Nimbin[12]?Games / Entropie / commits / a986d48

Entropie git · main

Entropie festival game; first steps

sdl c game entropie cmake · first commit 2026-10-10 · last commit 2026-11-02 (17 hours ago) · synced 8 hours ago

C 88.5% Markdown 9.1% GLSL 2.3%
git clone https://git.christianimmanuel.de/games/Entropie.gitwget https://git.christianimmanuel.de/games/Entropie/archive/Entropie.tar.gz

entropie 2.26.0: cleanup

Christian Immanuel · 2026-10-21 07:17 · a986d4805afa65094073a861d75a5f17d580accb

- README cut down to a short overview; the full description of the game
  moved to STATE.md ("Playing it")
- STATE.md: the notes per version in their own section
- Removed four functions nothing used
 commit_message.txt           |   8 +-
 entropie/Makefile            |   2 +-
 entropie/README.md           | 766 ++--------------------------------
 entropie/RULES.md            |   3 +-
 entropie/STATE.md            | 949 +++++++++++++++++++++++++++++++++++++------
 entropie/commit_message.txt  |   8 +-
 entropie/src/render/shapes.c |   1 -
 entropie/src/render/shapes.h |   1 -
 entropie/src/world/site.c    |   1 -
 entropie/src/world/site.h    |   2 -
 entropie/src/world/wetness.c |  12 -
 entropie/src/world/wetness.h |   4 -
 12 files changed, 879 insertions(+), 878 deletions(-)

diff --git a/commit_message.txt b/commit_message.txt
index f50def6..a49827c 100644
--- a/commit_message.txt
+++ b/commit_message.txt
@@ -1,4 +1,6 @@
-entropie 2.25.0: saved up a ladder
+entropie 2.26.0: cleanup
 
-- Saving while up a ladder: you load back on it, as high; the others come
-  back at its foot
+- README cut down to a short overview; the full description of the game
+  moved to STATE.md ("Playing it")
+- STATE.md: the notes per version in their own section
+- Removed four functions nothing used
diff --git a/entropie/Makefile b/entropie/Makefile
index 51aebbd..8c84107 100644
--- a/entropie/Makefile
+++ b/entropie/Makefile
@@ -1,5 +1,5 @@
 APP       := entropie
-VERSION   := 2.25.0
+VERSION   := 2.26.0
 
 PREFIX    ?= /usr
 BINDIR    ?= $(PREFIX)/bin
diff --git a/entropie/README.md b/entropie/README.md
index 0c5c9f5..278443a 100644
--- a/entropie/README.md
+++ b/entropie/README.md
@@ -2,699 +2,34 @@
 
 > **100% Vibecode – but tested.**
 
-The beginnings of a festival builder in C (SDL3 + OpenGL 3.3).
-Walk around the site, work with the people there, watch the sun go by.
-
-What the game can do so far, who is in it and what is still open:
-[STATE.md](STATE.md) (kept up to date with every version).
-How the code is built: [ARCHITECTURE.md](ARCHITECTURE.md); rules for changing it: [RULES.md](RULES.md).
-
-## Look
-
-Painted in the rotoscope style of *Waking Life* (2001):
-
-- Wobbly geometry and boiling ink outlines, animated at 12 fps; diagonal
-  lines and edges are smoothed (no pixel stairs)
-- Flat paint tones with hand-drawn shadow shapes (soft, smooth edges)
-- Color moods that change through the day, under a calm painted sky
-- People are painted figures with faces, hair and real arm and leg movement
-- Feet are planted on the ground: real steps, side steps, slopes, roofs
-- Hand-lettered ink text (Gochi Hand, SIL Open Font License) that boils with the pictures,
-  with only a faint paper edge
-- Stats on a painted sheet of paper (Tab)
-
-## Arriving
-
-- The game starts in Volkram's car (he drives, Jana beside him, you and Toni
-  in the back): off the street onto the gravel road beside the main building,
-  into the yard (look around with the mouse)
-- Out of the car everybody has a good stretch, then you walk over together
-- Kurti and his sons sit at the fire. First say hello: go over, they welcome
-  you. Then sit down with them (C) for a little chat with Kurti
-- Then the work: the boot opens, the others unload. Crates go into the
-  kitchen in your garages, the camping things up to the meadow behind them.
-  Help: left click at the boot takes out the next thing (crates: both hands)
-- In the boot: 2 crates of beer, 2 of water, one of soda (cola and orange),
-  one of Mate, everybody's sleeping bag and mat, the big tent (Volkram and Jana) and two small ones (Toni, you)
-- A crate is heavy: carrying it tires you (the weaker sooner). Worn out, you
-  put it down for a moment; or two carry it (F to hold on, E to lift together).
-  The others put theirs down for a breather too
-- Crates: left click takes a bottle out (the others help themselves too),
-  E / Q carries the whole crate. An empty bottle in your hand: left click at a
-  crate puts it back in (the tidy bring theirs back too)
-- The hint line says what's to do next
-- Nobody asks you for other jobs (wood and so on) until the tents stand and
-  everything is unloaded
-
-## Weather
-
-- Dry spells of hours, then showers now and then (the first few hours stay dry)
-- Rain falls round you, the sky greys over, everything looks wetter; the
-  ground gets real water (puddles, mud), a fire burns down faster
-- People get out of it: Kurti and his sons into the house, the others into
-  their tent (at night, or when it's nearer) or your garages' kitchen; out
-  again when it stops
-- Out in the rain your clothes get wet (darker; Tab: Wet) and you get cold.
-  They dry by a fire quickest, in the day slower, at night slowest. Wet
-  through, the others go and sit by a burning fire
-- Hard rain brings thunderstorms: lightning, then the thunder
-- Wind: calm or windy spells, gusts on top (windier with rain). The rain
-  slants, the fire's smoke and flames go with it
-- A tent not pegged down (under half its pegs) blows about in strong wind
-  until it snags on something or somebody works on it; its owner comes running
-- Trees and bushes sway; paper, plastic and a pullover lying about get blown along
-- A strong gust can tear paper or a pullover out of a hand (hold it with two
-  hands to be safe); the others run after theirs
-
-## Tents
-
-- On the meadow behind your garages (1.5 m up, the little path left of them),
-  where the camping things were put down: everybody pitches their own
-  (Volkram and Jana share the big one)
-- Left click on a packed tent spreads it out (the door towards you). Then
-  hold left click: the poles in and up, the cover over it, the pegs in (a
-  stone in the other hand: quicker)
-- Several working on one: quicker. The others come over and give you a hand
-- Put your sleeping bag and mat down at the door: they go in
-- Z at your tent's door: crawl in and sleep (better with your sleeping bag
-  in it: warm, and you're rested sooner). Z again: you crawl out
-- Sleepy, the others go to bed in their tents
-- Taking one down: hold left click right at a standing tent. After a moment
-  the pegs come out, then the cover, the poles, and it's folded into its bag.
-  Sleeping bags and mats come out at the door; the owner helps
-- A tent packed on purpose stays packed (nobody puts it up again on their own)
-- Moving one: pull its pegs out (hold left click), then hold F and walk; let
-  go to set it down, hold left click to peg it again
-
-## The site
-
-The map is Homburgshöhe at Geflügelhof Oderland, traced from the real map
-and satellite pictures (about 340 x 340 m).
-
-- The courtyard is clear for the real game: the fire with its benches,
-  some firewood, branches, a little litter, a tree
-- Behind your garages the ground is 1.5 m higher (a steep bank right behind
-  them): a small meadow with bushes and trees round it - they stay, nobody
-  may cut them. The way up: the little path left of the garages
-- Right of the main building a small meadow 0.6 m up, bushes behind it and
-  on its right; the tap is on the main building's right end
-- An obstacle course in the chicken farm yard: three lanes of logs, crates,
-  benches, walls and blocks, spaced and close together. Beside it the things
-  to try out: crates to carry, heavy rollers to push together, a plank ramp
-  to walk up. (Testing: set `START_AT_COURSE` in `src/game/game.c` to 1 to
-  start there)
-- You start in the courtyard, a three-sided farmyard open to a gravel road:
-  the main building, your garages (you can walk in) joined to it, the long
-  brick barn opposite (ivy climbing high) and your unfinished building at the
-  barn's right end
-- The main building has two halves side by side under one roof (the left
-  ridge runs into the right half's, which runs front to back), the right one
-  a little further out at the front, with a porch along the right part of its front. The ground floor sits four steps up. Walk in:
-  - Left door, by your garages: four steps up on the left, stairs down to the
-    basement on the right. Along the corridor: the toilet and the kitchen on the
-    right, two locked rooms on the left (the second the living room), and at
-    its end the big room of the right half with the meeting table
-  - The basement: old loose brick walls, open rooms, shelves
-  - Or in at the porch's far end, up its steps and right through the door
-- Your unfinished building: a bare brick shell under a roof (later: drinks),
-  its door on the side towards the woodpile, and in front of it the frame of
-  tree trunks where the bar will be built
-- Your garages' doorways have green wooden gates: click to open or shut; open
-  they swing right round and lie flat against the wall (the car room's door
-  sits nearer its middle: open, its gates don't block the little path)
-- Your garages have three rooms: tools next to the main building (workbench,
-  tool wall, shelf, axe, shears, chainsaw and a ladder), a kitchen (counter, stove,
-  table and chairs; hold food over the stove to cook it) and a car repair
-  place with an old car behind the wide door
-- The woodpile by the barn: everybody stacks firewood
-  there unless you show them another place
-- The fireplace is a ring of field stones (its ground slab no wider than the ring); its tripod of long wooden poles
-  (3.9 m up, the grill on a long chain) stands well away from the fire; you
-  walk round them
-- Alice the dachshund lives here (painted like the people): she trots after you, sniffs around, begs
-  for sausages, comes when called (R), lies by the fire and loves being petted (click).
-  She runs after what you throw and brings it back (sometimes catching it in the air);
-  a sausage on the ground she eats, an apple she keeps and chews somewhere.
-  She has a ball and a rope toy: now and then she brings you one to throw
-- A little path leads out between the garages and the barn
-- Across the gravel road: the orchard (two apple trees, bushes all round),
-  then a small path and a row of other garages, some closed, some full of junk
-- Family houses stand along the loop road, a bit away from the courtyard
-- The L33 is a four-lane country road with painted lines and a bus stop
-- Homburgshöhe runs through the poultry farm: long halls, several with solar roofs
-- Pine forest all around, a pond, a field in the south-west
-- Roads and paths are part of the ground, not laid on top: people and
-  things stand on them like on any ground
-  - Tar lies a little raised on its gravel bed and ends in a gravel shoulder
-  - Concrete slabs, same; where tar meets concrete it joins directly
-  - The gravel loop is stones on the soil: wheel ruts, grass in the middle
-  - Tracks are bare soil worn into the ground, deeper in the ruts
-  - Paved ground doesn't wear into a trodden path
-- Gravel in front of your garages; stones lie along the roads, in the yard
-  and in the meadow (pick them up, throw them)
-- The layout lives in `src/world/site.c`
-
-## Campfire
-
-- The fireplace is near the main building and your garages, with log benches
-  round it and some wood beside it. Three long iron rods meet over it; a
-  grill hangs from them on a chain and swings a little
-- Click on it with firewood or a branch in hand to put it in, click again to light it
-  (with the lighter in your pocket; none, or empty: ask somebody for theirs)
-- Click on it with food in hand to put it on the grill. Looking at the fire
-  shows how far it is (raw, % done, done, getting black, burnt). Click the
-  fire with a free hand to take the most done piece off
-- Food darkens as it cooks: done after a while, then too dark, then burnt
-  (charcoal: hardly worth eating)
-- The wood chars, glows and shrinks as it burns down, and the fire lights up the yard at night
-- More wood makes a bigger fire, and a bigger fire takes more water to put out
-- Right at a burning fire with a drink in hand, C pours it on: a small fire
-  goes out, a big one just hisses, vodka flares up
-- Walk into the fire and you catch fire: C to drop and roll (down fast,
-  stretched out, rolling side to side), or pour a drink over yourself
-  (left click). Others run, then drop and roll; a drink, water or pee puts them out too
-- Hold food close to the fire to grill it: sausages are
-  only really good grilled; apples and bread get better too
-- People come over to a burning fire, sit down round it and look into the flames
-- Now and then they sit down at a table (the meeting table, the kitchens) for
-  a while and have a word; food they pick up they mostly eat there, a beer
-  sometimes too. They find their way in: up the steps, through the doors,
-  down the stairs to the basement
-- C: sit down yourself (and rest faster): on a bench or chair (right on
-  the seat; a chair is pulled out first, shuffled in to the table once you sit,
-  and pushed back in after you leave) if one is next
-  to you, else on a log lying there, else cross-legged on the ground;
-  walking gets you up
-
-## Cleaning up
-
-- The garden hose is connected left of the main door: pick up the nozzle
-  and hold the left button to spray. It washes sick and pee (and their
-  smell) away, cleans people, puts out fires and burning people, and
-  soaks the ground (see below). It reaches 25 m from the tap
-- The hose is a real rope: dropped it falls and lies on the ground, and it
-  drapes over and round things instead of going through them
-- Keep it out of the fire: there it gets hot, melts (it leaks, less comes
-  out) and burns through (nothing comes out). Duct tape (on the workbench)
-  mends a melted bit; a burnt-through bit is cut out with the shears and
-  the ends joined, so the hose gets shorter. Click the bit with either
-- Further away: the watering can (next to the tap). Click the tap with it
-  to fill it (8 l), hold the left button: the arm comes up and the can tips
-  forward to pour
-- Pee puts out fires too: a small one, or a burning person
-
-## Water and mud
-
-- Hose, watering can and pee put real liters onto the ground; a stream
-  comes down on the real ground (a slope, a hollow), never through it
-- Water runs downhill, gathers in hollows and trampled paths, and soaks in
-  as fast as the soil takes it
-- The soil decides: asphalt and concrete take nothing (water runs off),
-  gravel swallows it, meadow and field take a lot, the yard and dirt
-  tracks only slowly
-- The more water, the wetter: damp soil darkens, standing water mirrors
-  the sky
-- Soaked bare ground turns to mud; walking on it makes it worse (grass
-  holds out until it's trampled). Mud dirties your shoes, slows you down,
-  and running through it you may slip
-- Pee leaves a yellowish stain and a smell until it fades or is washed out
-- It all dries again over hours of game time
-
-- A little litter lies in the yard and in the open garages
-- By hand: pick up two pieces, click on the green waste container to throw them in
-- Faster with a garbage bag (box by the container): bag in hand, click on
-  trash (or hold the button) to bag it, piece by piece; broken glass too.
-  A full bag (24 pieces) goes into the container
-- Apple trees: click on one to pick an apple
-
-## World
-
-- Uneven meadow with real grass blades near you, earth patches, level around
-  buildings and in the yard
-- Walking tramples the grass: the blades lie down, then it turns into a bare path
-- Untrampled grass grows back over about two game days
-- Houses have tiled roofs with overhanging eaves, framed windows with sills
-  and front doors with a step
-- Roofs are walkable; colliders are built from the same sizes as the meshes
-- Bottles: water and beer (five sips) come from the crates you brought
-- Click a bottle: take it, click again to drink (hold to keep drinking).
-  Dropped, a bottle nearly always falls over; things on a slope slide or
-  roll down it when it's steep enough, and once going they keep going easier
-  Empty, a click puts it away: into the container in front, onto a table
-  or crate in reach, with other empties, down at your feet, or (drunk or
-  wild) tossed away. Others do the same their way
-- Bump into a bottle and it tips over. Glass only breaks on something hard:
-  thrown against a wall, a stone, onto a road or gravel; on grass it just lands
-- Low things in the way (logs, branches, firewood, crates, a bench, a cool
-  box: up to about knee high and narrow enough to stride across) are stepped
-  over: walking, you slow down and lift your feet over them; sprinting, you
-  take them in your stride with quick steps and leaps
-- Legs keep clear of what they pass: walking, a foot lifts first and goes
-  over after, and the body waits for the back leg; a knee turns out (like
-  stepping over a fence) or the foot comes up; sprinting, you leap
-- Stepping over, you lean into it and the leg swings round a little, out to
-  the side and back in to land, while the momentum carries you on
-- Something solid that holds you (a plank, a log, a fallen tree, a crate) you
-  never straddle: flat ones you just walk onto, higher ones are one step up,
-  then you stand up there and walk on
-- On something narrow (a log) you balance: arms out, a wobble (bigger when
-  clumsy, drunk or hurrying), slower steps - and now and then a step off
-- Something you can't step over or onto (a tree, a post, a high crate, a
-  wall's corner) that you'd only just catch: your body drifts past it to the side
-- The others do it too: a long log or block across the way they step onto and
-  walk on (and wobble), shorter things they walk round. How high they step up
-  is their own: the sporty and fresh up to about hip height, the unfit, worn
-  out or drunk only knee high - higher than that they go round
-- Off the edge of something you go once your middle is past it - no standing
-  on air beside it; slopes (a roof, the ramp) no longer show invisible steps
-- The sporty fit their steps to what's coming, so a foot lands at a good
-  take-off spot
-- Jogging or faster, low things (up to about the knee) are jumped on their
-  own: no slowing down before them, the take-off timed so the top of the
-  jump is over them, as high as it takes. Blocks up to about hip high with
-  room on top: you jump up onto them. Higher (up to where your hands reach):
-  you catch the edge instead of bouncing off, and climb on
-- Walking over something knee high is one smooth move: the first leg goes
-  over, the body follows, the other leg comes after (higher things: up on
-  the toes, that leg swung out). Once started it always finishes
-- Walking at a block a bit higher than that (up to about the hip) with
-  room on top: you step up onto it the same way, one leg after the other
-- Dropping from high up: the knees come up to the belly, the legs reach
-  down just before the ground. Over about 1.3 m you go deep into the knees;
-  over about 2.5 m the sporty roll over a shoulder the way they were going,
-  the others crash (energy, dirt)
-- Everyone moves at their own size: taller people step higher and run a
-  little faster; each has a stride of their own (long steps or quick ones)
-- Bottles, cigarettes and the like sit in the fist, the wrist kept straight
-- The sporty pull up and climb ladders much quicker
-- Everyone walks their own way: feet wider or narrower, toes out a bit more
-  or less, bouncier or flatter (livelier when lively), hips swaying more or less
-- Running into something sober: low, you trip or go headlong over it; high,
-  you stagger back or go down to the side you came in from. How badly
-  depends on speed, fitness, energy and clumsiness
-- Stop half way over something and the body carries on over it; you never
-  hang in a half-over pose. Holding still half over costs energy; worn out
-  (or legs too far apart) you go over, and if that's not possible you fall
-- Stepping over is a risk: you may stumble or fall, more so sprinting,
-  over high things, tired, drunk or clumsy. Rushing or clumsy, a leg that
-  can't keep clear scrapes ("Ouch!"), and at a run it may trip you
-- Pressed against a low box at a corner you still climb it
-- Walking only shoves light things (under 15 kg) aside; heavier ones stop
-  you (push them with F, or climb up if you can reach the top)
-- Step on things and you may trip (more so drunk, clumsy or running);
-  dry branches snap, a bottle on hard ground may crack. Drunk, worn out,
-  clumsy or in a hurry, people don't bother stepping round small things
-- Walk into a bush to get over it and you end up in it; twigs snap off
-- Nobody ever ends up on the other side of a wall
-- What you carry bumps into walls, trees, furniture and heavy things: you
-  can't turn or walk it through them (the view stops turning too)
-- Long things you carry (a ladder, a log) don't go through people or Alice
-  either: they get nudged out of the way, light things get knocked aside,
-  and people walk round a carried ladder
-- Clumsy and unsporty people trip and fall much more easily than sporty,
-  sure-footed ones (they even stumble over their own feet at a run)
-- Trees can be cut down and turned into building wood (see below)
-
-## People
-
-- They wander around, walk around obstacles (keeping to a way round once
-  they picked one) and look at you when you're near
-- Nobody likes stepping on things: people walk round what lies about, and
-  everyone's feet take a longer step or a high step over it
-- Walking straight leads into a corner: they find a way round walls,
-  buildings, trees and bushes (a walking map of the site)
-- Something they can't get at: they leave it and take another (they
-  remember a few, so they don't go back and forth between two)
-- Stuck anyway: after a while they let go of what they were after; still
-  stuck, they give the job up and say so
-- Backs bend: a waist between hips and chest, the upper body lags a little
-  behind starting, stopping and turning, shoulders counter-turn to the hips
-- Climb anything your hands reach: walk against it (W) and you put a hand
-  on it and climb up; higher up (about 2 m) you grab the edge with both hands,
-  hang on and pull yourself up. Jump at it (W + Space, or just Space held) to
-  reach higher still (about 2.4 m); a bit higher, your fingertips touch the edge.
-  Pulling up needs both hands free and costs some energy; worn out or very
-  drunk you can't
-- Walking up to something you can climb, your hands go onto its edge; pulling
-  up, the feet push against its face, then one knee and foot come over the
-  edge, then the other (never through it). The hands stay pressed on top and
-  the back bends over the edge. One hand gets there first (its shoulder
-  turned ahead), the other follows
-- Hip high, the less sporty and the old take the careful way: back to it, a
-  hop up to sit on the edge, legs swung up onto it, then stand up
-- Chest high, the less sporty (or drunk) go belly first: push up, lie over
-  the edge, a knee up, then stand up
-- Jumps take off from one foot (rarely both at once); at a run, the rear foot
-  pushes off and the front one lands first
-- Drunk, walking into a wall or a person easily ends on the ground
-- Now and then they grab a beer, take a sip or two and put it down
-- Tidy people (Jana) pick up trash they pass and take it to the container
-- Press G and the nearest one helps: walks beside you, finds a free spot
-  at what you push and pushes along. Press again for more helpers, H sends them off
-- A helper standing where the load wants to go notices it, lets go and comes
-  round to another side (the quick-witted soon, the slow never)
-- Anybody else in the way leans against the load (it goes slower) and side-steps
-  out of it; the slowest just say "Hey! Watch it!"
-- Not sure what you're up to, helpers copy you: they take something like what
-  you carry, walk along at your side and do the same with it (put it down
-  next to yours, into the fire, into the bin)
-- Everyone has a temperament you can see: the proud stand tall, chin up,
-  hands behind the back; the shy look down, toes in, hands together
-- Heads look around, blink and lead turns; arms swing with a bit of follow-through
-- Everyone has a main hand, a top speed and a jump of their own (light and
-  lively people are quicker); tired or drunk, less of both
-- Some are sporty, whatever their build: quicker, surer over things, fewer
-  trips and scrapes. Running, the body rises and falls with each stride:
-  the sporty glide, the others bounce and nod (Tab shows how sporty you are)
-- Worn out, you can't run until you got your breath back a bit
-- The more tired the day makes you, the less energy you have: less to give,
-  used up quicker, back slower, everything a bit weaker. Lively and sporty
-  people hold up better; drink makes it worse
-- Bottles are held low in the main hand, now and then by the neck
-- Nobody is quite symmetric: one arm swings more, one shoulder sits higher,
-  and now and then a hand goes to the hip, the head, the chin or a pocket
-- Standing about, nobody is quite still: weight goes from leg to leg, the
-  feet settle into another stance, the body sways a little and breathes.
-  Now and then someone shakes a leg loose, rocks on the toes, stretches,
-  rolls the shoulders, stretches the neck, folds the arms, taps a foot,
-  rubs the hands, clasps them behind the head or puts both on the hips
-- Out of breath (after running, hard work), standing still: they catch it -
-  the unfit bent over with the hands on the knees, the sporty with the hands
-  on top of the head or a light stretch, anyone hands on the hips. Breathing
-  is calm and slow, and quicker the more out of breath
-- One hand now and then: on the hip, scratching the head, at the chin, in the
-  pocket, rubbing the neck or the nose, at the ear, back through the hair,
-  thumb in the belt, on the chest, shading the eyes. How someone feels
-  picks it (proud, shy, nervous, tired, lively), and everyone has two of
-  their own they make most
-- Arms keep out of walls, tables and what you climb (they move back and out of the way)
-- Movement is smooth and anatomically sound: feet lift off and set down
-  gently (heel first, then the toes), hips and hands move on springs,
-  knees and elbows never flip or bend the wrong way, limbs keep their length,
-  shoulders turn with two-handed work
-- No part of the body moves faster than it can (hands and feet fastest, the
-  trunk slowest): whatever the pose wants, nothing jumps
-- Smooth at any frame rate: low, high or uneven frame rates give the same
-  calm movement; helpers who arrived (or are blocked close by) stand still
-- Sitting down on a bench or a log, people step in front of it, turn round
-  and sit back; getting up they step forward off it
-- Walking past something low (a bench) you don't get lifted onto it; you
-  only step up when you walk into it
-- People walk round obstacles in smooth curves, no zigzag
-- Arms move around the body, never through it; carried things stay off the body
-- Steps get shorter uphill and longer downhill
-- Falls differ: straight over, knees first, twisting, or reeling back a few
-  steps first; a stumble takes you over the foot that caught
-- A fall lands where there's room: a little to the side, or shorter at the
-  foot of a wall; across low things (a log, a crate) the body lies over
-  them, never inside; sitting, the legs rest on what lies in front
-- After a fall, walking on (W) gets you up sooner; drunk or clumsy, you may
-  stumble or go down again
-- How fast drink hits depends on body weight and how well someone holds it
-- Drunk people sway, veer off, burp, stumble, fall over and get sick
-- Drinking makes you drunk too: the view sways, blurs, stretches and doubles; it wears off over a few game hours
-- Too much and you pass out until you've slept it off, or someone comes and wakes you
-
-## Wood
-
-An axe, pruning shears and a chainsaw are in the tool room of your garages; the forest is all around.
-
-| Job | Axe | Chainsaw | Shears | Hands |
-|-----|-----|----------|--------|-------|
-| Fell a tree | 12 | 4 | – | – |
-| Take a branch off (8 per tree) | 1.5 | 1.5 | 1.5 | 3 |
-| Cut a log in two | 8 | 4 | – | – |
-| Split a short log or half | 3 | – | – | – |
-| Chop out a stump | 14 | 7 | – | – |
-
-A tree is cut at about hip height: look down at the trunk to cut right there,
-look up the trunk (above your head) to cut higher, up to the chest; where you started
-its notch; strokes elsewhere start a new notch from scratch. It falls beside its
-stump and lies on the ground.
-
-Numbers are strokes for someone fresh. Tired or drunk takes more strokes;
-people who like the job need fewer, and practice makes everyone better at
-it (skills grow with every job; Tab shows yours). Work wears you out fast: take breaks.
-Hold the left button to keep working.
-
-- The axe is carried in one hand near the head. To work, the hands slide to
-  the end of the handle
-- Trunks get a horizontal swing at the height you look at; the edge bites in
-  and stops there, and the tree comes apart where you hit it
-- Wood on the ground is chopped from above: logs into shorter pieces, pieces
-  up to 0.75 m split into halves, halves into quarters (firewood)
-- A tool in hand at the work (a step away or a little to the side is enough):
-  a click works with it, it doesn't pick things up into the other hand
-- You see where you cut: wood chips fly off the axe and lie around a while,
-  the chainsaw sprays sawdust, and a pale band of cut wood grows on the bark
-- The chainsaw bar goes into the wood; it cuts low and fast but can't split
-- A falling tree knocks people down, shoves light things aside and rests on anything big
-- Crashing down, a few branches snap off; falling into another tree, more
-  do, and that tree loses some too
-- Stumps can be chopped out with the axe or the chainsaw: roots stay in the
-  ground and you get a round of wood for the fire
-- The chainsaw is carried relaxed in one hand; sawing takes both. Nobody
-  sprints flat out with it
-- Strokes keep hitting a cut that was started, whoever swings
-- Everyone works their own way: Martin is quick, gets right to it and takes
-  no breaks; Kurti is old and slow, ponders and sits down a lot; Jana and
-  Jonas stop for a chat; Toni takes a little walk; Volkram has a coffee. Now and then they take another kind of break (a coffee at the
-  stove, a walk, a chat, a sit), short or long, and put the tool down first
-- Called away from a job to help you, they go back to it after; the
-  forgetful wait to be reminded ("Back to the firewood, please")
-- Helpers (G) understand what the wood is for: they fell along, take the
-  branches off, cut and split, fetching fitting tools. Without an axe they say so
-- Felling, they look where the tree will come down first: never onto a house,
-  wall, car, tent, table or the fire (no room anywhere: they leave it). Nearly
-  through, anybody in the way hears "Timber!" and steps aside; they wait for you
-- You felling: the hint line says where it comes down and what's in the way
-  there; nearly through, the others step out of the way
-- Using or taking something shows a short line about it
-
-Logs weigh what their wood weighs. Click one to hold on, call helpers and
-lift it together (E or click). Each person lifts about 40 kg, less when worn
-out. Helpers take the other end of long things, and the load is lifted evenly.
-Too heavy alone but not for half its weight: hold a log at one end and you
-lift that end, the other drags along on the ground (slower).
-A hand that can't reach its grip lets go and takes hold again.
-
-A felled tree lying on the ground can be pushed or pulled (grab it, call
-helpers). Its branches make it heavy and snag on things in the way: pull on
-and they snap off. Without branches it moves much more easily.
-
-## Ladder
-
-- A telescopic ladder (6 m out, 1.5 m together) lies in the tool room of
-  your garages, on the floor along the end wall
-- Beside it lies a folding ladder (two 2.5 m halves on a hinge, 5 m open).
-  A click at a wall unfolds it and leans it there; elsewhere a click unfolds
-  or folds it
-- In front of them lies a step ladder. A click stands it up in front of you
-  and opens it; with a wall just ahead it stands with its back to it, and
-  from its top you climb onto the wall if that's not much higher. E / Q
-  folds it up again
-- Ladder in hand: click at a wall and it slides out just as far as it takes
-  (about 0.9 m over the edge) and leans there in one go: you stand it up,
-  slide it out and tip it onto the wall (about a second); slid out by hand
-  first, it keeps its length. Elsewhere a click slides it out or together. Too close to something
-  beside it, it says so instead of going through it
-- Slid out, you hold it near its foot, nearly upright (any flatter is too
-  heavy to carry). A click leans it where you look: at the top of a wall it
-  rests on the edge, lower down it leans against the face there. Walked into
-  a wall it is stood up straight (under a beam or doorway it tips down flat).
-  Carried at the side it slides back in your hand instead of into a wall Look down
-  and click to slide it together. Nothing to lean on: you stand it up on its
-  own - and it falls over, or against something (a beam): there it rests
-- A thin beam counts even if you look just past it
-- Held up, it runs into a beam or a doorway: you tip it down flat, carry it
-  under and it goes up again once there's room
-- It leans on whatever is there. How steady it stands depends on the angle
-  (about 75 degrees is best), soft or muddy ground, its feet not level and
-  what holds it (a bush, something light). The message says when it's wobbly
-- An unsteady ladder may slip when you climb it: a wobble first (it rocks), then it
-  falls over and you with it (the higher, the harder you land)
-- Somebody holding it (beside its foot, hands on a rail, a foot on the bottom
-  rung: out of the climber's way) keeps it steady: helpers (G) hold it when you
-  climb, helpful people come over on their own when it looks wobbly
-- The others can slip off a wobbly ladder too
-- Helpers follow you up a leaning ladder onto a roof or wall and down again;
-  without a ladder they pull themselves up after you (if they reach) and
-  jump down when you're down. Kurti stays off ladders these days. Up
-  there they go slowly and carefully, arms out; drunk, the sharp ones are
-  extra careful, the dim ones stroll about and stumble
-- Click a leaning ladder to climb: W / S up and down, at the top W gets you
-  over the edge, Space jumps off. From up there, click its top to climb down
-- One hand free is enough (something up to 5 kg in the other), but you may
-  slip: a wobble first, then off you go. Fitness, practice, clumsiness,
-  energy and drink decide
-- A ladder lying on the ground is stepped over. Kicked, it hardly moves,
-  but your toe hurts
-- E / Q (or right click, hands empty) at its foot takes it down again; a
-  hint shows when you stand there
-
-## Talking
-
-X talks to someone in front of you; answer with 1-5, X, right click or
-walk off to end it. With nobody in front, X opens the shout menu: call
-everybody, someone by name (the nearest three) or Alice. A shout carries
-about 35 m, less over a running chainsaw, less to someone drunk; sleepers
-don't hear it. Who hears comes over, or says why not.
-
-Nobody waits forever for an answer: the lively and the proud ask again
-after a few seconds and give up soon, the shy and the slow wait longer.
-Left waiting, they're annoyed for a while: it shows in the face, they
-say no more often and don't come to you for a bit.
-
-- "Could you do something for me?": make firewood, cut trees, collect the
-  trash, or look after the fire
-- Everyone is their own person ("Who are you?"). With you came Volkram (calm,
-  splits wood to clear his head), his girlfriend Jana (the fire and the
-  people, likes it tidy) and Toni (first time out here, keen). The house is
-  Kurti's: an old man (74, a belly, never takes his shirt off) who has felled
-  more trees than anyone, with his sons Martin (about 30, chainsaw, no brooms)
-  and Jonas (about 25, talks a lot)
-- Kurti and his sons own the land and lend it to you for the festival: they
-  don't do your jobs or help with them. Now and then they go into the house
-  for a while (call them and they come out); the others keep out of the
-  house unless they need it (the toilet)
-- On a break people put their tools down: the orderly side by side, square,
-  a step back; the others just drop them. An axe put down lies on its side
-- They may say no: to jobs they don't like, when tired or drunk, or when it
-  isn't needed ("We've got plenty of firewood")
-- They come to you with jobs that need doing and that they like: low on
-  firewood, trash lying around, getting dark and no fire. Jobs they love
-  they just start on their own ("I can't stand this mess. I'll clean up.")
-- R calls the one you look at over (quick shout); busy and unwilling ones
-  may answer "In a minute!"
-- "The firewood goes somewhere else now": show them a new place; the old
-  stack gets carried over to the new woodpile
-- Asked where the firewood goes: show them, let them find a good place (an
-  existing pile nearby, else a clear, level spot off the roads, by a wall),
-  or leave it lying
-- The work place: things lying where they'd stand to split or cut, the tidy
-  clear away first; no room to swing (a wall, the car), they take the piece
-  somewhere with room - carried, or dragged with somebody called to help
-- Firewood: they fetch tools, cut, split and stack it on a woodpile (gaps
-  first, where pieces were taken off; it shows how many really lie on it). Not
-  everyone knows how: "Can you show me?" They watch you until they get it.
-  Skilled, careful and sober people stack neat, stable piles; clumsy, hurried
-  or drunk ones just throw it on, and a high loose pile comes down now and then.
-  The most careful sort the pieces by length (long at one end, short at the
-  other) with the front even, and put the branches lying about onto a heap
-  at the end of the woodpile
-  If you keep the axe, the bold ones ask for it, the others wait until you
-  put it down
-- The practised cut even pieces, the others by eye. Careful people take
-  the tools back to the tool room when they're done; the others leave them
-  lying where they stopped
-- Tools they shouldn't use (the chainsaw without practice, the axe or saw
-  drunk) they use anyway, with a remark and now and then a close call. Talk
-  to them: "Leave the chainsaw alone" - proud, unwilling or drunk ones may
-  not listen
-- Showing where the woodpile goes: they follow you, a glowing frame on the
-  ground shows the spot, and a left click puts the woodpile there
-- Trash: they take a garbage bag, bag piece after piece and empty full bags
-  in the container; a bag is carried by its neck, the arm a little out
-- The fire: they keep wood in it, light it when it gets dark and sit by it.
-  No lighter (Jana, Jonas): they borrow one from somebody near, maybe you
-- Pockets: most have a lighter. It runs empty over time. A borrowed one
-  goes back when they think of it; owners ask for theirs
-- Working hard in the midday sun the shirt comes off (women keep a top on;
-  the shy keep it all on), yours too; it goes back on when cooled down
-- Cold nights: away from the fire the pullover goes on (each their own colour),
-  by the fire or in the day it comes off and gets tied round the waist
-- Your pullover (B, your pockets): put it on, take it off (round your hips) or
-  put it down where you look: over a chair's back, a railing or a bench, on
-  a table, or spread on the ground. Sitting on the ground: spread it out and
-  sit on it. Click it to take it back. Others hang theirs over their chair or
-  sit on it, take it along when they get up, and fetch it when it gets cold.
-  The tidy ones, warm with it round the waist, hang it over a railing, a
-  bench or a free chair near by
-- Ask them what they're doing, send them back to helping you, or give them a break
-
-## Smoking
-
-- Most roll their own: tobacco (a pouch rolls about 75), papers (a packet
-  of 50), filter tips (a bag of 120; Kurti never uses one). Martin smokes a
-  pack, Jana only now and then, Jonas doesn't smoke
-- Short of something, they ask: "Got a paper for me?", a filter, a bit of
-  tobacco - from whoever is near, you too. Toni forgot his papers, Jana is
-  out of filters. No filter to be had: they roll one without
-- B: your pockets - what's in which (work trousers: 8 pockets, normal ones
-  4, a skirt 2). Up / Down picks, Enter takes it out: looking at someone
-  you give it (a cigarette, a pinch of tobacco, 3 papers, 5 filters, lend
-  the lighter), else you roll one and light it
-- Smokers get a craving over time (dying for one: restless). In a quiet moment (idle, a break, by
-  the fire) they light up: rolling first if it's tobacco (both hands),
-  then the lighter to it - theirs, or "Got a light?" from somebody near
-- A drag now and then (the tip glows), smoke breathed out, the hand up in
-  front between drags. Hands needed: it goes into the mouth
-- Done: into the fire when close, else the tin on the end of a bench by the
-  fire or the bin when near (you see the tin fill up). You and Jana carry a
-  pocket ashtray: the butt goes in there. The tidy walk to the tin, a bin or
-  the fire with it; none near, they ask for a pocket ashtray ("got your pocket
-  ashtray?" - B, look at them, Enter: hold it out) or keep it in a scrap of
-  paper till they pass a bin. The others flick it away or drop it
-- Your pocket ashtray: B, Enter at the tin, a bin or the fire empties it
-- A full ashtray gets emptied by somebody tidy (into a scrap of paper, off
-  to the bin)
-- K: light one (yours, or somebody next to you gives you a light), K again
-  puts it out. Talk: ask somebody for a cigarette, or offer one
-- Packs and tobacco run out; Tab (skills page) shows your pockets
-
-## Day and needs
-
-- Hunger, thirst, a full bladder and sleepiness build up over the day
-- Work, carrying and running wear you out; resting, food and drink bring you back
-- Worn out, hungry or thirsty: slower, weaker, slumped
-- Eat apples and bread, drink water (beer counts a little). (The apple
-  crate, the water barrel and the cool box are gone: food and drink come
-  with the car later)
-- Everyone's bladder is their own size (bigger people hold more, worn out
-  it presses sooner); drinks fill it, and a full one takes a while to empty
-- Pee with P (or it happens anyway): you see the stream; being sick, too.
-  Aim with the mouse, hold Shift to push harder (further, quicker done).
-  Next to the toilet (in the main house, off the corridor) P takes you in;
-  the others use it too when it's not too far, and wait if it's occupied
-- Women squat to pee, unless they have a Urinella: one-time use, up to 4
-  in the pocket. Out of them, they fetch more from the box in the toilet
-  (you too: click it). Squatting, trousers come down to the knees, a skirt
-  or dress is gathered up; standing, the fly is open or the skirt lifted
-- Women who never tried a Urinella may try one from the box: some like it,
-  some say "not for me" and squat again
-- Before peeing, what's in the hands is put down beside you, and taken up
-  again after (you too). The Urinella shows while it's used. Standing,
-  one hand holds it (or him), the other stays at the belt
-  A used Urinella goes into the bag (tidy), is dropped (careless) or flung
-  away (drunk); now and then it ends up on the shoes
-- Clothes: trousers, shorts (Toni, Jonas) or a skirt (Jana)
-- The others use the toilet when it's free and not too far; busy (they wait
-  a while, less when it's urgent) or far: a decently hidden spot behind a
-  bush, tree, wall or car, away from the others; spots others used are
-  fine too. Standing they face it, squatting they turn their back to it
-- Peeing outdoors splashes you a bit, lying on the ground gets you dirty;
-  it shows on your clothes, people say so, Tab shows it. Wash at the kitchen
-  sink (click), or get hosed down
-- Sick lies on the ground and soaks away over hours; pee goes into the
-  ground (see Water and mud)
-- Fresh ones stink: stink lines rise, faces scrunch up, people remark on it
-  and walk off
-- Sleep with Z, hold Space to sleep faster
-- Tab shows your stats: energy, hunger, thirst, bladder, sleepiness, how worn
-  out you are from the days' work (only sleep takes it off; a hard day leaves
-  some for the next), drink, dirt, how fast you sprint and how high you jump; the arrow keys turn to
-  your skills. Only pressing needs show otherwise
-- The others live the same day: they eat, drink, pee and sleep at night
-
-## Saving
-
-- At the start: continue (the autosave), a new game, or load a save
-- Esc: save as (type a name), quick save, load a save
-- F5 quick save, F9 load it
-- Autosave every 5 minutes and on quit
-- Saves live in your data folder (on Linux: `~/.local/share/entropie/entropie/saves`)
-- Old saves keep working with newer versions
-- Saved up a ladder, you load back on it
+The beginnings of a festival builder in C (SDL3 + OpenGL 3.3). You arrive at
+a farm with friends, set up camp and get the site ready, together with the
+people living there.
+
+- Everything in detail, and what's still open: [STATE.md](STATE.md)
+- How the code is built: [ARCHITECTURE.md](ARCHITECTURE.md)
+- Rules for changing it: [RULES.md](RULES.md)
+
+## What's in it
+
+- **The site:** Homburgshöhe at Geflügelhof Oderland, traced from the real
+  map (about 340 x 340 m): the farmyard, the house, your garages, the barn,
+  forest, roads. Painted in the rotoscope style of *Waking Life*
+- **Arriving:** by car with Volkram, Jana and Toni. Say hello to Kurti and
+  his sons, unload the car, pitch the tents
+- **People:** everyone has their own temperament, build, skills, walk and
+  habits. They eat, drink, smoke, pee, sleep, work, chat and say no
+- **Moving:** real steps, stepping over and onto things, jumping, climbing
+  (several ways up), ladders, stumbles and falls
+- **Work:** fell trees, cut and split firewood, stack it, clean up, carry
+  heavy things together. Ask for help (G) or give someone a job (X)
+- **Campfire:** build it, light it, grill on it, put it out, sit round it
+- **Water:** hose, watering can, puddles and mud
+- **Weather:** dry spells, rain, thunderstorms, and wind that blows tents,
+  paper and pullovers away
+- **Drink:** too much and you sway, stumble, get sick or pass out
+- **Alice:** the dachshund. She fetches, begs and loves being petted
+- **Saves:** autosave, quick save and named saves. Old saves keep working
 
 ## Controls
 
@@ -739,25 +74,16 @@ say no more often and don't come to you for a bit.
 | Esc           | Menu: resume, save, load, keys, quit (the game waits meanwhile) |
 | F5 / F9       | Quick save / quick load |
 
-The game starts in third person. Close to a wall the view moves in, never through it.
-With a tool and nothing to work on, a click drinks from the other hand.
-Right click while talking ends the talk instead of putting things down.
-While pushing you can look around; the object stays put.
-Heavy things need help: strength of everyone holding adds up.
+The game starts in third person. Heavy things need help: the strength of
+everyone holding adds up.
 
 ## Build
 
-Needs a C23 compiler (GCC 9+ or Clang 9+: older ones call it c2x), `make`, `pkg-config`, SDL3, SDL3_ttf and OpenGL 3.3.
-
-On Debian:
+Needs a C23 compiler (GCC 9+ or Clang 9+), `make`, `pkg-config`, SDL3,
+SDL3_ttf and OpenGL 3.3. On Debian (or any Linux with these packages):
 
 ```sh
 sudo apt install build-essential pkg-config libsdl3-dev libsdl3-ttf-dev libgl-dev
-```
-
-Build and run from the project folder:
-
-```sh
 make
 ./entropie
 ```
@@ -770,33 +96,25 @@ sudo make uninstall   # removes both
 make clean            # removes build output
 ```
 
-Use `PREFIX=/usr/local` to install elsewhere.
+Use `PREFIX=/usr/local` to install elsewhere. Saves live in
+`~/.local/share/entropie/entropie/saves`.
 
 ## Layout
 
 ```
-assets/        shaders (common.glsl is shared by all), font and its license
+assets/        shaders, font and its license
 src/core/      window, GL loader, input
 src/math/      vectors, matrices, view frustum
-src/render/    renderer + ink pass, meshes, shapes, figures, camera, sky, UI
-src/world/     world, objects, physics, terrain, wetness (water and mud), meadow,
-               site (the map), scene, course (obstacle course), camp (fire,
-               cleaning), tools, forestry, ladder, hose (the rope), day cycle
-src/people/    bodies, hands, ai, talk, condition (drink, needs, mood), dog
-src/game/      the frame (camera, time, drawing), player actions, talking and
-               shouting, player
-src/main.c     main loop
+src/render/    renderer, ink pass, meshes, shapes, figures, camera, sky, UI
+src/world/     world, objects, physics, terrain, water, site, scene, tools, ...
+src/people/    bodies, hands, climbing, AI, talking, needs, the dog
+src/game/      the frame, player actions, talking, saves
+src/main.c     main loop and menus
 ```
 
 Dependencies point downward: `main → game → world/people → render → core/math`.
-Files named `*_internal.h` are shared only inside their module.
-The start yard lives in `src/world/scene.c`, the map in `src/world/site.c`.
-
-Only what's in view is drawn: everything outside the camera's (or the
-shadow's) view is skipped before it reaches the GPU. The terrain is
-split into 8×8 tiles for that.
 
 ## Version
 
-`make version` prints e.g. `entropie 1.32.0 (build 7f549f0)`.
-The build id is an md5 of all sources and assets.
+`make version` prints e.g. `entropie 2.26.0 (build 183cb96)`. The build id is
+an md5 of all sources and assets.
diff --git a/entropie/RULES.md b/entropie/RULES.md
index 080be8a..58a1561 100644
--- a/entropie/RULES.md
+++ b/entropie/RULES.md
@@ -22,7 +22,8 @@ Structure: [ARCHITECTURE.md](ARCHITECTURE.md).
   plus `BODY_ANKLE_Y` (scaled), not the ankle's height of the moment.
 - A collider's "up" face can be any of its axes (things lie on their side).
 - Every version: bump `VERSION`, update `STATE.md` (done items out of the to-do
-  list, version line at the end), keep `README.md` short, write
+  list, version line at the end), keep `README.md` short (a few lines per
+  area: the details go into `STATE.md` "Playing it"), write
   `commit_message.txt` with this version's changes only.
 
 ## Don't
diff --git a/entropie/STATE.md b/entropie/STATE.md
index 849f6fd..4596c89 100644
--- a/entropie/STATE.md
+++ b/entropie/STATE.md
@@ -98,6 +98,826 @@ Trees and stumps (1.91): a tree's foot flares out (FOOT_FLARE 0.12 up to 0.45 m)
 
 Shared code (1.91): one box ray (`Collider_ray`, `Object_rayToCollider`; the ladder's copy is gone, world.c's down ray uses it), `World_rayCast`, `Object_reach`. ARCHITECTURE.md (modules, the frame, conventions) and RULES.md (do's and don'ts), kept current.
 
+Unfinished building (Shell_build, at SHELL_AT in the frame's frame): brick shell 6.4 x 4.7, walls 2.9, open front (2 m) to the frame (now only the front half: pillars at z -13.8 / -9.2), window holes, bare floor, tiled roof with slabs. Barn: brick courses on BUILDING_BRICK walls (`addBrickCourses`: mortar a shade lighter, so the ink doesn't trace it), ivy (`Shapes_ivy`, OBJ_STRUCTUREs) on both long sides; the woodpile (OBJ_WOODPILE "Woodpile", WOODPILE_A/B) left of the toilet, everybody's woodpile from the start (`scene.c` Scene_finish). Fireplace tripod: wooden poles, feet TRIPOD_OUT 0.9 m outside the stones, TRIPOD_PAST 0.4 m past the top, a lashing; each pole an OBJ_WALL along it ("Tripod pole"). Gates (FURN_GATE, green boards): in your garages' doorways (GATES: hinge, end), `gate_open` / `gate_t`, `hinge`, `gate_shut` / `gate_out`; Object_swingGate (1.2 s), driven by showProps; a click within 1.2 m opens / shuts both leaves.
+
+Props that show (1.89, `world.c` showProps every frame): the tin's mesh is built again when its butts change (`Shapes_ashtray`: up to 12 show, the ash rises, a heap from 14; `shown` = what's built).
+
+The ramp (`scene.c` addRamp via Scene_finish, after the terrain): a static plank 1.2 x 0.15 x 3.2 m, 20 degrees up, its foot on the ground, its top on a block (the loose tilted test box hung in the air at one end: loose things never turn in the physics). Tilted things in the physics (1.89): `tryStepUp` takes the surface just ahead of you (STEP_PROBE 0.3 m, rayDownInto), not the highest corner; the footprints (middleOver, clutterQuery) use the whole box's outline seen from above (a tilted plank's thickness had counted as narrow).
+
+Tiredness (`object.c` Object_tiredness: sleepiness from 0.25 up x (1 - 0.35 energy) x (1.2 - 0.4 fitness) + 0.4 drunk): the stamina ceiling TIRED_CAP 0.55 lower, effort TIRED_EFFORT 0.6 harder, rest (awake) TIRED_REST 0.5 slower (`condition.c`), Object_vigor 0.25 lower (speed, jumps, work).
+
+Balancing (`world.c` -> `body.balance_goal` from `Physics_footing`: 1 at a top 0.3 m wide or less, 0 from 0.75 m; `body.c` updateBalance): `teeter` is a sprung wobble (3.2 rad/s, damping 0.35) kicked at random (TEETER_KICK 40 x (0.25 + 0.6 clumsy + 1.6 drunk + 0.35 speed + 0.4 nerves) x (1.25 - 0.75 fitness)); past 1: Body_stagger sideways (`stepped_off` -> "Whoa - you lose your balance and step off"). Pose: arms out to the sides (the one on the tipping side lower), the hips with the wobble, the upper body against it; walking BALANCE_SLOW 0.55 slower.
+
+Chainsaw: collider and pivot fit the mesh (the motor's underside on the ground), the bar lower on the motor (it floated).
+
+Ladders and things in the way (`ladder.c`): aiming with the view also tries 0.05 / 0.1 rad above and below (thin beams); hitting a beam from below takes the side towards you. Falling over (`fallOver`, now with the world: `Ladder_update(world, l, dt)`) it stops against anything solid it goes into (`caught`: leaning there, CAUGHT_STEADY 0.45, `lean_top` if its top is over the thing; `just_caught` -> the game says so). Carried held up (`world.c` dipLadder): running into something -> `dipped` (raise goal RAISE_DIP 0.12, nearly flat) if flat gets it out, else `steep`; down and clear, up again once it would stand up at 1.36 without going into anything.
+
+Climbing for anybody (`people/climb.c`, moved out of the game): `Climb_ledgeAhead`, `Climb_start` (says why not: hands, strength, drunk), `Climb_update` (the pull up, its feet and hands), `Climb_overLadderTop`; the move lives in the person (`climb_move`). Helpers (`ai_help.c` ai_followByLadder): the leader 1.2 m higher (standing, not climbing): a leaning ladder within 25 m from their level to the leader's (top within 1.3 m) - to its foot, up (`ai_climbing`: on a ladder or pulling over its top this runs first, whatever the mode), over the edge; none, and the leader within reach (CLIMB_REACH): walk at it and pull up where the edge ahead is at the leader's level ("Hup!"). The leader 1.2 m lower: to the top of a ladder from up there and down it; none: they just walk off (the landing does the rest). A ladder leading nowhere (no top to get off at): down again after 8 s. `Ai_useWorld` gives the AI the world for this.
+
+Walking styles (`Body.style[4]`, -1..1 per person, made from the quirks - no extra dice, so nothing else changes): feet apart x (1 + 0.15 style0), toes out + 0.04 rad x style1, the bob x (1 + 0.35 style2 + 0.25 lively), the hips swaying over the standing foot x (1 + 0.35 style3). (The audit swings both ways with it - it changes where everybody goes; overall the player's numbers are lower.)
+
+Ashtray (FURN_ASHTRAY, an old tin on the cool box by the fire - on the ground it was in everybody's way, `stored` = butts): a finished cigarette within 4 m of it goes in if it's yours or the smoker is tidy (likes trash over 0.2 or pride over 0.4, under 0.6 drunk). Emptying it (`ai_help.c` ai_tidyUp, ASHTRAY_FULL 12 butts): somebody tidy (likes trash 0.35+), idle or wandering, a hand free, not smoking, within 50 m walks over (gives up after 45 s: skipped a while); `ai.empty_tray` -> `world.c` emptyTray: the butts into a scrap of paper ("Butts in paper", OBJ_TRASH) in the hand, `stored` 0; then to the bin like other trash. Trash just out of reach is skipped instead of reached for again and again (Ida stood still for minutes). Standing to pee, one hand holds it (the Urinella to the body; the side by `quirk[1]`), the other stays at the belt (`body_pose.c`). The Urinella is drawn while it's used (skeleton `uri`, a funnel from the body to the spout; the stream starts at its end); standing with one, a skirt or dress is lifted higher in front. You take up again what you put down to pee (`ai.set_aside`, within 1.8 m). The others slip off wobbly ladders like you (`ai_climbing`: wobble, then the ladder falls sideways).
+
+Smoother: walking up to something (`goTo`) slows down as they get there (no full speed then stop, then on again); on a chat break they stay "close" until 1.6 x the chatting distance (was: one frame walking, one standing, after somebody walking slowly - the whole body shook). Arms: when the elbow's pole lies nearly along the arm (a hand going up past the shoulder) the bend leans on "out to the side" or "down and back", blended (`twoBone`, arms only), and an elbow moves at most 5.5 m/s (`JOINT_TOP_ELBOW`): no elbow flipping over (worst arm jump in the audit 58 -> 40 cm).
+
+Night clothes (`world.c` dressForNight): `chill` 0..1 grows 1/60 s at night (21:00-7:00) away from a burning fire (drunk: slower), falls by a fire (1/60 s) or in the day (2/60 s); over 0.6 the jacket (`look.top` TOP_JACKET, colour per person: `Figure_wardrobe`) goes on, under 0.15 off. Drawn a bit bulkier, long sleeves, a zip and a darker collar. The sun logic only takes off / puts on the shirt, never the jacket. You too (`game.c` sunShirt: working = a stroke in the last 3 s).
+
+Urinella, trying: a woman who never had one (`urinella_tried` 0), bladder 0.35-0.65, chance 0.1 + 0.2 energy per think: fetches some from the box (30 m). The first one used decides: like = 0.6 - 0.3 shyness - 0.2 (pride over 0.5) + 0.2 energy; not liked: back to squatting ("not for me"). Craving: dying for a smoke (0.8-1) adds up to 0.5 x smoker to the nerves shown. A wobble rocks the ladder (`shake`, 1.2 s). A heavy piece to drag and nobody to call: the player is asked ("grab it with F").
+
+Shirt off (`ai_work.c` ai_sunShirt): `sun_heat` grows 11:00-17:30 while felling or making firewood (or helping with a tool), faster when tired; at 90 s the shirt comes off (`look.top`: TOP_BARE men, TOP_CROP women; not the shy, pride under -0.3), under 40 it goes back on (cools fast after 17:30). Policy "no shirt no problem" for now; maybe "no shirt no service" later.
+
+Getting about: straight at it, round things in the way (local look-ahead); leads into a corner: a way round from the walking map (`src/world/nav.c`, 0.4 m grid of fixed things, A*). When fixed things change (cheap signature over all of them) only the cells round what moved, turned, came or went are done again (a table of each fixed thing as last built, by pointer; more than 32 changes at once: the whole map): a felled tree 0.3 ms instead of 10 ms, the same cells as a whole rebuild. They remember 4 things they couldn't get at.
+Watchdog (every behaviour except waiting ones: idle, help, follow, drink, breaks, talking, sitting): nothing happening for 25 s (150 s while working on something): let go of the target and look again; again: give the job up ("I'm stuck here").
+
+Jobs with tools: fell, take branches off, cut a log, split, chop out a stump (axe, chainsaw, shears, hands).
+Talk topics: offer, ask, suggest, where (new woodpile spot), ask for a hand, ask for the tool. Shout menu: everybody, by name, the dog.
+
+## Body
+
+- **Poses**: up, falling, lying down to sleep, down, getting up; sitting on a seat or cross-legged on the ground. Lying down (or falling) before ever having faced anywhere (asleep or passed out right where they stood): back, as usual (it collapsed into a heap "sitting over the floor")
+- **Fidgets** (standing about): shake a leg, rock on the toes, stretch, roll shoulders, stretch the neck, fold arms, tap a foot; two-handed: rubbing the hands (nervous), hands behind the head (at ease, proud, lively), both hands on the hips (proud)
+- **Gestures** (one hand, idle; `body.c` picks, `body_pose.c` gesturePalm): hip, scratching the head, chin, pocket, rubbing the neck, rubbing the nose, earlobe, back through the hair, thumb in the belt, hand on the chest, shading the eyes. Weighted by mood: proud (hip, hair, thumb), shy (pocket, neck, ear, chest), nervous (head, chin, nose, ear), tired (neck), lively (hair, shading). Everyone has two habits of their own (`habit`, x3 and x2)
+- **Clothes** (`FigureLook.garment`, drawn in `figure.frag`): trousers, shorts (bare shins), a skirt (pants colour) or a dress (shirt colour): a cone from the waist to just below the knees, wider as the knees part; under it bare legs. Squatting to pee (`Skeleton.undress`, from the pee and the crouch): trousers down to the knees (hips and thighs bare, the trousers bunched round the shins), a skirt or dress gathered up to the hips. Cast: You and Ben trousers, Jonas shorts, Ida a skirt, Mila a dress Under a skirt or dress the thighs are cloth too (a leg pressing out shows as cloth, not leg through it), the cone 0.165 m round at the top.
+- **Urinella** (`world.c` usedUrinella, when she's done): a pack of 3 (`urinellas`; none left: she squats). Mishap now and then (4 % + 25 % drunk + 12 % clumsy: on the shoes, dirtier). Then tidy (into the bag: 75 % - 60 % drunk - 25 % clumsy + 10 % pride), else dropped at her feet or flung (more often the drunker) as trash ("Used Urinella")
+- **Face**: mouth, eyelids, brows, smile, gaze; drunk, tired, shy, proud show in it
+- **Falls**: straight over, knees first, twisting, diving forward; reeling back first; stumbles over the foot that caught
+- **Where a fall lands**: the way it was going if there's room, else turned aside or shorter (crumpling at the foot of a wall); lies across things up to 0.5 m high, never into or over higher ones; no part of the body goes into what it comes down on (lifted onto it, limbs refitted); sitting, the legs rest on what lies in front; the lift eases in and out (5 m/s), no jumps
+- **Pushing and pulling (F)**: look left / right past 12 deg and it turns that way about its middle (you and helpers walk round with it), as fast as strength against weight and size allow, never into walls or heavy things; Ctrl: free look, no turning
+- **Moving**: walk, jog, sprint (a wave up and down with each stride; everyone's own stride, longer and fewer or shorter and quicker), jumps off one foot, steps up and down, slopes, carrying, pushing, pulling, lifting together
+- **One end up**: a log (1.4 m and longer) too heavy for one person but not for half its weight: held within 0.8 m of an end, that end comes up to the hip (hands slide to it), the other drags on the ground and pivots there; you go at 75 %; a second person takes all of it (`hands.c`, endLift). Whoever can carry the whole weight lifts it all
+- **Arms out of things**: standing, an arm that would be in something solid (fixed or 40 kg and more; not ladders) moves back and out (eases at 2 m/s) and is fitted again; a hand holding an edge stays, the elbow swings back over the edge
+- **Speed limit**: no joint moves faster than it can (hands 14, feet 12, knees and elbows 9, trunk 5 m/s); bones keep their length; a limb folded right up (foot by the hip, cross-legged) keeps its bend instead of being fitted again (that flipped the knee); between folded and stretched (30-42 % of its reach) the two blend, so an arm folding up on an edge no longer jumps (elbows popped 31 cm); an elbow swung up over an edge stays solved that way
+- **Any frame rate**: springs are solved exactly per frame, people pushing each other ease apart gently, helpers stay put once there (or blocked close by): no flicker at low, high or uneven frame rates
+- **Approaching obstacles**: the sporty fit their steps to a good take-off spot; jogging or faster (2.9 m/s+, some energy, not very drunk) low things (15 cm up to about knee high, up to 0.7 m deep) are jumped on their own (`physics.c` hurdle / jumpOver): no slowing down before them (the run-up counts), off when the top of the jump comes over its middle, as high as it takes to clear it by 14 cm (feet tucked 18 cm) and long enough to land 25 cm past it, at most a full jump (else stepped over, slower); course test (jog / sprint): legs in obstacles about a third of before, joint jumps -30 %; running into something: trip or headlong over it if low, stagger back or fall to the side if high (speed, fitness, energy, clumsiness)
+- **Walking over knee-high things** (20 cm up to about the knee, walking, the landing free): a set move instead of the feet on their own (`physics.c` startStepOver / stepOverMove, `world.c` overFeet): 0.9 s + 1.6 s per m of height (less sporty: slower); the foot further back goes first (up, over, down 16 cm past it), the hips go to between the feet, then the other foot (swung out for higher things, the body up on the toes), then the body on past it. Always finishes. Course (walk): legs in obstacles from 60/15/1 frames (thigh/shin/foot, worst 25 cm) to 8/16/1 (10 cm), joint jumps 27 -> 16
+- **Stepping up** (the player, walking): a block above knee high up to 0.75 m (scaled) with 45 cm of room on top (fixed or 40 kg+, not furniture, bins or supplies): the same set move up onto it, the first foot 20 cm in from its edge, the body rising onto it from 30 to 78 % of the move. Course (walk, the static lane): legs in obstacles from 55/47 frames (thigh/shin) to 19/13, joint jumps 63 -> 37. Set moves, jumps and step-ups only for things standing on the ground in front of you (one up on something else: no)
+- **Up onto things at a run** (jogging or faster): a block up to 0.95 m high with 40 cm of room on top (fixed, or 40 kg and more) is jumped onto, timed to come down on it; higher (up to 2.05 m, sober, some energy) running into it you catch it (no bouncing off) and the climb starts
+- **Over obstacles**: lean into it, the leg swings out a little and back in; lift the foot first, then over; the body waits for the back leg; knee turns out, or the foot comes up; sprinting, leaps; careless people just step on small things; trips and scrapes by speed, height, condition
+- **Bushes**: trying to get over one ends in it, twigs snap
+- **Half way over something**: from when a foot is well into a step over something (lifted 12 cm+, 15 % into the step) until the body is over there (6 cm behind where that foot came down, at most 20 cm past it), you're crossing (`body.c` crossOver): stopping (or slower than 0.3 m/s) the body carries on over it at 0.6 m/s (`physics.c` carryOver); the foot over there stays down, the other comes after. Walking back takes you back; the body 0.75 m or more back from it (walked off the other way) ends it too - that was missing: a person could walk on with one foot stepping again and again and the other left planted behind (NPC audit: foot slides 3414 -> 346). Standing still half over costs energy (2.5 %/s, a leg held up 6 %/s; less sporty, more); worn out, held longer than 1-6 s (fitness, energy) or legs over 0.95 m apart: you're made to go over; still stuck 1.5 s later: you fall (`world.c` halfOver)
+- **Sure-footedness**: one factor (`world.c`, unsure: ~0.2 sporty and careful .. ~1 average .. ~2.7 clumsy and unfit) scales every trip, slip, scrape and run-into, and how bad it gets; clumsy and unfit, you also stumble over your own feet jogging or running
+- **Climbing**: hand on it (up to 1.35 m), hang and pull up (higher, both hands free), jump for the edge; ladder up and down, over the edge at the top. Walking up to something 0.7–2 m high, the hands go onto its edge first; pulling up, the feet push against the face below the edge, then the right knee and foot come over onto it, then the left (scripted in `game_actions.c`, climbFeet); knees bend up. A foot below the edge goes back until its (forward bent) knee is 8 cm clear of the face (`game_actions.c`, kneeClear); onto something low (under 1 m) the body rises quickly first, so the knee comes up above the edge. Walking up to anything higher than 0.5 m, the feet stay 0.35 m back from it (room for the knee; `body.c`, footSpot). Climb test: 0.8-1.5 m, walking or jumping, legs at most 5 cm into it (was 19 cm at 0.8 m). High pull-ups: pulled up till the arms press down (hips near the edge), then the knee comes up and you rise; the hands go on ahead onto the top and stay there, the back bends over the edge as far as it takes to keep them on it (body_pose.c, reach_bend). Jumping: holding Space (or W) grabs an edge the hands reach (about 2.4 m); up to 0.35 m higher, the fingertips touch it ("Just out of reach"); hands go up wide, then onto the edge. Smooth pull-ups (audit walk: joint jumps 161 -> 58, the worst 22 -> 10 cm): the climb ends at the highest point under the body's footprint (where the physics stands you: no hop), each foot lands on what's under it, no replanting at the end (the feet are there already; body velocity zeroed: no stride ahead); feet over the edge over longer windows (lead 0.56-0.86, trail 0.74-1.0 of a high climb); kneeClear eases the foot back in 1 cm steps and lets go gradually as the knee comes over the top; the knee pole for pulling up eases in and out (`pull_knees`); an elbow swinging up over an edge blends between the two solves (no flip at half way); a hand taking hold eases out of the arm's "move out" (`arm_hold`). Every climb starts from where the feet are (`noteFeet`, eased in over the first 15 %); each foot's height on top is taken under where it ends up (clamped to 0.3 under / 0.15 over the top: roofs slope); below the edge the knee room (kneeClear) blends out as the foot gets over the face or above the top. Ladder: getting on, the body eases over onto it (`ladder_shift`, 1.6 m/s) and hands and feet go onto the rungs from where they are; over the edge at the top is a pull-up (1.6 s, `climb_face` where the top rests; the body ends at its stand height on the roof, `standHeight`); stepping off at the bottom is a 0.6 s step back, one foot down after the other, the hands let go half way (`ladder_off`); taking a leaning ladder down, the hand reaches for its rail at chest height (not its middle up the wall) and it stays held as steep as it leaned. Audit ladder: joint jumps 163 -> 45; climb test 458 -> 180 (the easy 1 m climb no longer drops you off again)
+- **Drink and the rest**: sips, burps, sways, veers, sick, passes out, sleeps it off; pees (stream lands on the real ground, soaks in or puddles)
+- **Throwing**: underhand lob, overhand when wound up long enough
+- **Carrying one-handed**: hangs at the side by its top (a bag by its neck), wide things with the arm a little out; only long things (ladder, logs, axe) stop you at walls, bags and bottles squeeze by
+
+## Things
+
+Ladder steadiness (`ladder.c`): set when it's leaned (`stability`): 1 - 0.7 x (degrees off 75: flatter / 15, steeper / 9), x (1 - 0.6 mud at the foot), x (1 - 0.6 x feet off level / 12 cm), a bush x 0.2, something loose and light x weight / 60 kg, only against a face x 0.85; step ladder 1. `Ladder_steadiness`: 1 while somebody holds it (`held_by`, standing within 0.5 m of the hold spot 0.6 m out from the foot), else `stability`. Climbing (`game_actions.c` ladderSlips): risk a second while moving 0.9 x (1 - steady)^1.5 x (0.3 + height / 3 m) x (1 + drunk); first a wobble (remembered 30 s), then `Ladder_topple`: sideways, or back off the wall when steeper than 80 deg; you come off (a fall above 0.6 m; the landing does the rest). Placed: under 0.5 "very wobbly", under 0.85 "a bit wobbly".
+
+Sporty is quicker: pull-ups x 1 / (0.6 + 0.9 fitness) (hard ones; easy ones the square root of that), the climb over the top of a ladder too, up and down a ladder x (0.7 + 0.6 fitness) (hands and feet to the rungs as quick). Stepping over stays as it was (quicker made the legs jumpy in the audit).
+
+Toppling (`ladder.c` fallOver): about its foot like a rod (theta'' = 1.5 g / length x sin theta), then it lies flat, loose. Stood up with nothing to lean on (`standFree`, a held-up ladder clicked at nothing): 0.6 m in front, tilted a little away, falls over once it's up. Carried slid out: nearly upright (1.36 rad, 1.15-1.52 with the view).
+
+Holding (`ai_help.c` ai_holdLadder): helpers (G) hold the ladder their leader climbs; idle / wandering people with willing over 0.6 come within 12 m when somebody is on a ladder under 0.85 steady. They put things down, stand 0.6 m out from the foot facing it, both hands on the rails at 1.15 m along, the right foot on the bottom rung (`Ladder_poseHands` / `Ladder_poseFeet`), and let go 3 s after nobody is on it ("There you go.").
+
+The work place (`ai_work.c` prepareSpot, before splitting or cutting a piece, once per piece, last 4 remembered): loose things up to 25 kg (not wood, tools, the woodpile) within 0.9 m of where they'd stand = messy; something fixed or 60 kg+ (not wood, trees) within 0.35 m of it = cramped. Tidy (likes trash over 0.5, or stacking care 0.65+) and only messy: they clear it ("Let me clear this away first"): each thing carried 2.2 m to the side. Cramped (or messy and not tidy) and an open spot 2.5-4.9 m away (fixed things 1.3 m off, loose 0.9 m): the piece goes there - carried (the carried piece doesn't go to the pile meanwhile), else grabbed and dragged; over 30 kg somebody idle and willing within 20 m is called ("X, give me a hand moving this?", they help like a G helper). Gives up after 45 s.
+
+Ladder kicks (`physics.c` push / noteBump): a lying ladder is stepped over (only a leaning one is never), walked into it moves 0.15 of what a loose thing would, at most 0.25 m/s; walking into it counts as a bump: "Ow..." / "Ouch! My toe!" (drunk: a stagger).
+
+One-handed ladder (`game_actions.c` oneHandSlip): climbing with something up to 5 kg in the other hand. Slip risk a second while moving: 0.16 x (1.3 - fitness) x (0.6 + clumsy) x (1 + 3 drunk) x (1.5 - energy) x (1 - 0.9 practice); `ladder_skill` grows 0.01 a second of it. First slip a wobble (3 s), the next one a fall (on the bottom rung: you just slip off).
+
+Landing from high up (`world.c` landFromHigh, `body.c` Body_land): the fastest fall speed in the air (`air_fall`) at touchdown. In the air, falling over 2 m/s with the ground 0.5 m+ below: feet pulled up (knees to the belly), 0.12-0.28 s before touchdown the legs reach down. Landing: under 5 m/s nothing extra; 5-7 m/s into the knees (`land_squat`); 7-9.5 a roll (chance: sure = fitness, energy, sober, sure-footed) or a crash (Body_fall, -0.25 energy, dirt); over 9.5 always a crash ("my ankle"). The player now spawns 1 m up (was 4: that would be a crash).
+
+Ladder: one click at a wall slides it out to fit (top on the edge, 0.9 m over it; up to its 6 m) and leans it; slid out by hand, it keeps that length. Putting it up is a 1.1 s animation (`ladder.c`, putUp): stood upright, slid out, tipped onto the wall; you stand still with both hands on it (`game.c`, puttingUp); it can only be climbed or taken once it leans.
+
+Drink on the fire (`camp.c` Camp_pourOnFire, C right at a burning fire with a bottle): 0.1 l a sip left goes on as water (beer, water); enough for the fire (Camp_waterNeeded: 0.2 l + 0.25 l per kg) puts it out, else it hisses; vodka flares (the water on it is gone). Hint shows when you stand there with a drink.
+
+Hose and fire (`hose.c`): each node of the rope has melt (0..1), heat and taped. Near a burning fireplace (within its flames: (0.25 diameter + 0.1) x flame size + 0.15 m, below about 1 m over it) it heats up and melts (15 s right in the flames to burn through); melted past 0.35 it leaks (12 % + more the worse it is; up to 90 % lost; it squirts onto the ground there); at 1 it's burned through: the rope comes apart there (no constraint, not drawn), nothing comes out at the nozzle, the water runs out at the break, and the end you hold is loose (no reach limit). Drawn darker the more melted, glowing while hot. Duct tape (OBJ_TAPE, on the workbench) clicked at a melted bit tapes it (grey band; no leak); burned through it won't hold. Shears clicked there cut out the run of melted bits and join the ends: the rope is laid out again along what's left (`length` shorter, at least 3 m). Too hot: "pull it out of the fire first". `world.c` water: flow scales the water and the arc.
+
+Folding ladder (`variant` LADDER_FOLDING, 9.8 kg so it carries one-handed): two 2.5 m sections on a hinge (`shapes_props.c`, Shapes_foldLadder: the upper section swings round the hinge by `extend`). It is either folded (2.5 m) or open (5 m, 18 rungs); leaning at a wall it always opens fully, the putUp animation swings the upper half up. `ladder.c` lengthFor / rung / rungCount pick per type.
+
+Step ladder (LADDER_STEP, 7 kg): a 1.95 m front leg with 5 treads plus a platform, the back leg hinged at the top (`Shapes_stepLadder`, `extend` = how far open, 30 degrees between the legs, each 15 off upright, so the treads are set level). Two colliders, one per leg (`ladder.c` fitColliders). standStep: stood up 0.45 m in front of you; a wall within 0.6 m past its back feet: back to the wall, 8 cm off; `lean_top` = its length when the wall top is between 0.6 under and 0.9 over its top, so the usual "over the edge" works. Feet only on the treads (top tread 1.39 m along), hands on the platform. Taking it folds it up again. NOTE: `mat4_rotate_x(a)` turns +Y towards -Z.
+
+Raised ladder: slid out (extend goal > 0.5) and in hand, it's held 0.45 m up from its foot, the hand in front, the other hand higher up the rail, tipped up 60 deg in front (43-83 deg with the view pitch, eased 1.6 rad/s; `ladder.c` Ladder_placeHeld). A click leans it where you look (view ray, ladder length + 1.5 m; else a ray along the ladder, length + 0.8 m; a top face: the side towards you under that edge). Aimed within 0.45 m of the top it rests on the edge; lower, against the face at that height, flatter (no flatter than 55 deg: "aim at least X m up"); its foot at most 1.8 m from you. Looking down (view y < -0.6) a click slides it together; nothing aimed at: says so.
+
+Carrying long things (ladder, logs: 0.62 m and longer): they stop at people and the dog like at walls (unless you carry it together), push them out of the way (up to 25 cm a frame), knock light loose things aside; NPCs treat a long thing someone carries as in the way and walk round it (`world.c` pushOffCarried, `ai.c` ai_blockedBy).
+
+Clicking with a tool in hand: if there's something it could work on within its reach + 0.6 m and not behind you, the click is for the tool (or "Step up to it"), never a pick-up into the free hand (Tools_jobNearby).
+
+Felling: a started notch is hit again by anyone whose axe reaches its height; a stroke elsewhere starts a new notch from zero (the tree is never felled at a spot hit only once, so the stump is as high as the notch you saw).
+
+Work shows: axe strokes throw wood chips (they lie 7-10 s), the chainsaw sprays sawdust (gone in about a second), a pale band of cut wood grows round the bark where a tree, log or stump is being cut (`src/world/chips.c`, Object_markCut).
+
+Piling styles: how neatly someone stacks (`ai_stackCare`: firewood skill and liking, clumsiness, tempo, drink, nerves, pride, energy) sets how far each piece lands off its place (pushed in, to the side, askew). Below 0.55 care a pile 3+ layers high may come down as it grows (more often the looser and higher): the top pieces slide off and are loose again ("Oops..."); they get restacked. Care 0.7 and up (`object.c` Object_stackFirewood): sorted by length - pieces 4 cm and more under 0.6 m take the last free place of the lowest layer with room, the others the first - and pushed in so every front end lines up (+Z side of the pile). Care 0.6 and up (`ai_work.c` tidyBranches, after the firewood is stacked): branches and twigs up to 3 kg lying about the work area go onto a heap 0.8 m off the end of the woodpile, two at a time (`stored` = on the heap). Chips are left: they're gone in 10 s anyway.
+
+Woodpile: firewood is stacked into the lowest free place (gaps left by pieces taken off are filled first); it counts what really lies on it; a piece that fell off is loose again (gets restacked).
+
+Bottles (beer, vodka, water), apples, bread, sausages (grill: done, dark, burnt), crates and boxes, logs, branches, firewood, stumps, woodpiles, fireplace, trash and garbage bags, the waste container, tables and garage furniture, stones, garden hose (a rope: falls, lies, drapes round things), watering can, duct tape, telescopic, folding and step ladder, axe, shears, chainsaw, trees (fruit trees too), bushes, cars, buildings.
+
+## World
+
+The site (farm, courtyard, garages, orchard, houses, pond, field, forest), day and night, fire light.
+Tiled roofs have an underside under the eaves and under the overhang past the gables (seen from below it is closed).
+Ground: meadow wears into paths; tar, concrete, gravel and tracks are part of the ground; water soaks in by soil, runs downhill, puddles, mud.
+
+## Testing switches
+
+- Backspace: call off showing someone how / where (they say "never mind" and go back to what they did)
+- Esc: menu (the game waits): Resume, Keys (show / hide), Quit; mouse or Up / Down + Enter
+- Dev menu (F1), second line: teleport you to the parkour (Right) or the yard (Left). Then pick anyone (Left / Right on the first line) and change: female, Urinella, sporty, drunk, energy, bladder, hunger, thirst, sleepy, strength, annoyed, pride, lively, nerves, clumsy, willing, likes and skill for each job (Up / Down: line, the list scrolls; Left / Right: value)
+- `START_AT_COURSE` in `src/game/game.c`: start at the obstacle course (1) or in the courtyard (0, default); the course is there either way
+- `ARRIVE_BY_CAR` in `src/game/game.c`: 1 (default) the start in the car; 0: standing in the yard, the car on the road with everything in it
+
+## Speed
+
+A cell grid of the site (2 m cells, `src/world/grid.c`, built once a frame) answers "what's near here" for the ground, legs, arms, physics and steering. World update per frame (no drawing): 5 people 0.5 ms, 150 people 3.2 ms, 300 people 7.8 ms (was 3.4 / 108 / ~215 ms). For the festival (750 people, -O2, crowded round the yard): 22.3 -> 14.2 ms - a per-frame index of the people, fireplaces and stink (`object.c` Object_indexKinds / Object_kind: valid for that objects array and count, else everything is looked at) for the scans everybody does (fire near, stink, sleepers, who's watching, scorching, grilling), who's around for the mood from the cell grid (`Condition_useGrid`), and people more than 30 m from the player (25 m to come back) don't keep their feet and hands out of things (`far_off`: no clutter / push-out questions, which were a third of the update). Memory: 383 MB with 5 people, 408 MB with 750. Drawing (software GL here, so only relative): 5 people 216 ms, 300 people 867 ms a frame - each figure is a card whose fragment shader draws the body, so it costs by how much of the screen they cover.
+
+## Playing it (in detail)
+
+Everything the player sees and does, area by area (the README only lists it briefly).
+
+### Look
+
+Painted in the rotoscope style of *Waking Life* (2001):
+
+- Wobbly geometry and boiling ink outlines, animated at 12 fps; diagonal
+  lines and edges are smoothed (no pixel stairs)
+- Flat paint tones with hand-drawn shadow shapes (soft, smooth edges)
+- Color moods that change through the day, under a calm painted sky
+- People are painted figures with faces, hair and real arm and leg movement
+- Feet are planted on the ground: real steps, side steps, slopes, roofs
+- Hand-lettered ink text (Gochi Hand, SIL Open Font License) that boils with the pictures,
+  with only a faint paper edge
+- Stats on a painted sheet of paper (Tab)
+
+### Arriving
+
+- The game starts in Volkram's car (he drives, Jana beside him, you and Toni
+  in the back): off the street onto the gravel road beside the main building,
+  into the yard (look around with the mouse)
+- Out of the car everybody has a good stretch, then you walk over together
+- Kurti and his sons sit at the fire. First say hello: go over, they welcome
+  you. Then sit down with them (C) for a little chat with Kurti
+- Then the work: the boot opens, the others unload. Crates go into the
+  kitchen in your garages, the camping things up to the meadow behind them.
+  Help: left click at the boot takes out the next thing (crates: both hands)
+- In the boot: 2 crates of beer, 2 of water, one of soda (cola and orange),
+  one of Mate, everybody's sleeping bag and mat, the big tent (Volkram and Jana) and two small ones (Toni, you)
+- A crate is heavy: carrying it tires you (the weaker sooner). Worn out, you
+  put it down for a moment; or two carry it (F to hold on, E to lift together).
+  The others put theirs down for a breather too
+- Crates: left click takes a bottle out (the others help themselves too),
+  E / Q carries the whole crate. An empty bottle in your hand: left click at a
+  crate puts it back in (the tidy bring theirs back too)
+- The hint line says what's to do next
+- Nobody asks you for other jobs (wood and so on) until the tents stand and
+  everything is unloaded
+
+### Weather
+
+- Dry spells of hours, then showers now and then (the first few hours stay dry)
+- Rain falls round you, the sky greys over, everything looks wetter; the
+  ground gets real water (puddles, mud), a fire burns down faster
+- People get out of it: Kurti and his sons into the house, the others into
+  their tent (at night, or when it's nearer) or your garages' kitchen; out
+  again when it stops
+- Out in the rain your clothes get wet (darker; Tab: Wet) and you get cold.
+  They dry by a fire quickest, in the day slower, at night slowest. Wet
+  through, the others go and sit by a burning fire
+- Hard rain brings thunderstorms: lightning, then the thunder
+- Wind: calm or windy spells, gusts on top (windier with rain). The rain
+  slants, the fire's smoke and flames go with it
+- A tent not pegged down (under half its pegs) blows about in strong wind
+  until it snags on something or somebody works on it; its owner comes running
+- Trees and bushes sway; paper, plastic and a pullover lying about get blown along
+- A strong gust can tear paper or a pullover out of a hand (hold it with two
+  hands to be safe); the others run after theirs
+
+### Tents
+
+- On the meadow behind your garages (1.5 m up, the little path left of them),
+  where the camping things were put down: everybody pitches their own
+  (Volkram and Jana share the big one)
+- Left click on a packed tent spreads it out (the door towards you). Then
+  hold left click: the poles in and up, the cover over it, the pegs in (a
+  stone in the other hand: quicker)
+- Several working on one: quicker. The others come over and give you a hand
+- Put your sleeping bag and mat down at the door: they go in
+- Z at your tent's door: crawl in and sleep (better with your sleeping bag
+  in it: warm, and you're rested sooner). Z again: you crawl out
+- Sleepy, the others go to bed in their tents
+- Taking one down: hold left click right at a standing tent. After a moment
+  the pegs come out, then the cover, the poles, and it's folded into its bag.
+  Sleeping bags and mats come out at the door; the owner helps
+- A tent packed on purpose stays packed (nobody puts it up again on their own)
+- Moving one: pull its pegs out (hold left click), then hold F and walk; let
+  go to set it down, hold left click to peg it again
+
+### The site
+
+The map is Homburgshöhe at Geflügelhof Oderland, traced from the real map
+and satellite pictures (about 340 x 340 m).
+
+- The courtyard is clear for the real game: the fire with its benches,
+  some firewood, branches, a little litter, a tree
+- Behind your garages the ground is 1.5 m higher (a steep bank right behind
+  them): a small meadow with bushes and trees round it - they stay, nobody
+  may cut them. The way up: the little path left of the garages
+- Right of the main building a small meadow 0.6 m up, bushes behind it and
+  on its right; the tap is on the main building's right end
+- An obstacle course in the chicken farm yard: three lanes of logs, crates,
+  benches, walls and blocks, spaced and close together. Beside it the things
+  to try out: crates to carry, heavy rollers to push together, a plank ramp
+  to walk up. (Testing: set `START_AT_COURSE` in `src/game/game.c` to 1 to
+  start there)
+- You start in the courtyard, a three-sided farmyard open to a gravel road:
+  the main building, your garages (you can walk in) joined to it, the long
+  brick barn opposite (ivy climbing high) and your unfinished building at the
+  barn's right end
+- The main building has two halves side by side under one roof (the left
+  ridge runs into the right half's, which runs front to back), the right one
+  a little further out at the front, with a porch along the right part of its front. The ground floor sits four steps up. Walk in:
+  - Left door, by your garages: four steps up on the left, stairs down to the
+    basement on the right. Along the corridor: the toilet and the kitchen on the
+    right, two locked rooms on the left (the second the living room), and at
+    its end the big room of the right half with the meeting table
+  - The basement: old loose brick walls, open rooms, shelves
+  - Or in at the porch's far end, up its steps and right through the door
+- Your unfinished building: a bare brick shell under a roof (later: drinks),
+  its door on the side towards the woodpile, and in front of it the frame of
+  tree trunks where the bar will be built
+- Your garages' doorways have green wooden gates: click to open or shut; open
+  they swing right round and lie flat against the wall (the car room's door
+  sits nearer its middle: open, its gates don't block the little path)
+- Your garages have three rooms: tools next to the main building (workbench,
+  tool wall, shelf, axe, shears, chainsaw and a ladder), a kitchen (counter, stove,
+  table and chairs; hold food over the stove to cook it) and a car repair
+  place with an old car behind the wide door
+- The woodpile by the barn: everybody stacks firewood
+  there unless you show them another place
+- The fireplace is a ring of field stones (its ground slab no wider than the ring); its tripod of long wooden poles
+  (3.9 m up, the grill on a long chain) stands well away from the fire; you
+  walk round them
+- Alice the dachshund lives here (painted like the people): she trots after you, sniffs around, begs
+  for sausages, comes when called (R), lies by the fire and loves being petted (click).
+  She runs after what you throw and brings it back (sometimes catching it in the air);
+  a sausage on the ground she eats, an apple she keeps and chews somewhere.
+  She has a ball and a rope toy: now and then she brings you one to throw
+- A little path leads out between the garages and the barn
+- Across the gravel road: the orchard (two apple trees, bushes all round),
+  then a small path and a row of other garages, some closed, some full of junk
+- Family houses stand along the loop road, a bit away from the courtyard
+- The L33 is a four-lane country road with painted lines and a bus stop
+- Homburgshöhe runs through the poultry farm: long halls, several with solar roofs
+- Pine forest all around, a pond, a field in the south-west
+- Roads and paths are part of the ground, not laid on top: people and
+  things stand on them like on any ground
+  - Tar lies a little raised on its gravel bed and ends in a gravel shoulder
+  - Concrete slabs, same; where tar meets concrete it joins directly
+  - The gravel loop is stones on the soil: wheel ruts, grass in the middle
+  - Tracks are bare soil worn into the ground, deeper in the ruts
+  - Paved ground doesn't wear into a trodden path
+- Gravel in front of your garages; stones lie along the roads, in the yard
+  and in the meadow (pick them up, throw them)
+- The layout lives in `src/world/site.c`
+
+### Campfire
+
+- The fireplace is near the main building and your garages, with log benches
+  round it and some wood beside it. Three long iron rods meet over it; a
+  grill hangs from them on a chain and swings a little
+- Click on it with firewood or a branch in hand to put it in, click again to light it
+  (with the lighter in your pocket; none, or empty: ask somebody for theirs)
+- Click on it with food in hand to put it on the grill. Looking at the fire
+  shows how far it is (raw, % done, done, getting black, burnt). Click the
+  fire with a free hand to take the most done piece off
+- Food darkens as it cooks: done after a while, then too dark, then burnt
+  (charcoal: hardly worth eating)
+- The wood chars, glows and shrinks as it burns down, and the fire lights up the yard at night
+- More wood makes a bigger fire, and a bigger fire takes more water to put out
+- Right at a burning fire with a drink in hand, C pours it on: a small fire
+  goes out, a big one just hisses, vodka flares up
+- Walk into the fire and you catch fire: C to drop and roll (down fast,
+  stretched out, rolling side to side), or pour a drink over yourself
+  (left click). Others run, then drop and roll; a drink, water or pee puts them out too
+- Hold food close to the fire to grill it: sausages are
+  only really good grilled; apples and bread get better too
+- People come over to a burning fire, sit down round it and look into the flames
+- Now and then they sit down at a table (the meeting table, the kitchens) for
+  a while and have a word; food they pick up they mostly eat there, a beer
+  sometimes too. They find their way in: up the steps, through the doors,
+  down the stairs to the basement
+- C: sit down yourself (and rest faster): on a bench or chair (right on
+  the seat; a chair is pulled out first, shuffled in to the table once you sit,
+  and pushed back in after you leave) if one is next
+  to you, else on a log lying there, else cross-legged on the ground;
+  walking gets you up
+
+### Cleaning up
+
+- The garden hose is connected left of the main door: pick up the nozzle
+  and hold the left button to spray. It washes sick and pee (and their
+  smell) away, cleans people, puts out fires and burning people, and
+  soaks the ground (see below). It reaches 25 m from the tap
+- The hose is a real rope: dropped it falls and lies on the ground, and it
+  drapes over and round things instead of going through them
+- Keep it out of the fire: there it gets hot, melts (it leaks, less comes
+  out) and burns through (nothing comes out). Duct tape (on the workbench)
+  mends a melted bit; a burnt-through bit is cut out with the shears and
+  the ends joined, so the hose gets shorter. Click the bit with either
+- Further away: the watering can (next to the tap). Click the tap with it
+  to fill it (8 l), hold the left button: the arm comes up and the can tips
+  forward to pour
+- Pee puts out fires too: a small one, or a burning person
+
+### Water and mud
+
+- Hose, watering can and pee put real liters onto the ground; a stream
+  comes down on the real ground (a slope, a hollow), never through it
+- Water runs downhill, gathers in hollows and trampled paths, and soaks in
+  as fast as the soil takes it
+- The soil decides: asphalt and concrete take nothing (water runs off),
+  gravel swallows it, meadow and field take a lot, the yard and dirt
+  tracks only slowly
+- The more water, the wetter: damp soil darkens, standing water mirrors
+  the sky
+- Soaked bare ground turns to mud; walking on it makes it worse (grass
+  holds out until it's trampled). Mud dirties your shoes, slows you down,
+  and running through it you may slip
+- Pee leaves a yellowish stain and a smell until it fades or is washed out
+- It all dries again over hours of game time
+
+- A little litter lies in the yard and in the open garages
+- By hand: pick up two pieces, click on the green waste container to throw them in
+- Faster with a garbage bag (box by the container): bag in hand, click on
+  trash (or hold the button) to bag it, piece by piece; broken glass too.
+  A full bag (24 pieces) goes into the container
+- Apple trees: click on one to pick an apple
+
+### World
+
+- Uneven meadow with real grass blades near you, earth patches, level around
+  buildings and in the yard
+- Walking tramples the grass: the blades lie down, then it turns into a bare path
+- Untrampled grass grows back over about two game days
+- Houses have tiled roofs with overhanging eaves, framed windows with sills
+  and front doors with a step
+- Roofs are walkable; colliders are built from the same sizes as the meshes
+- Bottles: water and beer (five sips) come from the crates you brought
+- Click a bottle: take it, click again to drink (hold to keep drinking).
+  Dropped, a bottle nearly always falls over; things on a slope slide or
+  roll down it when it's steep enough, and once going they keep going easier
+  Empty, a click puts it away: into the container in front, onto a table
+  or crate in reach, with other empties, down at your feet, or (drunk or
+  wild) tossed away. Others do the same their way
+- Bump into a bottle and it tips over. Glass only breaks on something hard:
+  thrown against a wall, a stone, onto a road or gravel; on grass it just lands
+- Low things in the way (logs, branches, firewood, crates, a bench, a cool
+  box: up to about knee high and narrow enough to stride across) are stepped
+  over: walking, you slow down and lift your feet over them; sprinting, you
+  take them in your stride with quick steps and leaps
+- Legs keep clear of what they pass: walking, a foot lifts first and goes
+  over after, and the body waits for the back leg; a knee turns out (like
+  stepping over a fence) or the foot comes up; sprinting, you leap
+- Stepping over, you lean into it and the leg swings round a little, out to
+  the side and back in to land, while the momentum carries you on
+- Something solid that holds you (a plank, a log, a fallen tree, a crate) you
+  never straddle: flat ones you just walk onto, higher ones are one step up,
+  then you stand up there and walk on
+- On something narrow (a log) you balance: arms out, a wobble (bigger when
+  clumsy, drunk or hurrying), slower steps - and now and then a step off
+- Something you can't step over or onto (a tree, a post, a high crate, a
+  wall's corner) that you'd only just catch: your body drifts past it to the side
+- The others do it too: a long log or block across the way they step onto and
+  walk on (and wobble), shorter things they walk round. How high they step up
+  is their own: the sporty and fresh up to about hip height, the unfit, worn
+  out or drunk only knee high - higher than that they go round
+- Off the edge of something you go once your middle is past it - no standing
+  on air beside it; slopes (a roof, the ramp) no longer show invisible steps
+- The sporty fit their steps to what's coming, so a foot lands at a good
+  take-off spot
+- Jogging or faster, low things (up to about the knee) are jumped on their
+  own: no slowing down before them, the take-off timed so the top of the
+  jump is over them, as high as it takes. Blocks up to about hip high with
+  room on top: you jump up onto them. Higher (up to where your hands reach):
+  you catch the edge instead of bouncing off, and climb on
+- Walking over something knee high is one smooth move: the first leg goes
+  over, the body follows, the other leg comes after (higher things: up on
+  the toes, that leg swung out). Once started it always finishes
+- Walking at a block a bit higher than that (up to about the hip) with
+  room on top: you step up onto it the same way, one leg after the other
+- Dropping from high up: the knees come up to the belly, the legs reach
+  down just before the ground. Over about 1.3 m you go deep into the knees;
+  over about 2.5 m the sporty roll over a shoulder the way they were going,
+  the others crash (energy, dirt)
+- Everyone moves at their own size: taller people step higher and run a
+  little faster; each has a stride of their own (long steps or quick ones)
+- Bottles, cigarettes and the like sit in the fist, the wrist kept straight
+- The sporty pull up and climb ladders much quicker
+- Everyone walks their own way: feet wider or narrower, toes out a bit more
+  or less, bouncier or flatter (livelier when lively), hips swaying more or less
+- Running into something sober: low, you trip or go headlong over it; high,
+  you stagger back or go down to the side you came in from. How badly
+  depends on speed, fitness, energy and clumsiness
+- Stop half way over something and the body carries on over it; you never
+  hang in a half-over pose. Holding still half over costs energy; worn out
+  (or legs too far apart) you go over, and if that's not possible you fall
+- Stepping over is a risk: you may stumble or fall, more so sprinting,
+  over high things, tired, drunk or clumsy. Rushing or clumsy, a leg that
+  can't keep clear scrapes ("Ouch!"), and at a run it may trip you
+- Pressed against a low box at a corner you still climb it
+- Walking only shoves light things (under 15 kg) aside; heavier ones stop
+  you (push them with F, or climb up if you can reach the top)
+- Step on things and you may trip (more so drunk, clumsy or running);
+  dry branches snap, a bottle on hard ground may crack. Drunk, worn out,
+  clumsy or in a hurry, people don't bother stepping round small things
+- Walk into a bush to get over it and you end up in it; twigs snap off
+- Nobody ever ends up on the other side of a wall
+- What you carry bumps into walls, trees, furniture and heavy things: you
+  can't turn or walk it through them (the view stops turning too)
+- Long things you carry (a ladder, a log) don't go through people or Alice
+  either: they get nudged out of the way, light things get knocked aside,
+  and people walk round a carried ladder
+- Clumsy and unsporty people trip and fall much more easily than sporty,
+  sure-footed ones (they even stumble over their own feet at a run)
+- Trees can be cut down and turned into building wood (see below)
+
+### People
+
+- They wander around, walk around obstacles (keeping to a way round once
+  they picked one) and look at you when you're near
+- Nobody likes stepping on things: people walk round what lies about, and
+  everyone's feet take a longer step or a high step over it
+- Walking straight leads into a corner: they find a way round walls,
+  buildings, trees and bushes (a walking map of the site)
+- Something they can't get at: they leave it and take another (they
+  remember a few, so they don't go back and forth between two)
+- Stuck anyway: after a while they let go of what they were after; still
+  stuck, they give the job up and say so
+- Backs bend: a waist between hips and chest, the upper body lags a little
+  behind starting, stopping and turning, shoulders counter-turn to the hips
+- Climb anything your hands reach: walk against it (W) and you put a hand
+  on it and climb up; higher up (about 2 m) you grab the edge with both hands,
+  hang on and pull yourself up. Jump at it (W + Space, or just Space held) to
+  reach higher still (about 2.4 m); a bit higher, your fingertips touch the edge.
+  Pulling up needs both hands free and costs some energy; worn out or very
+  drunk you can't
+- Walking up to something you can climb, your hands go onto its edge; pulling
+  up, the feet push against its face, then one knee and foot come over the
+  edge, then the other (never through it). The hands stay pressed on top and
+  the back bends over the edge. One hand gets there first (its shoulder
+  turned ahead), the other follows
+- Hip high, the less sporty and the old take the careful way: back to it, a
+  hop up to sit on the edge, legs swung up onto it, then stand up
+- Chest high, the less sporty (or drunk) go belly first: push up, lie over
+  the edge, a knee up, then stand up
+- Jumps take off from one foot (rarely both at once); at a run, the rear foot
+  pushes off and the front one lands first
+- Drunk, walking into a wall or a person easily ends on the ground
+- Now and then they grab a beer, take a sip or two and put it down
+- Tidy people (Jana) pick up trash they pass and take it to the container
+- Press G and the nearest one helps: walks beside you, finds a free spot
+  at what you push and pushes along. Press again for more helpers, H sends them off
+- A helper standing where the load wants to go notices it, lets go and comes
+  round to another side (the quick-witted soon, the slow never)
+- Anybody else in the way leans against the load (it goes slower) and side-steps
+  out of it; the slowest just say "Hey! Watch it!"
+- Not sure what you're up to, helpers copy you: they take something like what
+  you carry, walk along at your side and do the same with it (put it down
+  next to yours, into the fire, into the bin)
+- Everyone has a temperament you can see: the proud stand tall, chin up,
+  hands behind the back; the shy look down, toes in, hands together
+- Heads look around, blink and lead turns; arms swing with a bit of follow-through
+- Everyone has a main hand, a top speed and a jump of their own (light and
+  lively people are quicker); tired or drunk, less of both
+- Some are sporty, whatever their build: quicker, surer over things, fewer
+  trips and scrapes. Running, the body rises and falls with each stride:
+  the sporty glide, the others bounce and nod (Tab shows how sporty you are)
+- Worn out, you can't run until you got your breath back a bit
+- The more tired the day makes you, the less energy you have: less to give,
+  used up quicker, back slower, everything a bit weaker. Lively and sporty
+  people hold up better; drink makes it worse
+- Bottles are held low in the main hand, now and then by the neck
+- Nobody is quite symmetric: one arm swings more, one shoulder sits higher,
+  and now and then a hand goes to the hip, the head, the chin or a pocket
+- Standing about, nobody is quite still: weight goes from leg to leg, the
+  feet settle into another stance, the body sways a little and breathes.
+  Now and then someone shakes a leg loose, rocks on the toes, stretches,
+  rolls the shoulders, stretches the neck, folds the arms, taps a foot,
+  rubs the hands, clasps them behind the head or puts both on the hips
+- Out of breath (after running, hard work), standing still: they catch it -
+  the unfit bent over with the hands on the knees, the sporty with the hands
+  on top of the head or a light stretch, anyone hands on the hips. Breathing
+  is calm and slow, and quicker the more out of breath
+- One hand now and then: on the hip, scratching the head, at the chin, in the
+  pocket, rubbing the neck or the nose, at the ear, back through the hair,
+  thumb in the belt, on the chest, shading the eyes. How someone feels
+  picks it (proud, shy, nervous, tired, lively), and everyone has two of
+  their own they make most
+- Arms keep out of walls, tables and what you climb (they move back and out of the way)
+- Movement is smooth and anatomically sound: feet lift off and set down
+  gently (heel first, then the toes), hips and hands move on springs,
+  knees and elbows never flip or bend the wrong way, limbs keep their length,
+  shoulders turn with two-handed work
+- No part of the body moves faster than it can (hands and feet fastest, the
+  trunk slowest): whatever the pose wants, nothing jumps
+- Smooth at any frame rate: low, high or uneven frame rates give the same
+  calm movement; helpers who arrived (or are blocked close by) stand still
+- Sitting down on a bench or a log, people step in front of it, turn round
+  and sit back; getting up they step forward off it
+- Walking past something low (a bench) you don't get lifted onto it; you
+  only step up when you walk into it
+- People walk round obstacles in smooth curves, no zigzag
+- Arms move around the body, never through it; carried things stay off the body
+- Steps get shorter uphill and longer downhill
+- Falls differ: straight over, knees first, twisting, or reeling back a few
+  steps first; a stumble takes you over the foot that caught
+- A fall lands where there's room: a little to the side, or shorter at the
+  foot of a wall; across low things (a log, a crate) the body lies over
+  them, never inside; sitting, the legs rest on what lies in front
+- After a fall, walking on (W) gets you up sooner; drunk or clumsy, you may
+  stumble or go down again
+- How fast drink hits depends on body weight and how well someone holds it
+- Drunk people sway, veer off, burp, stumble, fall over and get sick
+- Drinking makes you drunk too: the view sways, blurs, stretches and doubles; it wears off over a few game hours
+- Too much and you pass out until you've slept it off, or someone comes and wakes you
+
+### Wood
+
+An axe, pruning shears and a chainsaw are in the tool room of your garages; the forest is all around.
+
+| Job | Axe | Chainsaw | Shears | Hands |
+|-----|-----|----------|--------|-------|
+| Fell a tree | 12 | 4 | – | – |
+| Take a branch off (8 per tree) | 1.5 | 1.5 | 1.5 | 3 |
+| Cut a log in two | 8 | 4 | – | – |
+| Split a short log or half | 3 | – | – | – |
+| Chop out a stump | 14 | 7 | – | – |
+
+A tree is cut at about hip height: look down at the trunk to cut right there,
+look up the trunk (above your head) to cut higher, up to the chest; where you started
+its notch; strokes elsewhere start a new notch from scratch. It falls beside its
+stump and lies on the ground.
+
+Numbers are strokes for someone fresh. Tired or drunk takes more strokes;
+people who like the job need fewer, and practice makes everyone better at
+it (skills grow with every job; Tab shows yours). Work wears you out fast: take breaks.
+Hold the left button to keep working.
+
+- The axe is carried in one hand near the head. To work, the hands slide to
+  the end of the handle
+- Trunks get a horizontal swing at the height you look at; the edge bites in
+  and stops there, and the tree comes apart where you hit it
+- Wood on the ground is chopped from above: logs into shorter pieces, pieces
+  up to 0.75 m split into halves, halves into quarters (firewood)
+- A tool in hand at the work (a step away or a little to the side is enough):
+  a click works with it, it doesn't pick things up into the other hand
+- You see where you cut: wood chips fly off the axe and lie around a while,
+  the chainsaw sprays sawdust, and a pale band of cut wood grows on the bark
+- The chainsaw bar goes into the wood; it cuts low and fast but can't split
+- A falling tree knocks people down, shoves light things aside and rests on anything big
+- Crashing down, a few branches snap off; falling into another tree, more
+  do, and that tree loses some too
+- Stumps can be chopped out with the axe or the chainsaw: roots stay in the
+  ground and you get a round of wood for the fire
+- The chainsaw is carried relaxed in one hand; sawing takes both. Nobody
+  sprints flat out with it
+- Strokes keep hitting a cut that was started, whoever swings
+- Everyone works their own way: Martin is quick, gets right to it and takes
+  no breaks; Kurti is old and slow, ponders and sits down a lot; Jana and
+  Jonas stop for a chat; Toni takes a little walk; Volkram has a coffee. Now and then they take another kind of break (a coffee at the
+  stove, a walk, a chat, a sit), short or long, and put the tool down first
+- Called away from a job to help you, they go back to it after; the
+  forgetful wait to be reminded ("Back to the firewood, please")
+- Helpers (G) understand what the wood is for: they fell along, take the
+  branches off, cut and split, fetching fitting tools. Without an axe they say so
+- Felling, they look where the tree will come down first: never onto a house,
+  wall, car, tent, table or the fire (no room anywhere: they leave it). Nearly
+  through, anybody in the way hears "Timber!" and steps aside; they wait for you
+- You felling: the hint line says where it comes down and what's in the way
+  there; nearly through, the others step out of the way
+- Using or taking something shows a short line about it
+
+Logs weigh what their wood weighs. Click one to hold on, call helpers and
+lift it together (E or click). Each person lifts about 40 kg, less when worn
+out. Helpers take the other end of long things, and the load is lifted evenly.
+Too heavy alone but not for half its weight: hold a log at one end and you
+lift that end, the other drags along on the ground (slower).
+A hand that can't reach its grip lets go and takes hold again.
+
+A felled tree lying on the ground can be pushed or pulled (grab it, call
+helpers). Its branches make it heavy and snag on things in the way: pull on
+and they snap off. Without branches it moves much more easily.
+
+### Ladder
+
+- A telescopic ladder (6 m out, 1.5 m together) lies in the tool room of
+  your garages, on the floor along the end wall
+- Beside it lies a folding ladder (two 2.5 m halves on a hinge, 5 m open).
+  A click at a wall unfolds it and leans it there; elsewhere a click unfolds
+  or folds it
+- In front of them lies a step ladder. A click stands it up in front of you
+  and opens it; with a wall just ahead it stands with its back to it, and
+  from its top you climb onto the wall if that's not much higher. E / Q
+  folds it up again
+- Ladder in hand: click at a wall and it slides out just as far as it takes
+  (about 0.9 m over the edge) and leans there in one go: you stand it up,
+  slide it out and tip it onto the wall (about a second); slid out by hand
+  first, it keeps its length. Elsewhere a click slides it out or together. Too close to something
+  beside it, it says so instead of going through it
+- Slid out, you hold it near its foot, nearly upright (any flatter is too
+  heavy to carry). A click leans it where you look: at the top of a wall it
+  rests on the edge, lower down it leans against the face there. Walked into
+  a wall it is stood up straight (under a beam or doorway it tips down flat).
+  Carried at the side it slides back in your hand instead of into a wall Look down
+  and click to slide it together. Nothing to lean on: you stand it up on its
+  own - and it falls over, or against something (a beam): there it rests
+- A thin beam counts even if you look just past it
+- Held up, it runs into a beam or a doorway: you tip it down flat, carry it
+  under and it goes up again once there's room
+- It leans on whatever is there. How steady it stands depends on the angle
+  (about 75 degrees is best), soft or muddy ground, its feet not level and
+  what holds it (a bush, something light). The message says when it's wobbly
+- An unsteady ladder may slip when you climb it: a wobble first (it rocks), then it
+  falls over and you with it (the higher, the harder you land)
+- Somebody holding it (beside its foot, hands on a rail, a foot on the bottom
+  rung: out of the climber's way) keeps it steady: helpers (G) hold it when you
+  climb, helpful people come over on their own when it looks wobbly
+- The others can slip off a wobbly ladder too
+- Helpers follow you up a leaning ladder onto a roof or wall and down again;
+  without a ladder they pull themselves up after you (if they reach) and
+  jump down when you're down. Kurti stays off ladders these days. Up
+  there they go slowly and carefully, arms out; drunk, the sharp ones are
+  extra careful, the dim ones stroll about and stumble
+- Click a leaning ladder to climb: W / S up and down, at the top W gets you
+  over the edge, Space jumps off. From up there, click its top to climb down
+- One hand free is enough (something up to 5 kg in the other), but you may
+  slip: a wobble first, then off you go. Fitness, practice, clumsiness,
+  energy and drink decide
+- A ladder lying on the ground is stepped over. Kicked, it hardly moves,
+  but your toe hurts
+- E / Q (or right click, hands empty) at its foot takes it down again; a
+  hint shows when you stand there
+
+### Talking
+
+X talks to someone in front of you; answer with 1-5, X, right click or
+walk off to end it. With nobody in front, X opens the shout menu: call
+everybody, someone by name (the nearest three) or Alice. A shout carries
+about 35 m, less over a running chainsaw, less to someone drunk; sleepers
+don't hear it. Who hears comes over, or says why not.
+
+Nobody waits forever for an answer: the lively and the proud ask again
+after a few seconds and give up soon, the shy and the slow wait longer.
+Left waiting, they're annoyed for a while: it shows in the face, they
+say no more often and don't come to you for a bit.
+
+- "Could you do something for me?": make firewood, cut trees, collect the
+  trash, or look after the fire
+- Everyone is their own person ("Who are you?"). With you came Volkram (calm,
+  splits wood to clear his head), his girlfriend Jana (the fire and the
+  people, likes it tidy) and Toni (first time out here, keen). The house is
+  Kurti's: an old man (74, a belly, never takes his shirt off) who has felled
+  more trees than anyone, with his sons Martin (about 30, chainsaw, no brooms)
+  and Jonas (about 25, talks a lot)
+- Kurti and his sons own the land and lend it to you for the festival: they
+  don't do your jobs or help with them. Now and then they go into the house
+  for a while (call them and they come out); the others keep out of the
+  house unless they need it (the toilet)
+- On a break people put their tools down: the orderly side by side, square,
+  a step back; the others just drop them. An axe put down lies on its side
+- They may say no: to jobs they don't like, when tired or drunk, or when it
+  isn't needed ("We've got plenty of firewood")
+- They come to you with jobs that need doing and that they like: low on
+  firewood, trash lying around, getting dark and no fire. Jobs they love
+  they just start on their own ("I can't stand this mess. I'll clean up.")
+- R calls the one you look at over (quick shout); busy and unwilling ones
+  may answer "In a minute!"
+- "The firewood goes somewhere else now": show them a new place; the old
+  stack gets carried over to the new woodpile
+- Asked where the firewood goes: show them, let them find a good place (an
+  existing pile nearby, else a clear, level spot off the roads, by a wall),
+  or leave it lying
+- The work place: things lying where they'd stand to split or cut, the tidy
+  clear away first; no room to swing (a wall, the car), they take the piece
+  somewhere with room - carried, or dragged with somebody called to help
+- Firewood: they fetch tools, cut, split and stack it on a woodpile (gaps
+  first, where pieces were taken off; it shows how many really lie on it). Not
+  everyone knows how: "Can you show me?" They watch you until they get it.
+  Skilled, careful and sober people stack neat, stable piles; clumsy, hurried
+  or drunk ones just throw it on, and a high loose pile comes down now and then.
+  The most careful sort the pieces by length (long at one end, short at the
+  other) with the front even, and put the branches lying about onto a heap
+  at the end of the woodpile
+  If you keep the axe, the bold ones ask for it, the others wait until you
+  put it down
+- The practised cut even pieces, the others by eye. Careful people take
+  the tools back to the tool room when they're done; the others leave them
+  lying where they stopped
+- Tools they shouldn't use (the chainsaw without practice, the axe or saw
+  drunk) they use anyway, with a remark and now and then a close call. Talk
+  to them: "Leave the chainsaw alone" - proud, unwilling or drunk ones may
+  not listen
+- Showing where the woodpile goes: they follow you, a glowing frame on the
+  ground shows the spot, and a left click puts the woodpile there
+- Trash: they take a garbage bag, bag piece after piece and empty full bags
+  in the container; a bag is carried by its neck, the arm a little out
+- The fire: they keep wood in it, light it when it gets dark and sit by it.
+  No lighter (Jana, Jonas): they borrow one from somebody near, maybe you
+- Pockets: most have a lighter. It runs empty over time. A borrowed one
+  goes back when they think of it; owners ask for theirs
+- Working hard in the midday sun the shirt comes off (women keep a top on;
+  the shy keep it all on), yours too; it goes back on when cooled down
+- Cold nights: away from the fire the pullover goes on (each their own colour),
+  by the fire or in the day it comes off and gets tied round the waist
+- Your pullover (B, your pockets): put it on, take it off (round your hips) or
+  put it down where you look: over a chair's back, a railing or a bench, on
+  a table, or spread on the ground. Sitting on the ground: spread it out and
+  sit on it. Click it to take it back. Others hang theirs over their chair or
+  sit on it, take it along when they get up, and fetch it when it gets cold.
+  The tidy ones, warm with it round the waist, hang it over a railing, a
+  bench or a free chair near by
+- Ask them what they're doing, send them back to helping you, or give them a break
+
+### Smoking
+
+- Most roll their own: tobacco (a pouch rolls about 75), papers (a packet
+  of 50), filter tips (a bag of 120; Kurti never uses one). Martin smokes a
+  pack, Jana only now and then, Jonas doesn't smoke
+- Short of something, they ask: "Got a paper for me?", a filter, a bit of
+  tobacco - from whoever is near, you too. Toni forgot his papers, Jana is
+  out of filters. No filter to be had: they roll one without
+- B: your pockets - what's in which (work trousers: 8 pockets, normal ones
+  4, a skirt 2). Up / Down picks, Enter takes it out: looking at someone
+  you give it (a cigarette, a pinch of tobacco, 3 papers, 5 filters, lend
+  the lighter), else you roll one and light it
+- Smokers get a craving over time (dying for one: restless). In a quiet moment (idle, a break, by
+  the fire) they light up: rolling first if it's tobacco (both hands),
+  then the lighter to it - theirs, or "Got a light?" from somebody near
+- A drag now and then (the tip glows), smoke breathed out, the hand up in
+  front between drags. Hands needed: it goes into the mouth
+- Done: into the fire when close, else the tin on the end of a bench by the
+  fire or the bin when near (you see the tin fill up). You and Jana carry a
+  pocket ashtray: the butt goes in there. The tidy walk to the tin, a bin or
+  the fire with it; none near, they ask for a pocket ashtray ("got your pocket
+  ashtray?" - B, look at them, Enter: hold it out) or keep it in a scrap of
+  paper till they pass a bin. The others flick it away or drop it
+- Your pocket ashtray: B, Enter at the tin, a bin or the fire empties it
+- A full ashtray gets emptied by somebody tidy (into a scrap of paper, off
+  to the bin)
+- K: light one (yours, or somebody next to you gives you a light), K again
+  puts it out. Talk: ask somebody for a cigarette, or offer one
+- Packs and tobacco run out; Tab (skills page) shows your pockets
+
+### Day and needs
+
+- Hunger, thirst, a full bladder and sleepiness build up over the day
+- Work, carrying and running wear you out; resting, food and drink bring you back
+- Worn out, hungry or thirsty: slower, weaker, slumped
+- Eat apples and bread, drink water (beer counts a little). (The apple
+  crate, the water barrel and the cool box are gone: food and drink come
+  with the car later)
+- Everyone's bladder is their own size (bigger people hold more, worn out
+  it presses sooner); drinks fill it, and a full one takes a while to empty
+- Pee with P (or it happens anyway): you see the stream; being sick, too.
+  Aim with the mouse, hold Shift to push harder (further, quicker done).
+  Next to the toilet (in the main house, off the corridor) P takes you in;
+  the others use it too when it's not too far, and wait if it's occupied
+- Women squat to pee, unless they have a Urinella: one-time use, up to 4
+  in the pocket. Out of them, they fetch more from the box in the toilet
+  (you too: click it). Squatting, trousers come down to the knees, a skirt
+  or dress is gathered up; standing, the fly is open or the skirt lifted
+- Women who never tried a Urinella may try one from the box: some like it,
+  some say "not for me" and squat again
+- Before peeing, what's in the hands is put down beside you, and taken up
+  again after (you too). The Urinella shows while it's used. Standing,
+  one hand holds it (or him), the other stays at the belt
+  A used Urinella goes into the bag (tidy), is dropped (careless) or flung
+  away (drunk); now and then it ends up on the shoes
+- Clothes: trousers, shorts (Toni, Jonas) or a skirt (Jana)
+- The others use the toilet when it's free and not too far; busy (they wait
+  a while, less when it's urgent) or far: a decently hidden spot behind a
+  bush, tree, wall or car, away from the others; spots others used are
+  fine too. Standing they face it, squatting they turn their back to it
+- Peeing outdoors splashes you a bit, lying on the ground gets you dirty;
+  it shows on your clothes, people say so, Tab shows it. Wash at the kitchen
+  sink (click), or get hosed down
+- Sick lies on the ground and soaks away over hours; pee goes into the
+  ground (see Water and mud)
+- Fresh ones stink: stink lines rise, faces scrunch up, people remark on it
+  and walk off
+- Sleep with Z, hold Space to sleep faster
+- Tab shows your stats: energy, hunger, thirst, bladder, sleepiness, how worn
+  out you are from the days' work (only sleep takes it off; a hard day leaves
+  some for the next), drink, dirt, how fast you sprint and how high you jump; the arrow keys turn to
+  your skills. Only pressing needs show otherwise
+- The others live the same day: they eat, drink, pee and sleep at night
+
+### Saving
+
+- At the start: continue (the autosave), a new game, or load a save
+- Esc: save as (type a name), quick save, load a save
+- F5 quick save, F9 load it
+- Autosave every 5 minutes and on quit
+- Saves live in your data folder (on Linux: `~/.local/share/entropie/entropie/saves`)
+- Old saves keep working with newer versions
+- Saved up a ladder, you load back on it
+
+## Changes by round
+
+What each version since 1.92 added (older ones are folded into the sections above).
+
 Round 1.92:
 - Feet on the course (`physics.c` beginStepOver): the landing spots of a step over / onto are the surface plus the ankle's own height (`BODY_ANKLE_Y`), not the ankle as it was (up on the toes: it stood 12-22 cm over a log). Planted feet over 3 cm off the surface now at most 5-9 cm, rarely (all three lanes). `tryStepUp` takes whichever collider axis points up (firewood lies on its side: you were bulldozing a half log 2.5 m down the course instead of walking onto it).
 - Holding a ladder (`ladder.c`): from the side (HOLD_OUT 0.3 out, HOLD_BESIDE 0.48 aside, `hold_side`: the side they came from), both hands on that rail (one higher), the near foot on the end of the bottom rung; the climber gets on and off in front. `ai_help.c` ai_holdLadder: the last 0.7 m straight to the spot, there within 0.1 m, walks back once 0.2 m off (`hold_there`).
@@ -299,130 +1119,9 @@ Round 2.24:
 Round 2.25:
 - Saved up a ladder (`save.c` `ladder` line: the ladder, how far up): you come back on it as high (`Ladder_mountAt`: hands and feet straight onto the rungs, no easing); the others at its foot (their climb is AI work and starts fresh: not dropped from up there). Checked: save, load, same spot, climbing on.
 
-Unfinished building (Shell_build, at SHELL_AT in the frame's frame): brick shell 6.4 x 4.7, walls 2.9, open front (2 m) to the frame (now only the front half: pillars at z -13.8 / -9.2), window holes, bare floor, tiled roof with slabs. Barn: brick courses on BUILDING_BRICK walls (`addBrickCourses`: mortar a shade lighter, so the ink doesn't trace it), ivy (`Shapes_ivy`, OBJ_STRUCTUREs) on both long sides; the woodpile (OBJ_WOODPILE "Woodpile", WOODPILE_A/B) left of the toilet, everybody's woodpile from the start (`scene.c` Scene_finish). Fireplace tripod: wooden poles, feet TRIPOD_OUT 0.9 m outside the stones, TRIPOD_PAST 0.4 m past the top, a lashing; each pole an OBJ_WALL along it ("Tripod pole"). Gates (FURN_GATE, green boards): in your garages' doorways (GATES: hinge, end), `gate_open` / `gate_t`, `hinge`, `gate_shut` / `gate_out`; Object_swingGate (1.2 s), driven by showProps; a click within 1.2 m opens / shuts both leaves.
-
-Props that show (1.89, `world.c` showProps every frame): the tin's mesh is built again when its butts change (`Shapes_ashtray`: up to 12 show, the ash rises, a heap from 14; `shown` = what's built).
-
-The ramp (`scene.c` addRamp via Scene_finish, after the terrain): a static plank 1.2 x 0.15 x 3.2 m, 20 degrees up, its foot on the ground, its top on a block (the loose tilted test box hung in the air at one end: loose things never turn in the physics). Tilted things in the physics (1.89): `tryStepUp` takes the surface just ahead of you (STEP_PROBE 0.3 m, rayDownInto), not the highest corner; the footprints (middleOver, clutterQuery) use the whole box's outline seen from above (a tilted plank's thickness had counted as narrow).
-
-Tiredness (`object.c` Object_tiredness: sleepiness from 0.25 up x (1 - 0.35 energy) x (1.2 - 0.4 fitness) + 0.4 drunk): the stamina ceiling TIRED_CAP 0.55 lower, effort TIRED_EFFORT 0.6 harder, rest (awake) TIRED_REST 0.5 slower (`condition.c`), Object_vigor 0.25 lower (speed, jumps, work).
-
-Balancing (`world.c` -> `body.balance_goal` from `Physics_footing`: 1 at a top 0.3 m wide or less, 0 from 0.75 m; `body.c` updateBalance): `teeter` is a sprung wobble (3.2 rad/s, damping 0.35) kicked at random (TEETER_KICK 40 x (0.25 + 0.6 clumsy + 1.6 drunk + 0.35 speed + 0.4 nerves) x (1.25 - 0.75 fitness)); past 1: Body_stagger sideways (`stepped_off` -> "Whoa - you lose your balance and step off"). Pose: arms out to the sides (the one on the tipping side lower), the hips with the wobble, the upper body against it; walking BALANCE_SLOW 0.55 slower.
-
-Chainsaw: collider and pivot fit the mesh (the motor's underside on the ground), the bar lower on the motor (it floated).
-
-Ladders and things in the way (`ladder.c`): aiming with the view also tries 0.05 / 0.1 rad above and below (thin beams); hitting a beam from below takes the side towards you. Falling over (`fallOver`, now with the world: `Ladder_update(world, l, dt)`) it stops against anything solid it goes into (`caught`: leaning there, CAUGHT_STEADY 0.45, `lean_top` if its top is over the thing; `just_caught` -> the game says so). Carried held up (`world.c` dipLadder): running into something -> `dipped` (raise goal RAISE_DIP 0.12, nearly flat) if flat gets it out, else `steep`; down and clear, up again once it would stand up at 1.36 without going into anything.
-
-Climbing for anybody (`people/climb.c`, moved out of the game): `Climb_ledgeAhead`, `Climb_start` (says why not: hands, strength, drunk), `Climb_update` (the pull up, its feet and hands), `Climb_overLadderTop`; the move lives in the person (`climb_move`). Helpers (`ai_help.c` ai_followByLadder): the leader 1.2 m higher (standing, not climbing): a leaning ladder within 25 m from their level to the leader's (top within 1.3 m) - to its foot, up (`ai_climbing`: on a ladder or pulling over its top this runs first, whatever the mode), over the edge; none, and the leader within reach (CLIMB_REACH): walk at it and pull up where the edge ahead is at the leader's level ("Hup!"). The leader 1.2 m lower: to the top of a ladder from up there and down it; none: they just walk off (the landing does the rest). A ladder leading nowhere (no top to get off at): down again after 8 s. `Ai_useWorld` gives the AI the world for this.
-
-Walking styles (`Body.style[4]`, -1..1 per person, made from the quirks - no extra dice, so nothing else changes): feet apart x (1 + 0.15 style0), toes out + 0.04 rad x style1, the bob x (1 + 0.35 style2 + 0.25 lively), the hips swaying over the standing foot x (1 + 0.35 style3). (The audit swings both ways with it - it changes where everybody goes; overall the player's numbers are lower.)
-
-Ashtray (FURN_ASHTRAY, an old tin on the cool box by the fire - on the ground it was in everybody's way, `stored` = butts): a finished cigarette within 4 m of it goes in if it's yours or the smoker is tidy (likes trash over 0.2 or pride over 0.4, under 0.6 drunk). Emptying it (`ai_help.c` ai_tidyUp, ASHTRAY_FULL 12 butts): somebody tidy (likes trash 0.35+), idle or wandering, a hand free, not smoking, within 50 m walks over (gives up after 45 s: skipped a while); `ai.empty_tray` -> `world.c` emptyTray: the butts into a scrap of paper ("Butts in paper", OBJ_TRASH) in the hand, `stored` 0; then to the bin like other trash. Trash just out of reach is skipped instead of reached for again and again (Ida stood still for minutes). Standing to pee, one hand holds it (the Urinella to the body; the side by `quirk[1]`), the other stays at the belt (`body_pose.c`). The Urinella is drawn while it's used (skeleton `uri`, a funnel from the body to the spout; the stream starts at its end); standing with one, a skirt or dress is lifted higher in front. You take up again what you put down to pee (`ai.set_aside`, within 1.8 m). The others slip off wobbly ladders like you (`ai_climbing`: wobble, then the ladder falls sideways).
-
-Smoother: walking up to something (`goTo`) slows down as they get there (no full speed then stop, then on again); on a chat break they stay "close" until 1.6 x the chatting distance (was: one frame walking, one standing, after somebody walking slowly - the whole body shook). Arms: when the elbow's pole lies nearly along the arm (a hand going up past the shoulder) the bend leans on "out to the side" or "down and back", blended (`twoBone`, arms only), and an elbow moves at most 5.5 m/s (`JOINT_TOP_ELBOW`): no elbow flipping over (worst arm jump in the audit 58 -> 40 cm).
-
-Night clothes (`world.c` dressForNight): `chill` 0..1 grows 1/60 s at night (21:00-7:00) away from a burning fire (drunk: slower), falls by a fire (1/60 s) or in the day (2/60 s); over 0.6 the jacket (`look.top` TOP_JACKET, colour per person: `Figure_wardrobe`) goes on, under 0.15 off. Drawn a bit bulkier, long sleeves, a zip and a darker collar. The sun logic only takes off / puts on the shirt, never the jacket. You too (`game.c` sunShirt: working = a stroke in the last 3 s).
-
-Urinella, trying: a woman who never had one (`urinella_tried` 0), bladder 0.35-0.65, chance 0.1 + 0.2 energy per think: fetches some from the box (30 m). The first one used decides: like = 0.6 - 0.3 shyness - 0.2 (pride over 0.5) + 0.2 energy; not liked: back to squatting ("not for me"). Craving: dying for a smoke (0.8-1) adds up to 0.5 x smoker to the nerves shown. A wobble rocks the ladder (`shake`, 1.2 s). A heavy piece to drag and nobody to call: the player is asked ("grab it with F").
-
-Shirt off (`ai_work.c` ai_sunShirt): `sun_heat` grows 11:00-17:30 while felling or making firewood (or helping with a tool), faster when tired; at 90 s the shirt comes off (`look.top`: TOP_BARE men, TOP_CROP women; not the shy, pride under -0.3), under 40 it goes back on (cools fast after 17:30). Policy "no shirt no problem" for now; maybe "no shirt no service" later.
-
-Getting about: straight at it, round things in the way (local look-ahead); leads into a corner: a way round from the walking map (`src/world/nav.c`, 0.4 m grid of fixed things, A*). When fixed things change (cheap signature over all of them) only the cells round what moved, turned, came or went are done again (a table of each fixed thing as last built, by pointer; more than 32 changes at once: the whole map): a felled tree 0.3 ms instead of 10 ms, the same cells as a whole rebuild. They remember 4 things they couldn't get at.
-Watchdog (every behaviour except waiting ones: idle, help, follow, drink, breaks, talking, sitting): nothing happening for 25 s (150 s while working on something): let go of the target and look again; again: give the job up ("I'm stuck here").
-
-Jobs with tools: fell, take branches off, cut a log, split, chop out a stump (axe, chainsaw, shears, hands).
-Talk topics: offer, ask, suggest, where (new woodpile spot), ask for a hand, ask for the tool. Shout menu: everybody, by name, the dog.
-
-## Body
-
-- **Poses**: up, falling, lying down to sleep, down, getting up; sitting on a seat or cross-legged on the ground. Lying down (or falling) before ever having faced anywhere (asleep or passed out right where they stood): back, as usual (it collapsed into a heap "sitting over the floor")
-- **Fidgets** (standing about): shake a leg, rock on the toes, stretch, roll shoulders, stretch the neck, fold arms, tap a foot; two-handed: rubbing the hands (nervous), hands behind the head (at ease, proud, lively), both hands on the hips (proud)
-- **Gestures** (one hand, idle; `body.c` picks, `body_pose.c` gesturePalm): hip, scratching the head, chin, pocket, rubbing the neck, rubbing the nose, earlobe, back through the hair, thumb in the belt, hand on the chest, shading the eyes. Weighted by mood: proud (hip, hair, thumb), shy (pocket, neck, ear, chest), nervous (head, chin, nose, ear), tired (neck), lively (hair, shading). Everyone has two habits of their own (`habit`, x3 and x2)
-- **Clothes** (`FigureLook.garment`, drawn in `figure.frag`): trousers, shorts (bare shins), a skirt (pants colour) or a dress (shirt colour): a cone from the waist to just below the knees, wider as the knees part; under it bare legs. Squatting to pee (`Skeleton.undress`, from the pee and the crouch): trousers down to the knees (hips and thighs bare, the trousers bunched round the shins), a skirt or dress gathered up to the hips. Cast: You and Ben trousers, Jonas shorts, Ida a skirt, Mila a dress Under a skirt or dress the thighs are cloth too (a leg pressing out shows as cloth, not leg through it), the cone 0.165 m round at the top.
-- **Urinella** (`world.c` usedUrinella, when she's done): a pack of 3 (`urinellas`; none left: she squats). Mishap now and then (4 % + 25 % drunk + 12 % clumsy: on the shoes, dirtier). Then tidy (into the bag: 75 % - 60 % drunk - 25 % clumsy + 10 % pride), else dropped at her feet or flung (more often the drunker) as trash ("Used Urinella")
-- **Face**: mouth, eyelids, brows, smile, gaze; drunk, tired, shy, proud show in it
-- **Falls**: straight over, knees first, twisting, diving forward; reeling back first; stumbles over the foot that caught
-- **Where a fall lands**: the way it was going if there's room, else turned aside or shorter (crumpling at the foot of a wall); lies across things up to 0.5 m high, never into or over higher ones; no part of the body goes into what it comes down on (lifted onto it, limbs refitted); sitting, the legs rest on what lies in front; the lift eases in and out (5 m/s), no jumps
-- **Pushing and pulling (F)**: look left / right past 12 deg and it turns that way about its middle (you and helpers walk round with it), as fast as strength against weight and size allow, never into walls or heavy things; Ctrl: free look, no turning
-- **Moving**: walk, jog, sprint (a wave up and down with each stride; everyone's own stride, longer and fewer or shorter and quicker), jumps off one foot, steps up and down, slopes, carrying, pushing, pulling, lifting together
-- **One end up**: a log (1.4 m and longer) too heavy for one person but not for half its weight: held within 0.8 m of an end, that end comes up to the hip (hands slide to it), the other drags on the ground and pivots there; you go at 75 %; a second person takes all of it (`hands.c`, endLift). Whoever can carry the whole weight lifts it all
-- **Arms out of things**: standing, an arm that would be in something solid (fixed or 40 kg and more; not ladders) moves back and out (eases at 2 m/s) and is fitted again; a hand holding an edge stays, the elbow swings back over the edge
-- **Speed limit**: no joint moves faster than it can (hands 14, feet 12, knees and elbows 9, trunk 5 m/s); bones keep their length; a limb folded right up (foot by the hip, cross-legged) keeps its bend instead of being fitted again (that flipped the knee); between folded and stretched (30-42 % of its reach) the two blend, so an arm folding up on an edge no longer jumps (elbows popped 31 cm); an elbow swung up over an edge stays solved that way
-- **Any frame rate**: springs are solved exactly per frame, people pushing each other ease apart gently, helpers stay put once there (or blocked close by): no flicker at low, high or uneven frame rates
-- **Approaching obstacles**: the sporty fit their steps to a good take-off spot; jogging or faster (2.9 m/s+, some energy, not very drunk) low things (15 cm up to about knee high, up to 0.7 m deep) are jumped on their own (`physics.c` hurdle / jumpOver): no slowing down before them (the run-up counts), off when the top of the jump comes over its middle, as high as it takes to clear it by 14 cm (feet tucked 18 cm) and long enough to land 25 cm past it, at most a full jump (else stepped over, slower); course test (jog / sprint): legs in obstacles about a third of before, joint jumps -30 %; running into something: trip or headlong over it if low, stagger back or fall to the side if high (speed, fitness, energy, clumsiness)
-- **Walking over knee-high things** (20 cm up to about the knee, walking, the landing free): a set move instead of the feet on their own (`physics.c` startStepOver / stepOverMove, `world.c` overFeet): 0.9 s + 1.6 s per m of height (less sporty: slower); the foot further back goes first (up, over, down 16 cm past it), the hips go to between the feet, then the other foot (swung out for higher things, the body up on the toes), then the body on past it. Always finishes. Course (walk): legs in obstacles from 60/15/1 frames (thigh/shin/foot, worst 25 cm) to 8/16/1 (10 cm), joint jumps 27 -> 16
-- **Stepping up** (the player, walking): a block above knee high up to 0.75 m (scaled) with 45 cm of room on top (fixed or 40 kg+, not furniture, bins or supplies): the same set move up onto it, the first foot 20 cm in from its edge, the body rising onto it from 30 to 78 % of the move. Course (walk, the static lane): legs in obstacles from 55/47 frames (thigh/shin) to 19/13, joint jumps 63 -> 37. Set moves, jumps and step-ups only for things standing on the ground in front of you (one up on something else: no)
-- **Up onto things at a run** (jogging or faster): a block up to 0.95 m high with 40 cm of room on top (fixed, or 40 kg and more) is jumped onto, timed to come down on it; higher (up to 2.05 m, sober, some energy) running into it you catch it (no bouncing off) and the climb starts
-- **Over obstacles**: lean into it, the leg swings out a little and back in; lift the foot first, then over; the body waits for the back leg; knee turns out, or the foot comes up; sprinting, leaps; careless people just step on small things; trips and scrapes by speed, height, condition
-- **Bushes**: trying to get over one ends in it, twigs snap
-- **Half way over something**: from when a foot is well into a step over something (lifted 12 cm+, 15 % into the step) until the body is over there (6 cm behind where that foot came down, at most 20 cm past it), you're crossing (`body.c` crossOver): stopping (or slower than 0.3 m/s) the body carries on over it at 0.6 m/s (`physics.c` carryOver); the foot over there stays down, the other comes after. Walking back takes you back; the body 0.75 m or more back from it (walked off the other way) ends it too - that was missing: a person could walk on with one foot stepping again and again and the other left planted behind (NPC audit: foot slides 3414 -> 346). Standing still half over costs energy (2.5 %/s, a leg held up 6 %/s; less sporty, more); worn out, held longer than 1-6 s (fitness, energy) or legs over 0.95 m apart: you're made to go over; still stuck 1.5 s later: you fall (`world.c` halfOver)
-- **Sure-footedness**: one factor (`world.c`, unsure: ~0.2 sporty and careful .. ~1 average .. ~2.7 clumsy and unfit) scales every trip, slip, scrape and run-into, and how bad it gets; clumsy and unfit, you also stumble over your own feet jogging or running
-- **Climbing**: hand on it (up to 1.35 m), hang and pull up (higher, both hands free), jump for the edge; ladder up and down, over the edge at the top. Walking up to something 0.7–2 m high, the hands go onto its edge first; pulling up, the feet push against the face below the edge, then the right knee and foot come over onto it, then the left (scripted in `game_actions.c`, climbFeet); knees bend up. A foot below the edge goes back until its (forward bent) knee is 8 cm clear of the face (`game_actions.c`, kneeClear); onto something low (under 1 m) the body rises quickly first, so the knee comes up above the edge. Walking up to anything higher than 0.5 m, the feet stay 0.35 m back from it (room for the knee; `body.c`, footSpot). Climb test: 0.8-1.5 m, walking or jumping, legs at most 5 cm into it (was 19 cm at 0.8 m). High pull-ups: pulled up till the arms press down (hips near the edge), then the knee comes up and you rise; the hands go on ahead onto the top and stay there, the back bends over the edge as far as it takes to keep them on it (body_pose.c, reach_bend). Jumping: holding Space (or W) grabs an edge the hands reach (about 2.4 m); up to 0.35 m higher, the fingertips touch it ("Just out of reach"); hands go up wide, then onto the edge. Smooth pull-ups (audit walk: joint jumps 161 -> 58, the worst 22 -> 10 cm): the climb ends at the highest point under the body's footprint (where the physics stands you: no hop), each foot lands on what's under it, no replanting at the end (the feet are there already; body velocity zeroed: no stride ahead); feet over the edge over longer windows (lead 0.56-0.86, trail 0.74-1.0 of a high climb); kneeClear eases the foot back in 1 cm steps and lets go gradually as the knee comes over the top; the knee pole for pulling up eases in and out (`pull_knees`); an elbow swinging up over an edge blends between the two solves (no flip at half way); a hand taking hold eases out of the arm's "move out" (`arm_hold`). Every climb starts from where the feet are (`noteFeet`, eased in over the first 15 %); each foot's height on top is taken under where it ends up (clamped to 0.3 under / 0.15 over the top: roofs slope); below the edge the knee room (kneeClear) blends out as the foot gets over the face or above the top. Ladder: getting on, the body eases over onto it (`ladder_shift`, 1.6 m/s) and hands and feet go onto the rungs from where they are; over the edge at the top is a pull-up (1.6 s, `climb_face` where the top rests; the body ends at its stand height on the roof, `standHeight`); stepping off at the bottom is a 0.6 s step back, one foot down after the other, the hands let go half way (`ladder_off`); taking a leaning ladder down, the hand reaches for its rail at chest height (not its middle up the wall) and it stays held as steep as it leaned. Audit ladder: joint jumps 163 -> 45; climb test 458 -> 180 (the easy 1 m climb no longer drops you off again)
-- **Drink and the rest**: sips, burps, sways, veers, sick, passes out, sleeps it off; pees (stream lands on the real ground, soaks in or puddles)
-- **Throwing**: underhand lob, overhand when wound up long enough
-- **Carrying one-handed**: hangs at the side by its top (a bag by its neck), wide things with the arm a little out; only long things (ladder, logs, axe) stop you at walls, bags and bottles squeeze by
-
-## Things
-
-Ladder steadiness (`ladder.c`): set when it's leaned (`stability`): 1 - 0.7 x (degrees off 75: flatter / 15, steeper / 9), x (1 - 0.6 mud at the foot), x (1 - 0.6 x feet off level / 12 cm), a bush x 0.2, something loose and light x weight / 60 kg, only against a face x 0.85; step ladder 1. `Ladder_steadiness`: 1 while somebody holds it (`held_by`, standing within 0.5 m of the hold spot 0.6 m out from the foot), else `stability`. Climbing (`game_actions.c` ladderSlips): risk a second while moving 0.9 x (1 - steady)^1.5 x (0.3 + height / 3 m) x (1 + drunk); first a wobble (remembered 30 s), then `Ladder_topple`: sideways, or back off the wall when steeper than 80 deg; you come off (a fall above 0.6 m; the landing does the rest). Placed: under 0.5 "very wobbly", under 0.85 "a bit wobbly".
-
-Sporty is quicker: pull-ups x 1 / (0.6 + 0.9 fitness) (hard ones; easy ones the square root of that), the climb over the top of a ladder too, up and down a ladder x (0.7 + 0.6 fitness) (hands and feet to the rungs as quick). Stepping over stays as it was (quicker made the legs jumpy in the audit).
-
-Toppling (`ladder.c` fallOver): about its foot like a rod (theta'' = 1.5 g / length x sin theta), then it lies flat, loose. Stood up with nothing to lean on (`standFree`, a held-up ladder clicked at nothing): 0.6 m in front, tilted a little away, falls over once it's up. Carried slid out: nearly upright (1.36 rad, 1.15-1.52 with the view).
-
-Holding (`ai_help.c` ai_holdLadder): helpers (G) hold the ladder their leader climbs; idle / wandering people with willing over 0.6 come within 12 m when somebody is on a ladder under 0.85 steady. They put things down, stand 0.6 m out from the foot facing it, both hands on the rails at 1.15 m along, the right foot on the bottom rung (`Ladder_poseHands` / `Ladder_poseFeet`), and let go 3 s after nobody is on it ("There you go.").
-
-The work place (`ai_work.c` prepareSpot, before splitting or cutting a piece, once per piece, last 4 remembered): loose things up to 25 kg (not wood, tools, the woodpile) within 0.9 m of where they'd stand = messy; something fixed or 60 kg+ (not wood, trees) within 0.35 m of it = cramped. Tidy (likes trash over 0.5, or stacking care 0.65+) and only messy: they clear it ("Let me clear this away first"): each thing carried 2.2 m to the side. Cramped (or messy and not tidy) and an open spot 2.5-4.9 m away (fixed things 1.3 m off, loose 0.9 m): the piece goes there - carried (the carried piece doesn't go to the pile meanwhile), else grabbed and dragged; over 30 kg somebody idle and willing within 20 m is called ("X, give me a hand moving this?", they help like a G helper). Gives up after 45 s.
-
-Ladder kicks (`physics.c` push / noteBump): a lying ladder is stepped over (only a leaning one is never), walked into it moves 0.15 of what a loose thing would, at most 0.25 m/s; walking into it counts as a bump: "Ow..." / "Ouch! My toe!" (drunk: a stagger).
-
-One-handed ladder (`game_actions.c` oneHandSlip): climbing with something up to 5 kg in the other hand. Slip risk a second while moving: 0.16 x (1.3 - fitness) x (0.6 + clumsy) x (1 + 3 drunk) x (1.5 - energy) x (1 - 0.9 practice); `ladder_skill` grows 0.01 a second of it. First slip a wobble (3 s), the next one a fall (on the bottom rung: you just slip off).
-
-Landing from high up (`world.c` landFromHigh, `body.c` Body_land): the fastest fall speed in the air (`air_fall`) at touchdown. In the air, falling over 2 m/s with the ground 0.5 m+ below: feet pulled up (knees to the belly), 0.12-0.28 s before touchdown the legs reach down. Landing: under 5 m/s nothing extra; 5-7 m/s into the knees (`land_squat`); 7-9.5 a roll (chance: sure = fitness, energy, sober, sure-footed) or a crash (Body_fall, -0.25 energy, dirt); over 9.5 always a crash ("my ankle"). The player now spawns 1 m up (was 4: that would be a crash).
-
-Ladder: one click at a wall slides it out to fit (top on the edge, 0.9 m over it; up to its 6 m) and leans it; slid out by hand, it keeps that length. Putting it up is a 1.1 s animation (`ladder.c`, putUp): stood upright, slid out, tipped onto the wall; you stand still with both hands on it (`game.c`, puttingUp); it can only be climbed or taken once it leans.
-
-Drink on the fire (`camp.c` Camp_pourOnFire, C right at a burning fire with a bottle): 0.1 l a sip left goes on as water (beer, water); enough for the fire (Camp_waterNeeded: 0.2 l + 0.25 l per kg) puts it out, else it hisses; vodka flares (the water on it is gone). Hint shows when you stand there with a drink.
-
-Hose and fire (`hose.c`): each node of the rope has melt (0..1), heat and taped. Near a burning fireplace (within its flames: (0.25 diameter + 0.1) x flame size + 0.15 m, below about 1 m over it) it heats up and melts (15 s right in the flames to burn through); melted past 0.35 it leaks (12 % + more the worse it is; up to 90 % lost; it squirts onto the ground there); at 1 it's burned through: the rope comes apart there (no constraint, not drawn), nothing comes out at the nozzle, the water runs out at the break, and the end you hold is loose (no reach limit). Drawn darker the more melted, glowing while hot. Duct tape (OBJ_TAPE, on the workbench) clicked at a melted bit tapes it (grey band; no leak); burned through it won't hold. Shears clicked there cut out the run of melted bits and join the ends: the rope is laid out again along what's left (`length` shorter, at least 3 m). Too hot: "pull it out of the fire first". `world.c` water: flow scales the water and the arc.
-
-Folding ladder (`variant` LADDER_FOLDING, 9.8 kg so it carries one-handed): two 2.5 m sections on a hinge (`shapes_props.c`, Shapes_foldLadder: the upper section swings round the hinge by `extend`). It is either folded (2.5 m) or open (5 m, 18 rungs); leaning at a wall it always opens fully, the putUp animation swings the upper half up. `ladder.c` lengthFor / rung / rungCount pick per type.
-
-Step ladder (LADDER_STEP, 7 kg): a 1.95 m front leg with 5 treads plus a platform, the back leg hinged at the top (`Shapes_stepLadder`, `extend` = how far open, 30 degrees between the legs, each 15 off upright, so the treads are set level). Two colliders, one per leg (`ladder.c` fitColliders). standStep: stood up 0.45 m in front of you; a wall within 0.6 m past its back feet: back to the wall, 8 cm off; `lean_top` = its length when the wall top is between 0.6 under and 0.9 over its top, so the usual "over the edge" works. Feet only on the treads (top tread 1.39 m along), hands on the platform. Taking it folds it up again. NOTE: `mat4_rotate_x(a)` turns +Y towards -Z.
-
-Raised ladder: slid out (extend goal > 0.5) and in hand, it's held 0.45 m up from its foot, the hand in front, the other hand higher up the rail, tipped up 60 deg in front (43-83 deg with the view pitch, eased 1.6 rad/s; `ladder.c` Ladder_placeHeld). A click leans it where you look (view ray, ladder length + 1.5 m; else a ray along the ladder, length + 0.8 m; a top face: the side towards you under that edge). Aimed within 0.45 m of the top it rests on the edge; lower, against the face at that height, flatter (no flatter than 55 deg: "aim at least X m up"); its foot at most 1.8 m from you. Looking down (view y < -0.6) a click slides it together; nothing aimed at: says so.
-
-Carrying long things (ladder, logs: 0.62 m and longer): they stop at people and the dog like at walls (unless you carry it together), push them out of the way (up to 25 cm a frame), knock light loose things aside; NPCs treat a long thing someone carries as in the way and walk round it (`world.c` pushOffCarried, `ai.c` ai_blockedBy).
-
-Clicking with a tool in hand: if there's something it could work on within its reach + 0.6 m and not behind you, the click is for the tool (or "Step up to it"), never a pick-up into the free hand (Tools_jobNearby).
-
-Felling: a started notch is hit again by anyone whose axe reaches its height; a stroke elsewhere starts a new notch from zero (the tree is never felled at a spot hit only once, so the stump is as high as the notch you saw).
-
-Work shows: axe strokes throw wood chips (they lie 7-10 s), the chainsaw sprays sawdust (gone in about a second), a pale band of cut wood grows round the bark where a tree, log or stump is being cut (`src/world/chips.c`, Object_markCut).
-
-Piling styles: how neatly someone stacks (`ai_stackCare`: firewood skill and liking, clumsiness, tempo, drink, nerves, pride, energy) sets how far each piece lands off its place (pushed in, to the side, askew). Below 0.55 care a pile 3+ layers high may come down as it grows (more often the looser and higher): the top pieces slide off and are loose again ("Oops..."); they get restacked. Care 0.7 and up (`object.c` Object_stackFirewood): sorted by length - pieces 4 cm and more under 0.6 m take the last free place of the lowest layer with room, the others the first - and pushed in so every front end lines up (+Z side of the pile). Care 0.6 and up (`ai_work.c` tidyBranches, after the firewood is stacked): branches and twigs up to 3 kg lying about the work area go onto a heap 0.8 m off the end of the woodpile, two at a time (`stored` = on the heap). Chips are left: they're gone in 10 s anyway.
-
-Woodpile: firewood is stacked into the lowest free place (gaps left by pieces taken off are filled first); it counts what really lies on it; a piece that fell off is loose again (gets restacked).
-
-Bottles (beer, vodka, water), apples, bread, sausages (grill: done, dark, burnt), crates and boxes, logs, branches, firewood, stumps, woodpiles, fireplace, trash and garbage bags, the waste container, tables and garage furniture, stones, garden hose (a rope: falls, lies, drapes round things), watering can, duct tape, telescopic, folding and step ladder, axe, shears, chainsaw, trees (fruit trees too), bushes, cars, buildings.
-
-## World
-
-The site (farm, courtyard, garages, orchard, houses, pond, field, forest), day and night, fire light.
-Tiled roofs have an underside under the eaves and under the overhang past the gables (seen from below it is closed).
-Ground: meadow wears into paths; tar, concrete, gravel and tracks are part of the ground; water soaks in by soil, runs downhill, puddles, mud.
-
-## Testing switches
-
-- Backspace: call off showing someone how / where (they say "never mind" and go back to what they did)
-- Esc: menu (the game waits): Resume, Keys (show / hide), Quit; mouse or Up / Down + Enter
-- Dev menu (F1), second line: teleport you to the parkour (Right) or the yard (Left). Then pick anyone (Left / Right on the first line) and change: female, Urinella, sporty, drunk, energy, bladder, hunger, thirst, sleepy, strength, annoyed, pride, lively, nerves, clumsy, willing, likes and skill for each job (Up / Down: line, the list scrolls; Left / Right: value)
-- `START_AT_COURSE` in `src/game/game.c`: start at the obstacle course (1) or in the courtyard (0, default); the course is there either way
-- `ARRIVE_BY_CAR` in `src/game/game.c`: 1 (default) the start in the car; 0: standing in the yard, the car on the road with everything in it
-
-## Speed
-
-A cell grid of the site (2 m cells, `src/world/grid.c`, built once a frame) answers "what's near here" for the ground, legs, arms, physics and steering. World update per frame (no drawing): 5 people 0.5 ms, 150 people 3.2 ms, 300 people 7.8 ms (was 3.4 / 108 / ~215 ms). For the festival (750 people, -O2, crowded round the yard): 22.3 -> 14.2 ms - a per-frame index of the people, fireplaces and stink (`object.c` Object_indexKinds / Object_kind: valid for that objects array and count, else everything is looked at) for the scans everybody does (fire near, stink, sleepers, who's watching, scorching, grilling), who's around for the mood from the cell grid (`Condition_useGrid`), and people more than 30 m from the player (25 m to come back) don't keep their feet and hands out of things (`far_off`: no clutter / push-out questions, which were a third of the update). Memory: 383 MB with 5 people, 408 MB with 750. Drawing (software GL here, so only relative): 5 people 216 ms, 300 people 867 ms a frame - each figure is a card whose fragment shader draws the body, so it costs by how much of the screen they cover.
+Round 2.26 (cleanup):
+- README cut down to a short overview (120 lines, was 800); the detailed description of everything moved here ("Playing it"). The round notes moved into this section (they were in the middle of "Behaviours"). RULES: details go into STATE.md.
+- Dead code out: `Wetness_soil`, `Wetness_water`, `Site_court`, `Shapes_wallColor` (never called).
 
 ## Open tasks
 
@@ -458,4 +1157,4 @@ Most important first.
 - Drawing many figures on a real graphics card: not measured (software GL: 300 people cost 3x the rest of the scene)
 
 ---
-State of `entropie 2.25.0 (build 681ea05)`
+State of `entropie 2.26.0 (build 183cb96)`
diff --git a/entropie/commit_message.txt b/entropie/commit_message.txt
index f50def6..a49827c 100644
--- a/entropie/commit_message.txt
+++ b/entropie/commit_message.txt
@@ -1,4 +1,6 @@
-entropie 2.25.0: saved up a ladder
+entropie 2.26.0: cleanup
 
-- Saving while up a ladder: you load back on it, as high; the others come
-  back at its foot
+- README cut down to a short overview; the full description of the game
+  moved to STATE.md ("Playing it")
+- STATE.md: the notes per version in their own section
+- Removed four functions nothing used
diff --git a/entropie/src/render/shapes.c b/entropie/src/render/shapes.c
index 744d04e..17bea06 100644
--- a/entropie/src/render/shapes.c
+++ b/entropie/src/render/shapes.c
@@ -567,7 +567,6 @@ Mesh Shapes_building(BuildingSize size, bool with_details) {
     return Mesh_fromBuilder(&b);
 }
 
-Vec3 Shapes_wallColor(BuildingLook look) { return wallColor(look); }
 
 Vec3 Shapes_roofColor(BuildingLook look) {
     return look == BUILDING_BRICK ? COLOR_ROOF : look == BUILDING_PLASTER ? COLOR_LIGHT_ROOF
diff --git a/entropie/src/render/shapes.h b/entropie/src/render/shapes.h
index 0e6b33a..e5c1e47 100644
--- a/entropie/src/render/shapes.h
+++ b/entropie/src/render/shapes.h
@@ -292,7 +292,6 @@ typedef struct {
 } ShapeRoof;
 Mesh  Shapes_structure(const ShapeSlab *slabs, int n_slabs, const ShapeOpening *openings, int n_openings,
                        const ShapeRoof *roofs, int n_roofs);
-Vec3  Shapes_wallColor(BuildingLook look);
 Vec3  Shapes_roofColor(BuildingLook look);
 
 #endif /* RENDER_SHAPES_H */
diff --git a/entropie/src/world/site.c b/entropie/src/world/site.c
index bf94d54..5ffc5ac 100644
--- a/entropie/src/world/site.c
+++ b/entropie/src/world/site.c
@@ -527,7 +527,6 @@ Vec3 Site_groundColor(float x, float z, Vec3 meadow) {
 
 /* ---------- Building it ---------- */
 
-Vec3 Site_court(float a, float b) { return court(a, b); }
 
 /* ---------- Higher ground ----------
  * Behind your garages the ground is 1.5 m higher: a steep bank right behind
diff --git a/entropie/src/world/site.h b/entropie/src/world/site.h
index 31d4c9a..0dab2af 100644
--- a/entropie/src/world/site.h
+++ b/entropie/src/world/site.h
@@ -22,8 +22,6 @@
 
 #define SITE_SCALE 0.426f  /* meters per pixel of the traced map */
 
-/* A point of the courtyard: a along the garages' long side, b across (towards the gravel road). */
-Vec3  Site_court(float a, float b);
 /* Where the crates of drinks go (the kitchen in your garages), and where the tents go (the
    meadow behind your garages): k 0 yours, 1 Volkram and Jana's, 2 Toni's;
    along: the way things are laid out side by side there; door: the way the
diff --git a/entropie/src/world/wetness.c b/entropie/src/world/wetness.c
index 60f68ff..cbc4a65 100644
--- a/entropie/src/world/wetness.c
+++ b/entropie/src/world/wetness.c
@@ -395,18 +395,6 @@ void Wetness_sync(Wetness *w) {
 
 /* ---------- Queries ---------- */
 
-float Wetness_soil(const Wetness *w, float x, float z) {
-    int i;
-    const WetChunk *c = cellAtConst(w, x, z, &i);
-    return c ? saturation(c, i) : 0.0f;
-}
-
-float Wetness_water(const Wetness *w, float x, float z) {
-    int i;
-    const WetChunk *c = cellAtConst(w, x, z, &i);
-    return c ? c->water[i] : 0.0f;
-}
-
 float Wetness_mud(const Wetness *w, float x, float z) {
     int i;
     const WetChunk *c = cellAtConst(w, x, z, &i);
diff --git a/entropie/src/world/wetness.h b/entropie/src/world/wetness.h
index 42a0da5..4d6e073 100644
--- a/entropie/src/world/wetness.h
+++ b/entropie/src/world/wetness.h
@@ -61,10 +61,6 @@ void  Wetness_update(struct Terrain *t, float dt, float game_dt);
 /* Uploads what changed to the texture. */
 void  Wetness_sync(Wetness *w);
 
-/* How wet the soil is here (0 dry .. 1 soaked). */
-float Wetness_soil(const Wetness *w, float x, float z);
-/* Standing water here (mm). */
-float Wetness_water(const Wetness *w, float x, float z);
 /* How muddy (0..1). */
 float Wetness_mud(const Wetness *w, float x, float z);
 /* How soft and wet for trampling (0..1): wet soil that can turn to mud. */