Four evidence-honesty defects hit during the flagship art pass, all in the capture stack:
shoot does not clear origin storage (drive does): with persist: true a whole-world save pinned to an old scene doc silently framed stale worlds for three rounds.
- Readiness never waits for a first drawn frame: ~10 consecutive captures returned the dev app background while first raster took ~145s on a contended SwiftShader box. The dead-viewport gate caught it, but only after the full round trip each time.
- A shot whose metrics report
viewport: null (mask discovery failed) exits 0 on frame metrics alone — an empty 3D view can pass.
probes.textureErrors stayed [] while THREE.GLTFLoader: Couldn't load texture was forwarded as a page error — the deterministic probe misses GLTF-internal texture failures.
Acceptance: shoot clears storage by default with --reuse-storage opt-out; readiness includes a drawn-frame signal; viewport: null fails the shot; textureErrors captures GLTF loader failures.
Four evidence-honesty defects hit during the flagship art pass, all in the capture stack:
shootdoes not clear origin storage (drivedoes): withpersist: truea whole-world save pinned to an old scene doc silently framed stale worlds for three rounds.viewport: null(mask discovery failed) exits 0 on frame metrics alone — an empty 3D view can pass.probes.textureErrorsstayed[]whileTHREE.GLTFLoader: Couldn't load texturewas forwarded as a page error — the deterministic probe misses GLTF-internal texture failures.Acceptance: shoot clears storage by default with
--reuse-storageopt-out; readiness includes a drawn-frame signal;viewport: nullfails the shot; textureErrors captures GLTF loader failures.