feat(docs): add D-066 dual-scale grid decision and propagate to all docs
0.5m sim tiles for movement/LOS granularity, 1m visual tiles for proportional art and readable spaces (2x retina factor). All world geometry constrained to 2x2 sim tile minimum so cover/LOS maps 1:1 with visuals. Entities occupy 1x1 sim tiles for fine positioning. Updates: D-043, D-044, D-051, D-056, D-059 annotations, workshop outcomes (art direction + control/interaction), sprint 6 briefings, decision index, and CLAUDE.md. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -40,7 +40,7 @@ This workshop produced 13 decisions ready for formalization. Suggested D-NNN IDs
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- Object hover: ticks rotate 45 degrees to X-shape, muted grey #8b8ba0 (amber #e8c547 if flagged)
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- Weapon aim: hard transition, ticks extend, center gap widens, lines thicken 1px to 2px, warm white #f0e8d8, NO bloom. Entity in sights tints to D-033 color.
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- All transitions 150ms linear, z-layer 7, never changes by zone or narrative state (D-045).
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- Cursor changes on LOS, not just proximity (Stig). Click range: ~2 tiles. Weapon-selected mode suppresses interaction prompts unless Shift held (Ozzie: "combat intent trumps social intent").
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- Cursor changes on LOS, not just proximity (Stig). Click range: ~2 sim tiles (= 1m per D-066). Weapon-selected mode suppresses interaction prompts unless Shift held (Ozzie: "combat intent trumps social intent").
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- **Rationale:** Diegetic — cursor is the insert's own interface element. Consistent with D-048 (insert overlay aesthetic). Entity in weapon sights tinting to D-033 creates moral friction (aiming at a friend should feel wrong).
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- **Raised by:** Araminta (visual spec), Stig (UX rules), Ozzie (weapon suppression)
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- **Dissent:** None.
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@@ -60,7 +60,7 @@ This workshop produced 13 decisions ready for formalization. Suggested D-NNN IDs
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### D-059: Fog — shader-based, five layers, knowledge-graph-driven (perception.md)
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- **Decision:** Fog is a shader-driven system (not particles) with five distinct layers:
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1. Clear (vision cone): soft gradient edge 3-4 tiles, no hard line (Darkwood approach)
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1. Clear (vision cone): soft gradient edge 6-8 sim tiles (= 3-4 visual tiles per D-066), no hard line (Darkwood approach)
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2. Light fog (peripheral): desaturated 40-50%, brightness -30%, animated Perlin noise (8-10s cycle), entity D-033 colors visible but reduced
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3. Deep fog (explored): near-monochrome, ~10% zone temperature tint (bar=warm, hub=cool, corridor=neutral), more pronounced noise (15-20s cycle)
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4. Unexplored + maps app: geometric wireframe outlines #333340
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@@ -173,7 +173,7 @@ These were raised in the workshop and confirmed, but may overlap with or extend
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| Layer | Treatment | Key Values |
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|-------|-----------|------------|
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| Clear | Soft gradient edge | 3-4 tiles |
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| Clear | Soft gradient edge | 6-8 sim tiles (= 3-4 visual tiles, D-066) |
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| Light fog | Desaturated, Perlin noise | 40-50%, 8-10s cycle |
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| Deep fog | Near-monochrome, zone temperature | ~10% tint, 15-20s cycle |
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| Unexplored + maps | Geometric wireframe | #333340 |
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@@ -186,7 +186,7 @@ These were raised in the workshop and confirmed, but may overlap with or extend
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| Menu type | Vertical list, insert-styled |
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| Max options | 2-4, anchored to entity position |
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| New option highlight | Gradient glow background |
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| Trigger | LOS + ~2 tiles proximity |
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| Trigger | LOS + ~2 sim tiles proximity (= 1m, D-066) |
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| Diegetic test | Labels on z-layer 6, disappear if insert off |
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### World Menu (D-058)
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@@ -295,7 +295,7 @@ These questions were not resolved in the workshop and should be addressed during
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| # | Question | Owner Suggestion |
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|---|----------|-----------------|
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| OQ-01 | Tile size in world units? | Tyre/Dudley |
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| OQ-01 | ~~Tile size in world units?~~ **Resolved:** 0.5m sim tiles, 1m visual tiles (D-066) | Tyre/Dudley |
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| OQ-07 | No insert = no interaction prompts? (Diegetic test implication) | Stig/Gestalt |
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| OQ-08 | False-positive fog shapes: gameplay or atmospheric? | Gestalt/Araminta |
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| OQ-09 | Zone temperature memory: server-tracked or client-only? | Tyre/Dudley |
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