Commit fa11d9

2026-09-20 16:48:00 Anonymous: Record owner decision to replace Q with horizontal right-mouse camera rotation
hold the flood/brief.md ..
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Closed as implementation gaps, not design changes: the Dock Mouth window (painted R-3 label, lit indicator with its state word, repeated knock, recordable) and the collar back-feed trace described in [Station Room And Module Inventory](/Hold%20The%20Flood/Station%20Room%20And%20Module%20Inventory) were missing from the build, and the context prompt is now drawn at the physical object as [What the Astronaut Sees and Controls](/Hold%20The%20Flood/Player%20Information%20And%20Options) already proposes. Team convention, not an owner decision: a human-made label, lit indicator or named sound on a fixture is recorded as a *sign*, separate from the alien inscriptions, and joins no language comparison.
- **Second review, same day (owner decisions):** the view turns a quarter turn per press of Q (Shift+Q turns it back), keeping E for interaction and F for talk/signal after the owner found E on rotation confusing, and the wall nearest the camera drops to a kerb so the turned view is not blocked; fixture names show only within a few metres of the astronaut, while painted marks stay visible; a threshold with no neighbour in the current arrangement is a sealed, braced bulkhead, labelled unbound when near; the text-scale range widens to 0.8–2.0 and the overall scale never drops below 0.8, because the owner's Game view renders at 4K into a small pane. Closed as implementation gaps: unbound thresholds were open gaps the astronaut could fall through, and the floor light spill under the window, an implementer's stopgap, was removed.
+ **Second review, same day (owner decisions):** the view turns a quarter turn per press of Q (Shift+Q turns it back; this camera binding is superseded by the 20 September decision below), keeping E for interaction and F for talk/signal after the owner found E on rotation confusing, and the wall nearest the camera drops to a kerb so the turned view is not blocked; fixture names show only within a few metres of the astronaut, while painted marks stay visible; a threshold with no neighbour in the current arrangement is a sealed, braced bulkhead, labelled unbound when near; the text-scale range widens to 0.8–2.0 and the overall scale never drops below 0.8, because the owner's Game view renders at 4K into a small pane. Closed as implementation gaps: unbound thresholds were open gaps the astronaut could fall through, and the floor light spill under the window, an implementer's stopgap, was removed.
**Third review, same day (owner decisions):** no text is drawn in the room except the one prompt at the fixture the astronaut is locked on, which carries the fixture's name and either its action or its state; alien inscriptions and crew paint are painted into the world on their plaques, and state words and sound subtitles live in the HUD box. A finished mechanism keeps a state word ("gantry hatch dropped; service run sealed"), so a completed seal is never silent on revisit, and the lock prefers a fixture with something to say over a bare pillar. Closed as implementation gaps: a module door the room does not map was an open gap (the Stair Vestibule's north side); the ward behind the Dock Mouth window is now built and lit behind real glass, as The Game describes it. The art pass (textured modules and props from the same CC0 kit) followed as its own step.
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**Tenth review, 2026-09-19 (owner decision):** reading the rooms as built, the owner saw "a pattern of interactable that seem pointless" (why photograph the ward window, why care about the fault lamp, why work the bridge rack) and asked for the logic. The logic was the old opening's chain (power leak, isolation bridge, the ship then finds the ward behind the window, the rescue), of which the game had built the set-ups and none of the pay-offs; the window photograph had no use even on this wiki. Classified as a design mistake with an implementation mistake on top. The owner's ruling: "it seems like the best solution is for me to design each room manually", "let's start with an empty station and add the rooms as I design them", "I will write them here. you will transfer them both to code and the wiki." The rooms now live on [Rooms](/Hold%20The%20Flood/Rooms) as the owner's cards. The game's station was emptied the same day to a bare dock; the old rooms remain in the project only as the fixture the tests use to prove the building blocks (jobs, crowds, locks, the rescue, the journal). A save made for the old rooms is set aside under a dated name and a new game starts. With one layout, dying no longer moves the station. The two spare tanks in ship storage were removed with the rescue they were for.
+ ## 20 September 2026 — mouse camera rotation
+
+ **Owner request:** "ok, next change I want: I am tired of using Q to change camera angle. can we change to to free camera rotation with the mouse while the right mouse button is pressed or something? no tilting, no dragging, just rotating"
+
+ **Decision as built:** hold the right mouse button and move sideways for continuous rotation around the astronaut. This replaces Q and Shift+Q; there is no tilt or pan. The fixed camera tilt, distance, size and following behavior stay in place. E remains use and F remains talk. Walls facing the camera lower at any angle, including two near walls when necessary, without removing their solid barriers. [What the Astronaut Sees and Controls](/Hold%20The%20Flood/Player%20Information%20And%20Options) records the controls and the implementer's sensitivity and pointer-handling defaults. The owner has not selected those defaults separately.
+
## Leading story draft — explicitly open to change
The owner is leaning toward this variation of the hospital direction:
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