Close windows that only look into places nobody can stand

Dara's rule: a hole no player could see or shoot through is not a hole in
the tactical model. Sunset's Mid building showed it. Both long walls carry a
measured window from about 6 to 7.6 m, the building's inside is not painted
floor, and a cone from the shack roof beside it went in one window, across
the empty interior and out of the other.

A window is a gap of at most 3 m between two bands of one wall piece. Where
a piece runs along unplayable space, its windows are filled. A see-over, a
passage under a wall, a taller gap (sky under a far beam), a window with
floor on both sides, a gap that holds the eye of someone standing on a
surface touching the wall, and every reviewed opening all stay as they were.
Breeze Mid's slanted-roof hole stays open: from the 11.8 m perch a ray
through it reaches a standing eye on a crate across Mid.

The archive's reviewed sightline suite passes on the sealed models, and a
review of the 61 largest cone changes across both sides of all 13 maps
found every other loss went through a building, a grate or a slot.

Sealing made one more wall block an agent's eye, which exposed a nudge bug:
an agent inside a wall cut into pieces stepped across the nearest edge, a
seam with the next piece, and gave up, hiding its cone. It now leaves onto
open floor.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
fb04fc6adaDara Adedeji committed on 10/2/2026, 6:52:48 PMparent8c8e648
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