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feat(templates): qualify bounded backlight and dark-environment defaults - #416
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The develop merge landed the conflicts but left the pre-existing reds the branch's own full-suite rerun had never reached. Fix them on the merged tree: - search-path spec: anchor the ripgrep call site at its new line 163. - temp-dir guard: owned-run-resources, orphan-infrastructure and run-test-suite-temp now create through test-support makeTempDir, so the guard stops flagging them; run-test-suite-temp also guards its parsed output for noUncheckedIndexedAccess. - exposure cold-boot fixture: the merged tone observation is a union that may omit p99, so its structural type accepts the regional member. - sailing-readiness spec: mock the post controller's resolved tier and stub the material-lighting and environment-setup modules, as sailing.spec already does. - template docs: the backlight and exposure paragraphs share one block so the scaffolded docs stay under the 100-line instruction budget; mirrors regenerated and the scaffold tree hashes re-measured. - sailing exit: drop the stray blank line between the post and ocean-readiness releases. Verified: root and per-package typecheck, lint, check:docs, the scaffold stability hash spec, and the affected unit specs all pass. The three generated-shooter-input failures are pre-existing on develop at 15adf35 (this machine also serialises capture through another lane's lock) and the playtest orphan sweep fails on develop too, where Vite's node compile cache lands in the suite TMPDIR.
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Plain merge, no rebase: the merge queue needs a current base. #416 is one commit, 1,087 files; two of them carried cleanup edits too, so one conflict. Resolution of packages/create-threenative/__tests__/scaffold.spec.ts: PRD_201_PARENT_SCAFFOLD_HASHES is re-measured on the merged tree through createProject, not taken from either side. Ten templates moved (the ten this sweep edited, which #416 also touched); platformer, snow and starter keep #416's values because neither side changed them. scaffold.spec.ts 66 tests exit 0. templates/puzzle/src/scenes/Play.ts auto-merged clean and was audited by diff: this lane's `unwatch` deletion and #416's material-lighting wiring are both present. All 14 of this lane's whole-file deletions are gone from the merged tree and every file #416 added is present. Also here: the native census table regenerated by `pnpm census` (android/ 3,187 -> 1,814 is the deleted sample JS and orphan Metal shader), and the PRD-495 record of the merge. `pnpm budgets` needed a rebuilt packages/playtest/dist first — #416's collectRegionalTone was missing from a stale artefact, not from merged source. Verified on the merged tree: pnpm typecheck exit 0; pnpm lint exit 0 (0 errors); pnpm sync:agents --check exit 0; check-template-conventions green; pnpm check:docs exit 0 (2,393 links); scripts lane 8 files / 260 tests exit 0; pnpm budgets exit 0. AC-2 stays unticked — no fresh full board over the merged tree yet. The Windows desktop core leg stays red and is not waived.
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Generated subjects retain a restrained key-colored edge under backlighting, and dark scene environments receive a measured directional fill. Defaults now live in twelve actual template source trees, with live material enrollment and owned cleanup. Bright photographed environments suppress the extra fill; template-specific overrides preserve authored lights and palettes.
Tracker G09 (row 13), PRD-345. Hardware desktop WebGPU high tier qualifies; native, mobile, software and WebGL retain original materials. Custom materials stay original. This is source-first template behavior; automatic bare-engine material treatment is not implemented.
Real before / after
All twelve full pairs use matched source scenes, fixed tick-60 cameras/state, cooked assets, 1280×720, 4× MSAA and NVIDIA Turing hardware WebGPU. Root and an independent reviewer inspected all 24 frames. The default openings are deliberately subtle; the controlled backlight/black-environment fixtures below isolate the visible improvement.
Racing preserves the original dark road/shadows after fixing shared light-matrix writes during rendering. Puzzle keeps its original authored lighting with added gains zero; sailing's bright sky suppresses added fill. All twelve full pairs and provenance. Presentation-time flag/smoke phases and a small tower HUD hover variation are disclosed, not claimed as lighting improvements.
Six intended red/green fixture arms qualify: edge p99 53 versus 7 with rim disabled; body 2 versus 0. Black-fill and omitted-marker controls fail their exact intended assertions. Failed software-harness and rejected racing attempts remain retained.
Verification and measured costs
build:Image is not defined); network diagnostics waived because native has no observer. This does not qualify enabled native appearance.Remaining acceptance
Draft remains partial. Shooter has a reproduced matched performance regression; snow performance and the full root rerun remain open; all failures are preserved. Historical GPU isolation limitations remain disclosed. The native fallback comparison is complete; original native gameplay visibility observations are unsupported and remain blocked. A separate compatible opening witness does not replace those gates. Rain's custom raymarched shader has authored hemisphere/flash lighting but lacks the qualified named conventions; its cloud reflection image is not a spherical environment measurement. Rain and enabled native appearance remain unqualified. No original acceptance criterion was relaxed. Draft CI skips are not green checks; no ready/100/auto-merge. Shared develop integration remains held for coordinated #397/#402 work; workbook statuses unchanged.
Native fallback comparison
Matched tick 86, camera/projection, 1280×720 and NVIDIA RTX 2080 native WebGPU. Full raw starter reports, failure counts and native limitations.