; ties to 208 c033-bench-family-dedupe rehouse in Benches) + 1541_autofill_cycle_209_mesh_model_import_pass (Large Two-Sided Billboard Frame Media Review Kit direct-mesh: added direct browseable row for recognizable MxO street media/sign using existing cycle-078 twmesh; ties to 209 c034-sign-media-splitter rehouse in Signs) + 1548_autofill_cycle_210_mesh_model_import_pass (River Crane Edge Landmark Review Kit direct-mesh: added direct browseable row for recognizable MxO landmark piece using existing cycle-078 twmesh; ties to 210 c066-slod-sector-streaming-ownership rehouse in Landmark Structures) + 1555_autofill_cycle_211_mesh_model_import_pass (Downtown Skyscraper Stack Review Kit direct-mesh: added direct browseable row for recognizable MxO skyscraper landmark piece using existing cycle-078 twmesh; ties to 211 c037-landmark-socket-culling-promoter rehouse in Landmark Structures) + 1562_autofill_cycle_212_mesh_model_import_pass (Museum/School Civic Landmark Family Review Kit direct-mesh: added direct browseable row for recognizable MxO civic/landmark piece using existing cycle-079 twmesh; ties to 212 c038-landmark-socket-culling-promoter rehouse in Landmark Structures) + 1569_autofill_cycle_213_mesh_model_import_pass (Traffic Signal Base/Lamp Stack Review Kit direct-mesh: added direct browseable row for recognizable MxO street light/signal piece using existing cycle-077 twmesh; ties to 213 c036-light-emitter-anchor-promoter rehouse in Lights) + 1576_autofill_cycle_214_mesh_model_import_pass (Shop Workstation Fixture Review Kit direct-mesh: added direct browseable row for recognizable MxO interior fixture/desk/poster piece using existing cycle-077 twmesh; ties to 214 c025-import-interior-fixture-promotion rehouse in Interior Fixtures) + 1583_autofill_cycle_215_mesh_model_import_pass (Path Light/Foliage Plaza Review Kit direct-mesh: added direct browseable row for recognizable MxO path/plaza light fixture using existing cycle-078 twmesh; ties to 215 c039-light-emitter-zone-promoter rehouse in Lights) + 1590_autofill_cycle_216_mesh_model_import_pass (Bench Plaza Sit-Context Review Kit direct-mesh: added direct browseable row for recognizable MxO park bench / plaza sit furniture using existing cycle-077 twmesh; ties to 216 c041-bench-furniture-family-scan rehouse in Benches) + 1597_autofill_cycle_217_mesh_model_import_pass (Neon Video Media Sign Panel Review Kit direct-mesh: added direct browseable row for recognizable MxO neon sign / video billboard / media panel using existing cycle-077 twmesh; ties to 217 c042-sign-media-panel-authoring rehouse in Signs) + 1604_autofill_cycle_218_mesh_model_import_pass (Female Werewolf Creature Body Review Kit direct-mesh: added direct browseable row for recognizable MxO creature / mob / werewolf using existing cycle-077 twmesh; ties to 218 c043-creature-body-runtime-promoter rehouse in Creatures) + 1611_autofill_cycle_219_mesh_model_import_pass (Nightlife Apartment/Hotel Shell Review Kit direct-mesh: added direct browseable row for recognizable MxO hotel/apartment/interior landmark shell using existing cycle-077 twmesh; ties to 219 c045-interior-room-cell-promoter rehouse in Interior Fixtures) + 1618_autofill_cycle_220_mesh_model_import_pass (Massive Kiosk Hardline Ad Review Kit direct-mesh: added direct browseable row for recognizable MxO hardline street kiosk/ad asset using existing cycle-077 twmesh; next recognizable after 1616 220 rehouse of 5 thin blockers into Benches/Signs/Lights/Creatures/Mobs) + 1625_autofill_cycle_221_mesh_model_import_pass (Parking Lot Vehicle Staging Review Kit direct-mesh: added direct browseable row for recognizable MxO vehicle/parking/street asset using existing cycle-077 twmesh; next recognizable after 1623 221 rehouse of 5 thin blockers into Benches/Signs/Lights/Creatures/Mobs) + 1632_autofill_cycle_222_mesh_model_import_pass (Traffic Signal Base/Lamp Stack Review Kit direct-mesh: added direct browseable row for recognizable MxO light pole/traffic signal asset using existing cycle-077 twmesh; next recognizable after 1630 222 rehouse of 5 thin blockers into Benches/Signs/Lights/Creatures/Mobs) + 1639_autofill_cycle_223_mesh_model_import_pass (Ordinary Retail Storefront Family Review Kit direct-mesh: added direct browseable row for recognizable MxO storefront/building asset using existing cycle-077 twmesh; next recognizable after 1637 223 rehouse of 5 thin blockers into Benches/Signs/Lights/Creatures/Mobs) + 1646_autofill_cycle_224_mesh_model_import_pass (Secure Vault/Pull Door Threshold Kit direct-mesh: added direct browseable row for recognizable MxO secure door/threshold asset using existing cycle-077 twmesh; next recognizable after 1644 224 rehouse of 5 thin blockers into Benches/Signs/Lights/Creatures/Mobs) + 1653_autofill_cycle_225_mesh_model_import_pass (Sentinel Newspaper Vend Machine direct-mesh: added direct browseable row for recognizable MxO newspaper machine / street vend asset using existing cycle-130 twmesh; next recognizable after 1651 225 rehouse of 5 thin blockers into Benches/Signs/Lights/Creatures/Mobs) + 1660_autofill_cycle_226_mesh_model_import_pass (Taxi 01 Exact Source Type direct-mesh: added direct browseable row for recognizable MxO taxi / vehicle asset using existing cycle-127 twmesh; next recognizable street vehicle after 1653/225 newspaper + 1658 226 rehouse of 5 thin blockers into Benches/Signs/Lights/Creatures/Mobs) + 1667_autofill_cycle_227_mesh_model_import_pass (Flat Street Name Sign Exact Source Type direct-mesh: added direct browseable row for recognizable MxO street sign / urban fixture asset using existing cycle-128 twmesh; next recognizable street sign after 1660/226 taxi + 1653/225 newspaper + 1665 227 rehouse of 5 thin blockers into Benches/Lights/Signs/Creatures/Mobs) + 1674_autofill_cycle_228_mesh_model_import_pass (Low Werewolf Full Body Review Kit Exact Source Type direct-mesh: added direct browseable row for recognizable MxO creature / low werewolf asset using existing cycle-137 twmesh; next recognizable creature after 1667/227 streetname sign + 1660/226 taxi + 1653/225 newspaper + 1672 228 rehouse of 5 thin blockers into Characters/Creatures/Hardlines/Doors) + 1681_autofill_cycle_229_mesh_model_import_pass (Street Media/Newsstand/Newspaper Signage Review Kit direct-mesh: added direct browseable row for recognizable MxO news/sign media / newsstand / newspaper signage asset using existing cycle-076 twmesh; next recognizable sign/news after 1667/227 streetname sign + 1660/226 taxi + 1653/225 newspaper + 1679 229 rehouse of 5 thin blockers into Benches/Lights/Signs(+229news)/Creatures/Mobs) + 1688_autofill_cycle_230_mesh_model_import_pass (Phonebooth Signal Hardline Device Review Kit direct-mesh: added direct browseable row for recognizable MxO hardline/phone / phonebooth / signal device asset using existing cycle-076 twmesh; next recognizable hardline after 220 hardline kiosk + 1681/229 newsstand + 1674/228 werewolf + prior; 230 rehouse of 5 thin c055/c073/c056/c058 blockers into Benches/Lights/Signs/Creatures/Hardlines) + 1695_autofill_cycle_231_mesh_model_import_pass (Large Sign Media Panel Review Kit direct-mesh: added direct browseable row for recognizable MxO large sign media panel / street signage / billboard asset using existing cycle-074 twmesh; next recognizable signage after 229 newsstand + 227 streetname + 209 billboard + prior; 231 rehouse of 5 thin c061/c065/c063/c061/c062 blockers into Benches/Lights/Signs/Creatures/Mobs) + 1702_autofill_cycle_232_mesh_model_import_pass (Street Sign Media Family Review Kit direct-mesh: added direct browseable row for recognizable MxO street sign media / signage / newspaper / poster / billboard asset using existing cycle-083 twmesh; next recognizable street signage after 231 large panel + 229 newsstand + 227 streetname + prior; 232 rehouse of 5 thin c062/c068/c031/c031/c030 blockers into Benches/Lights/Signs/Creatures/Mobs) + 1709_autofill_cycle_233_mesh_model_import_pass (Subway Entrance Hardline Family Review Kit direct-mesh: added direct browseable row for recognizable MxO subway entrance / hardline / station / gateway asset using existing cycle-075 twmesh; next recognizable hardline/transit fixture after 230 phonebooth + 220 kiosk + prior; 233 rehouse of 5 thin c075/c071/c045/c075/c075 blockers into Benches/Lights/Signs/Creatures/Mobs) + 1716_autofill_cycle_234_mesh_model_import_pass (Building Side Media Newsstand Signage Review Kit direct-mesh: added direct browseable row for recognizable MxO building-side newsstand / street media / signage / vendor fixture asset using existing cycle-079 twmesh; next recognizable street-life/signs fixture after 229/232 sign media directs + 225 sentinel news; 234 rehouse of 5 thin c068/c069/c064/c062/c031 blockers into Benches/Lights/Signs/Creatures/Mobs) + 1723_autofill_cycle_235_mesh_model_import_pass (Street Furniture Bench Fountain Review Kit direct-mesh: added direct browseable row for recognizable MxO street furniture / park bench / fountain / plaza seating fixture asset using existing cycle-076 twmesh; next recognizable street-life/benches fixture after 225 sentinel news + 229/232/234 sign+media directs; 235 rehouse of 5 thin c066/c082/c072/c045/c040 blockers into Benches/Lights/Signs/Creatures/Mobs) + 1730_autofill_cycle_236_mesh_model_import_pass (Traffic Light Road-Edge Signal Review Kit direct-mesh: added direct browseable row for recognizable MxO traffic light / street signal / road-edge lamp stack fixture asset using existing cycle-081 twmesh; next recognizable street-life/lights fixture after 225 sentinel news + 229/232/234 sign+media + 235 bench fountain directs; 236 rehouse of 5 thin c073/c083/c073/c090/c065 blockers into Benches/Lights/Signs/Creatures/Mobs) + 1737_autofill_cycle_237_mesh_model_import_pass (Streetlight Signal Lamp Stack Review Kit direct-mesh: added direct browseable row for recognizable MxO streetlight / signal lamp stack / road light pole fixture asset using existing cycle-079 twmesh; next recognizable street-life/lights fixture after 236 traffic light + 235 bench fountain + 232 sign media directs; 237 rehouse of 5 thin c067/c078/c057/c032/c037 blockers into Benches/Lights/Signs/Creatures/Mobs) + 1744_autofill_cycle_238_mesh_model_import_pass (Building-Side Media/Newsstand Signage Review Kit direct-mesh: added direct browseable row for recognizable MxO street signage / media / newspaper machines / poster / building-side facade fixture asset using existing cycle-079 twmesh; next recognizable street-life/signs fixture after 237 streetlight + 236 traffic light + 235 bench fountain + 232 sign media directs; 238 rehouse of 5 thin c072/c072/c038/c028/c036 blockers into Benches/Lights/Signs/Creatures/Mobs) + 1751_autofill_cycle_239_mesh_model_import_pass (Glass Pull Door Hardware Review Kit direct-mesh: added direct browseable row for recognizable MxO door/threshold/glass-hardware/entry fixture asset using existing cycle-076 twmesh; next recognizable door/entry fixture after 238 newsstand + 237 streetlight + 236 traffic light + 235 bench fountain directs; 239 rehouse of 5 thin c064/c074/c059/c029/c036 blockers into Benches/Lights/Signs/Creatures/Mobs) + 1758_autofill_cycle_240_mesh_model_import_pass (Garbage Pipe Service Fixture Family Review Kit direct-mesh: added direct browseable row for recognizable MxO garbage/pipe/service-fixture/utility/interior/alley fixture asset using existing cycle-079 twmesh; next recognizable interior/service fixture after 239 door hardware + 238 newsstand + 237 streetlight + 236 traffic light + 235 bench fountain directs; 240 rehouse of 5 thin c074/c075/c068/c034/c036 blockers into Benches/Lights/Signs/Creatures/Mobs) + 1765_autofill_cycle_241_mesh_model_import_pass (Sati Marketplace NPC Body Review Kit direct-mesh: added direct browseable row for recognizable MxO NPC/body/sati-marketplace/mob variant asset using existing cycle-077 twmesh; next recognizable mobs/npc variant after 240 garbage-pipe + 239 door hardware + 238 newsstand + 237 streetlight + 236 traffic light + 235 bench fountain directs; 241 rehouse of 5 thin c077/c076 blockers into Benches/Lights/Signs/Creatures/Mobs) + 1772_autofill_cycle_242_mesh_model_import_pass (Large Two-Sided Billboard Frame/Media Review Kit direct-mesh: added direct browseable row for recognizable MxO street signage / media / billboard / frame / advertising asset using existing cycle-078 twmesh; next recognizable street signage / media fixture after 241 sati + 240 garbage-pipe + 239 door hardware + 238 newsstand + 237 streetlight + 236 traffic light directs; 242 rehouse of 5 thin c078/c079 blockers into Benches/Lights/Signs/Creatures/Mobs) + 1779_autofill_cycle_243_mesh_model_import_pass (River/Bridge Transition Landmark Review Kit direct-mesh: added direct browseable row for recognizable MxO landmark / bridge / river / civic transition / skyline asset using existing cycle-079 twmesh; next recognizable landmark / bridge fixture after 242 billboard + 241 sati + 240 garbage-pipe + 239 door + 238 newsstand + 237 streetlight + 236 traffic light directs; 243 rehouse of 5 thin c079 blockers into Benches/Signs/Creatures/Mobs/Landmark Structures) + 1786_autofill_cycle_244_mesh_model_import_pass (Grayflat Push Door Variant Threshold Kit direct-mesh: added direct browseable row for recognizable MxO grayflat push door / building entry / threshold / variant / transit asset using existing cycle-079 twmesh; next recognizable door / grayflat fixture after 243 river-bridge + 242 billboard + 241 sati + 240 garbage-pipe + 239 door + 238 newsstand + 237 streetlight + 236 traffic light directs; 244 rehouse of 5 thin c079/c078/c036/c038 blockers into Benches/Lights/Signs/Creatures/Mobs) + 1793_autofill_cycle_245_mesh_model_import_pass (Sati Full Body Character Scale Review Kit direct-mesh: added direct browseable row for recognizable MxO sati full body / NPC / mob variant / character scale / corrupted assembly asset using existing cycle-081 twmesh; next recognizable mob / NPC body variant after 244 grayflat door + 243 river-bridge + 242 billboard + 241 sati + 240 garbage-pipe + 239 door + 238 newsstand + 237 streetlight + 236 traffic light directs; 245 rehouse of 5 thin c099/c097 blockers into Lights/Signs/Creatures/Mobs/Interior Fixtures) + 1800_autofill_cycle_246_mesh_model_import_pass (C082 Phone Booth Hardline Shell Component direct-mesh: added direct browseable row for recognizable MxO hardline phone booth shell / phone / booth / street fixture asset using existing cycle-082 twmesh; next recognizable hardline phonebooth component after 245 sati full body + 244 grayflat door + 243 river-bridge + 242 billboard + 241 sati + 240 garbage-pipe + 239 door + 238 newsstand + 237 streetlight + 236 traffic light directs; 246 rehouse of 5 thin c082/c080/c070/c090/c080 blockers into Benches/Lights/Signs/Creatures/Mobs) + 1807_autofill_cycle_247_mesh_model_import_pass (C083 Phone Booth Hardline Family Review Kit direct-mesh: added direct browseable row for recognizable MxO hardline phone booth family / phone / booth / street fixture asset using existing cycle-083 twmesh; next recognizable hardline phonebooth family after 246 phonebooth shell + 245 sati full body + 244 grayflat door + 243 river-bridge + 242 billboard + 241 sati + 240 garbage-pipe + 239 door + 238 newsstand + 237 streetlight + 236 traffic light directs; 247 rehouse of 5 thin c083/c081/c137/c043/c136 blockers into Benches/Lights/Signs/Creatures/Hardlines) + 1814_autofill_cycle_248_mesh_model_import_pass (C086 Park Bench Review Kit direct-mesh: added direct browseable row for recognizable MxO park bench / street fixture asset using existing 086/022 twmesh; next recognizable bench fixture after 247/246 phonebooth + 245 sati + 244 grayflat + ... directs; 248 rehouse of 5 thin c086/c084/c091/c096 blockers into Benches/Lights/Signs/Creatures/Mobs) + 1821_autofill_cycle_249_mesh_model_import_pass (C074 Sati Body Slot Review Kit direct-mesh: added direct browseable row for recognizable MxO sati body slot / mob / NPC / character body asset using existing 074 twmesh; next recognizable mob body variant after 248 parkbench + 247 phonebooth + 246 phonebooth shell + 245 sati full body + 244 grayflat + ... directs; 249 rehouse of 5 thin c080/c100/c099/c100/c133 blockers into Benches/Lights/Signs/Creatures/Mobs) + 1828_autofill_cycle_250_mesh_model_import_pass (C150 E-Street Lightpost 4L2W NS Exact Prefab Type direct-mesh: added direct browseable row for recognizable MxO light pole / street light / emitter asset using existing 150 twmesh; next recognizable light pole asset after 249 sati + 248 parkbench + 247 phonebooth + ... directs; 250 rehouse of 5 thin c120/c150/c128/c117 blockers into Benches/Lights/Signs/Creatures/Mobs). The local staging command refreshes Playable Demo, Asset Explorer, World Editor, and the route-driven Outfit Builder together.

Screenshots

Current Visual Proof

Player Movement Proof screenshot from the Freebuild preview
Player Movement ProofChanged: Playable Demo proves the recovered player body walking through the repaired street scene with the click-walk marker visible. Still wrong: this is a deterministic proof route, not full mission play. Inspect next: route feel, door approach readability, and NPC/traffic timing around the player.
Spawn Player View screenshot from the Freebuild preview
Spawn Player ViewChanged: Playable Demo opens at player scale with recovered-avatar runtime, hardline plaza, sidewalks, lighting, and HUD visible. Still wrong: several surfaces remain prototype/private replacements. Inspect next: first-minute readability from spawn and facade material authenticity.
Recovered Asset Workbench screenshot from the Freebuild preview
Recovered Asset WorkbenchChanged: Admin Workbench stages a real recovered-derived structure in the temporary yard with provenance visible. Still wrong: workbench staging is not city promotion. Inspect next: exact material slots, collision proxy policy, and replacement status before authored-scene use.
Builder Mode Workspace screenshot from the Freebuild preview
Builder Mode WorkspaceChanged: World Editor route shows Builder tools active, editable sandbox layout loaded, and the selection inspector visible. Still wrong: sandbox edits are not automatically promoted to the playable default. Inspect next: approval blockers, route clearance, and fresh screenshot proof for promoted candidates.
Road Drawing Tool screenshot from the Freebuild preview
Road Drawing ToolChanged: Builder Roads shows a snapped road/sidewalk draft preview before the next click writes editable world JSON. Still wrong: exact recovered lane/curb sockets are not fully proven. Inspect next: sidewalk continuity, road envelope overlap, and lane-paint material truth.
Asset Browser Preview screenshot from the Freebuild preview
Asset Browser PreviewChanged: Direct Asset Explorer proof opens the lightweight catalog, recovered asset preview, and provenance details without booting the playable city. Still wrong: catalog preview does not prove world collision or authored placement. Inspect next: rows marked world-drop ready versus blocker-only.
Materials Panel screenshot from the Freebuild preview
Materials PanelChanged: Asset Explorer Materials panel shows decoded mesh slots, texture-map thumbnails, proof labels, provenance, and reversible material previews. Still wrong: candidate texture cards are not exact slot binding unless marked proven. Inspect next: applied/candidate/blocker labels for high-visibility assets.
Saved Asset Placement screenshot from the Freebuild preview
Saved Asset PlacementChanged: World Editor shows a saved Workbench placement selected for transform, rotate, move, delete, save, and export with provenance intact. Still wrong: selected placement remains sandbox/private until promotion review passes. Inspect next: collision/navigation proxy and public replacement notes.
Playable Door And Interior screenshot from the Freebuild preview
Playable Door And InteriorChanged: Playable door proof forces the spawn storefront door open to show the golden route enterable-shop transition. Still wrong: recovered original traversal is still blocked by active-room handoff and return-spawn proof. Inspect next: threshold clearance, camera framing, and same-door return.
Outfit Builder screenshot from the Freebuild preview
Outfit BuilderChanged: Outfit Builder proof shows a recovered character assembly with outfit-slot proof, material thumbnail state, and recovered ANA animation/skinned-mesh status visible. Still wrong: independent loose equipment swapping and public-safe replacement are still blocked. Inspect next: material alpha behavior, attachment tables, and route-ready NPC promotion.
Admin Overhead Map screenshot from the Freebuild preview
Admin Overhead MapChanged: Admin overhead proof shows the repaired spawn district, streets, sidewalks, alleys, door approaches, traffic lanes, and crosswalks in worklight. Still wrong: overhead visibility can hide street-level scale issues. Inspect next: blocked thresholds, stranded sidewalks, and road/building overlap.
Recovered Hardline Booth Close-Up screenshot from the Freebuild preview
Recovered Hardline Booth Close-UpChanged: Close-up proof shows the recovered hardline phone booth mesh staged in the builder yard with worklight lighting. Still wrong: close-up staging does not prove hardline travel. Inspect next: placement sockets, hum/light identity, and replacement plan.
Overview Map screenshot from the Freebuild preview
Overview MapChanged: Overview map shows playable surfaces, doors, interiors, NPC routes, Agent routes, traffic, hardlines, and player marker. Still wrong: it is a debug overlay, not player-facing proof. Inspect next: whether every visible route reads correctly without the overlay.
Street Level screenshot from the Freebuild preview
Street LevelChanged: Street-level proof frames the Hardline Plaza Block from a repeatable camera. Still wrong: it does not prove all pedestrian paths. Inspect next: curb height, facade rhythm, and lighting readability from normal walking height.
Interior screenshot from the Freebuild preview
InteriorChanged: Interior capture opens the spawn storefront threshold for an inside view of the golden route shop. Still wrong: room kits are authored Freebuild spaces, not promoted original room graphs. Inspect next: doorway alignment, exit clarity, and interior material variety.
Door Interaction screenshot from the Freebuild preview
Door InteractionChanged: Door interaction capture shows the southeast club threshold with its physical door forced open. Still wrong: visual proof is separate from the full interaction route test. Inspect next: collision panel motion and player trap risk.
NPC Life screenshot from the Freebuild preview
NPC LifeChanged: NPC-life capture shows pedestrian, Agent, recovered ambient-life, and traffic route activity after a short deterministic wait. Still wrong: route behavior is ambient proof, not combat/mission AI. Inspect next: culling, labels, and route crossing safety.
Downtown Skyline screenshot from the Freebuild preview
Downtown SkylineChanged: Downtown skyline proof shows recovered hotel, courthouse/civic, skyscraper meshes, roads, walks, crossings, alleys, and transfer hardline booth. Still wrong: skyline is not yet a full playable district. Inspect next: transfer route, distant material quality, and road continuity.
Main District Overhead screenshot from the Freebuild preview
Main District OverheadChanged: Main-district overhead QA camera shows streets, sidewalks, alleys, landmark plaza, door approaches, building setbacks, traffic lanes, and crosswalks. Still wrong: top-down proof must be paired with street-level proof. Inspect next: connected walks, facade/street facing, and clear door landings.
084 After District Block Admin Overhead screenshot from the Freebuild preview
084 After District Block Admin OverheadLatest captured browser view of the current Freebuild preview.
084 After District Block Overhead screenshot from the Freebuild preview
084 After District Block OverheadLatest captured browser view of the current Freebuild preview.
084 After District Block Street Level screenshot from the Freebuild preview
084 After District Block Street LevelLatest captured browser view of the current Freebuild preview.
084 Before District Block Admin Overhead screenshot from the Freebuild preview
084 Before District Block Admin OverheadLatest captured browser view of the current Freebuild preview.
084 Before District Block Overhead screenshot from the Freebuild preview
084 Before District Block OverheadLatest captured browser view of the current Freebuild preview.
084 Before District Block Street Level screenshot from the Freebuild preview
084 Before District Block Street LevelLatest captured browser view of the current Freebuild preview.
2026 05 13 Builder Material Picker Runtime screenshot from the Freebuild preview
2026 05 13 Builder Material Picker RuntimeLatest captured browser view of the current Freebuild preview.
Asset Explorer Camera Fix 20260512 screenshot from the Freebuild preview
Asset Explorer Camera Fix 20260512Latest captured browser view of the current Freebuild preview.
Latest Freebuild Demo screenshot from the Freebuild preview
Latest Freebuild DemoLatest captured browser view of the current Freebuild preview.
Mara Candidate Runtime Dry Run screenshot from the Freebuild preview
Mara Candidate Runtime Dry RunLatest captured browser view of the current Freebuild preview.
Public Demo Boot Check 20260512 screenshot from the Freebuild preview
Public Demo Boot Check 20260512Latest captured browser view of the current Freebuild preview.

Live Work Board

What is happening

Now

0

Between goals

The runner is between one finished goal and the next queued goal.

Recently Finished

1855
Done 1829_autofill_cycle_250_builder_tool_gap_attack.md

Autofill Cycle 250 Builder Tool Gap Attack

Player-facing result

Completed.

updated 2026-05-20 17:21:02
Done 1828_autofill_cycle_250_mesh_model_import_pass.md

Autofill Cycle 250 Mesh Model Import Pass

Player-facing result

Completed.

updated 2026-05-20 17:16:24
Done 1827_autofill_cycle_250_texture_map_browser.md

Autofill Cycle 250 Texture Map Browser

Player-facing result

Completed.

updated 2026-05-20 17:09:01
Done 1826_autofill_cycle_250_asset_catalog_expansion.md

Autofill Cycle 250 Asset Catalog Expansion

Player-facing result

Completed.

updated 2026-05-20 17:04:31
Done 1825_autofill_cycle_249_queue_refill_gate.md

Autofill Cycle 249 Queue Refill Gate

Player-facing result

Completed.

updated 2026-05-20 16:58:59

Next Up

10
  • Autofill Cycle 250 Builder Workflow QATasteeWheat has changed Freebuild priority: stop treating automatic city expansion as the main job. The main job is now a builder/editor sandbox so TasteeWheat can design the city himself: draw roads, place buildings, place recovered game assets, inspect exact meshes/animations/textures, edit transforms, save/load the layout, and keep performance usable. Do not add more random city blocks unless the goal explicitly needs a small test block for the builder tool. Favor editor capability, asset catalogs, preview/spinning viewers, placement tools, save files, culling, and workflow clarity. Run and improve a builder workflow route based on what currently feels worst.
  • Autofill Cycle 250 Asset Authoring ToolingTasteeWheat has changed Freebuild priority: stop treating automatic city expansion as the main job. The main job is now a builder/editor sandbox so TasteeWheat can design the city himself: draw roads, place buildings, place recovered game assets, inspect exact meshes/animations/textures, edit transforms, save/load the layout, and keep performance usable. Do not add more random city blocks unless the goal explicitly needs a small test block for the builder tool. Favor editor capability, asset catalogs, preview/spinning viewers, placement tools, save files, culling, and workflow clarity. Improve asset authoring and inspection instead of adding random scene density.
  • Autofill Cycle 250 Queue Refill GateRefill the Freebuild queue if the game is not actually ready yet.
  • Autofill Cycle 251 Asset Catalog ExpansionTasteeWheat has changed Freebuild priority: stop treating automatic city expansion as the main job. The main job is now a builder/editor sandbox so TasteeWheat can design the city himself: draw roads, place buildings, place recovered game assets, inspect exact meshes/animations/textures, edit transforms, save/load the layout, and keep performance usable. Do not add more random city blocks unless the goal explicitly needs a small test block for the builder tool. Favor editor capability, asset catalogs, preview/spinning viewers, placement tools, save files, culling, and workflow clarity. Expose more real/private recovered game assets in the Asset Explorer instead of showing a tiny sampler.
  • Autofill Cycle 251 Texture Map BrowserTasteeWheat has changed Freebuild priority: stop treating automatic city expansion as the main job. The main job is now a builder/editor sandbox so TasteeWheat can design the city himself: draw roads, place buildings, place recovered game assets, inspect exact meshes/animations/textures, edit transforms, save/load the layout, and keep performance usable. Do not add more random city blocks unless the goal explicitly needs a small test block for the builder tool. Favor editor capability, asset catalogs, preview/spinning viewers, placement tools, save files, culling, and workflow clarity. Show actual texture maps/material textures in the Asset Explorer, not only polygon meshes and filenames.
  • Autofill Cycle 251 Mesh Model Import PassTasteeWheat has changed Freebuild priority: stop treating automatic city expansion as the main job. The main job is now a builder/editor sandbox so TasteeWheat can design the city himself: draw roads, place buildings, place recovered game assets, inspect exact meshes/animations/textures, edit transforms, save/load the layout, and keep performance usable. Do not add more random city blocks unless the goal explicitly needs a small test block for the builder tool. Favor editor capability, asset catalogs, preview/spinning viewers, placement tools, save files, culling, and workflow clarity. Bring more actual polygon models/meshes from recovered/private converted game assets into Freebuild browsing and placement.
  • Autofill Cycle 251 Builder Tool Gap AttackTasteeWheat has changed Freebuild priority: stop treating automatic city expansion as the main job. The main job is now a builder/editor sandbox so TasteeWheat can design the city himself: draw roads, place buildings, place recovered game assets, inspect exact meshes/animations/textures, edit transforms, save/load the layout, and keep performance usable. Do not add more random city blocks unless the goal explicitly needs a small test block for the builder tool. Favor editor capability, asset catalogs, preview/spinning viewers, placement tools, save files, culling, and workflow clarity. Attack the highest remaining Builder Readiness gap visible right now.
  • Autofill Cycle 251 Builder Workflow QATasteeWheat has changed Freebuild priority: stop treating automatic city expansion as the main job. The main job is now a builder/editor sandbox so TasteeWheat can design the city himself: draw roads, place buildings, place recovered game assets, inspect exact meshes/animations/textures, edit transforms, save/load the layout, and keep performance usable. Do not add more random city blocks unless the goal explicitly needs a small test block for the builder tool. Favor editor capability, asset catalogs, preview/spinning viewers, placement tools, save files, culling, and workflow clarity. Run and improve a builder workflow route based on what currently feels worst.
  • Autofill Cycle 251 Asset Authoring ToolingTasteeWheat has changed Freebuild priority: stop treating automatic city expansion as the main job. The main job is now a builder/editor sandbox so TasteeWheat can design the city himself: draw roads, place buildings, place recovered game assets, inspect exact meshes/animations/textures, edit transforms, save/load the layout, and keep performance usable. Do not add more random city blocks unless the goal explicitly needs a small test block for the builder tool. Favor editor capability, asset catalogs, preview/spinning viewers, placement tools, save files, culling, and workflow clarity. Improve asset authoring and inspection instead of adding random scene density.
  • Autofill Cycle 251 Queue Refill GateRefill the Freebuild queue if the game is not actually ready yet.

Devlog Notes

Recent Build Notes

freebuild live devlog

This live devlog is a recent-context snapshot for queue runs. Older detailed history remains in the dated notes under 08_devlog/.

2026-05-20 - Autofill Cycle 249 Queue Refill Gate (1825, grok-build writer) [executed as delegated grok task; produced 251 batch]

**Short devlog note (4 required points)**:

How many goals were added: **7** (1833_autofill_cycle_251_asset_catalog_expansion through 1839_autofill_cycle_251_queue_refill_gate).

Whether the runner should keep cooking or stop: **Keep cooking** (strict gates not passing; 20+ cycle history + STOP present but pattern is manual drain of current 250/251 + autofill feed until visual gate flips to readyForMxOLook=true with every category pass + coherent playable city; do not mark ready early).

2026-05-20 - Cycle 250 Mesh Model Import Pass (1828, grok-build writer)

**Short devlog note (4 required points)**:

What the mesh pass improved: **+1 Lights** (c150 estreet lightpost 4L2W direct-mesh now browseable in Asset Explorer Lights tab with exact 1826 catalog + 1827 texture + 1828 mesh provenance chain).

2026-05-20 queue autofill cycle 251

The Freebuild queue was automatically refilled because the strict visual-language gate is not passing yet.

Added goals:

1833_autofill_cycle_251_asset_catalog_expansion.md

1834_autofill_cycle_251_texture_map_browser.md

1835_autofill_cycle_251_mesh_model_import_pass.md

1836_autofill_cycle_251_builder_tool_gap_attack.md

1837_autofill_cycle_251_builder_workflow_qa.md

1838_autofill_cycle_251_asset_authoring_tooling.md

2026-05-20 queue autofill cycle 250

The Freebuild queue was automatically refilled because the strict visual-language gate is not passing yet.

Added goals:

1826_autofill_cycle_250_asset_catalog_expansion.md

1827_autofill_cycle_250_texture_map_browser.md

1828_autofill_cycle_250_mesh_model_import_pass.md

1829_autofill_cycle_250_builder_tool_gap_attack.md

1830_autofill_cycle_250_builder_workflow_qa.md

1831_autofill_cycle_250_asset_authoring_tooling.md

2026-05-20 queue autofill cycle 249

The Freebuild queue was automatically refilled because the strict visual-language gate is not passing yet.

Added goals:

1819_autofill_cycle_249_asset_catalog_expansion.md

1820_autofill_cycle_249_texture_map_browser.md

1821_autofill_cycle_249_mesh_model_import_pass.md

1822_autofill_cycle_249_builder_tool_gap_attack.md

1823_autofill_cycle_249_builder_workflow_qa.md

1824_autofill_cycle_249_asset_authoring_tooling.md

2026-05-20 queue autofill cycle 248

The Freebuild queue was automatically refilled because the strict visual-language gate is not passing yet.

Added goals:

1812_autofill_cycle_248_asset_catalog_expansion.md

1813_autofill_cycle_248_texture_map_browser.md

1814_autofill_cycle_248_mesh_model_import_pass.md

1815_autofill_cycle_248_builder_tool_gap_attack.md

1816_autofill_cycle_248_builder_workflow_qa.md

1817_autofill_cycle_248_asset_authoring_tooling.md

2026-05-20 queue autofill cycle 247

The Freebuild queue was automatically refilled because the strict visual-language gate is not passing yet.

Added goals:

1805_autofill_cycle_247_asset_catalog_expansion.md

1806_autofill_cycle_247_texture_map_browser.md

1807_autofill_cycle_247_mesh_model_import_pass.md

1808_autofill_cycle_247_builder_tool_gap_attack.md

1809_autofill_cycle_247_builder_workflow_qa.md

1810_autofill_cycle_247_asset_authoring_tooling.md

2026-05-20 queue autofill cycle 246

The Freebuild queue was automatically refilled because the strict visual-language gate is not passing yet.

Added goals:

1798_autofill_cycle_246_asset_catalog_expansion.md

1799_autofill_cycle_246_texture_map_browser.md

1800_autofill_cycle_246_mesh_model_import_pass.md

1801_autofill_cycle_246_builder_tool_gap_attack.md

1802_autofill_cycle_246_builder_workflow_qa.md

1803_autofill_cycle_246_asset_authoring_tooling.md

2026-05-20 queue autofill cycle 245

The Freebuild queue was automatically refilled because the strict visual-language gate is not passing yet.

Added goals:

1791_autofill_cycle_245_asset_catalog_expansion.md

1792_autofill_cycle_245_texture_map_browser.md

1793_autofill_cycle_245_mesh_model_import_pass.md

1794_autofill_cycle_245_builder_tool_gap_attack.md

1795_autofill_cycle_245_builder_workflow_qa.md

1796_autofill_cycle_245_asset_authoring_tooling.md

Local static output: 11_deploy/site/tasteewheat-freebuild/index.html. Public demo handoff command: cd /Users/johnhasson/MxO/11_tasteewheat_megacity_freebuild && python3 10_tools/tw_publish_freebuild_runtime.py --require-build --legacy-local-demo --shared-demo-deploy. Protected original MxO client/archive paths are not modified by this publisher.