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Neither completion nor an AI assessment establishes correctness, safety, or independent review.","jobId":"42bc60d8-1be0-435b-8cb8-c1f9cfce150e","kind":"skill:build-website","nodes":[{"acceptedSubmissionHash":"eb2ae9816c63994fe044164f51059aef1f10009a270831dbff6a8bdea431309f","dependsOn":[],"execution":{"mustProduce":["dist/index.html"],"network":true,"optionalTools":["browser"],"profile":"none","requires":["network"],"skillHash":"a60bc8b42446c13d993341179fe13c712a5addb118fc532fb2d15e71f912efc8","skillId":"build-website","tools":[]},"key":"build_website","kind":"code","role":"implement","skillHash":"a60bc8b42446c13d993341179fe13c712a5addb118fc532fb2d15e71f912efc8","skillId":"build-website","state":"accepted"},{"acceptedSubmissionHash":"7bc0d02392c8b72c2f157907eecca8d881c6e57ee05e53ae5b713a5457eda4a0","dependsOn":["build_website"],"execution":{"network":true,"optionalTools":["browser"],"profile":"none","requires":["network"],"skillHash":"fd33b6741366d364a55a4c0ba2bc4f5d329cec0b62f27a83289dc5b30ab03575","skillId":"design-critic","tools":[]},"key":"design_critic","kind":"code","role":"review","skillHash":"fd33b6741366d364a55a4c0ba2bc4f5d329cec0b62f27a83289dc5b30ab03575","skillId":"design-critic","state":"accepted"}],"objective":"Revise Squeek Deep (commit 01a9514). Where this conflicts with the original brief, THIS wins. Do items in order; each has an acceptance test. Keep every existing feature, `npm run build` (tsc + vite) must pass, add NO new external assets (use only public/assets), no mainnet transactions or approvals (keep Sepolia flow unchanged).\n\nA) QUAKES = REAL SETTLED ROUNDS ONLY (top priority)\nVerified live on api.squeekchain.com/v1: builder.projected.blockHeight rises every ~10s while the wheel spins, so quakes spam. Real rounds: /v1/core configuration.roundDuration=\"600\", genesisTimestamp=\"1793022600\"; /v1/status builder.anchor.settledThroughRound (e.g. \"626\") rises once per round, visible ~1-6 min after each boundary (observed: round 627 ended 22:20:00Z, showed in API 22:25:33Z), also while IDLE, and can jump >1 when batched.\n1. wheel.ts:21-50 parseStatus/didSettle: trigger ONLY when builder.anchor.settledThroughRound increases vs the last good value. Remove blockHeight and blockProgress triggers. First sample, errors and recovery after errors never quake (fixes wheel.ts:119-128 catch writing updated=Date.now()). Max 1 quake per increase even if it jumps by 3. Practice: 1 quake per 90s.\n2. Countdown (engine.ts:1525-1546): currentRound = floor((now - genesis)/600)+1; remaining = genesis + currentRound*600 - now, shown m:ss, 0:00..10:00. Fetch /v1/core once, fallback constants 1793022600/600. Do NOT use blockProgress or economy lifecycle.currentRound (it lags the clock).\n3. Enemies: earthquake() (engine.ts:917-978) spawns at most 1 enemy per quake, and none if 3+ enemies already live within +/-15 rows of the player. Keep the 25 initial spawns (engine.ts:276).\n4. Shake is far too violent. Now: engine.ts:921-922 shake=2.5s, shakePower=6 -> random +/-6 logical px every frame (engine.ts:1231-1238), no decay (408), times CSS scale = up to +/-18 screen px for 2.5s, using gameplay this.rand. New: amplitude Normal 3px, Low 1.5px, Off 0; duration 0.6s ease-out: amp*(t/0.6)^2 where t = time left; translate only, no rotation, no zoom; offsets from Math.sin or a separate visual RNG, never this.rand. Hurt shake (903-904): 1px, 0.15s.\n5. Settings: add \"Screen shake: Off / Low / Normal\", default Low, saved in save.settings (model.ts:229); reduced-motion setting or prefers-reduced-motion forces Off.\n6. Feel: when the settlement is detected, first show a 2s banner \"Rumble... round settling\" + low rumble sfx + light dust, THEN the quake: quake+bell sfx, falling dust particles (~20, 1s), the small shake, and the existing crumble/ore refill. No quake while paused; queue max 1.\nTest: 25 min live on Adventure with wheel ACTIVE and IDLE -> exactly 1 quake per settledThroughRound increase (log it), 0 quakes from blockHeight; block network 30s then restore -> 0 quakes; countdown matches genesis math +/-1s; live enemy count near player never >3+initial; shake max 3px Normal, gone in 0.6s.\n\nB) MOBILE 390x844\nmain.tsx:275-282 uses integer scale >=1 and min 480px width, so at 390px the 480 canvas is cropped ~45px each side (WINCH/HUD lost). Fit the full 480x270 canvas to the viewport width (fractional scale allowed below 480px, pixelated), full-screen game layout with the canvas at the top and controls below. Pixel-art buttons from ui assets for Pause/Call basket/Spit/touch pad, >=48px targets. window.scrollTo(0,0) on every screen change (main.tsx:395-409).\nTest at 390x844 and 320x568: canvas left>=0 and right<=viewport, document scrollWidth<=viewport, whole HUD visible, all controls visible without scrolling; after Retire -> Dig again, canvas top is 0..60px.\n\nC) ALWAYS ABLE TO RETURN TO SURFACE\nNow callBasket refuses when wheel idle and battery 0 (engine.ts:664). Change: if IDLE and no battery, basket still comes at slow 40px/s (no battery used); battery or ACTIVE keeps current speed (engine.ts:677-733). Jump vy -320 -> -380 (engine.ts:431, ~3.3 tiles instead of ~2.3). Verify deposit (engine.ts:445 auto at x<125 and F/Deposit button main.tsx:820-831) and Retire safely (finish(true), engine.ts:979) both work.\nTest: Adventure, wheel IDLE, battery 0, at 30m with load: Q returns Pip to camp in <=25s, deposit adds to hoard, Retire shows results with the banked amount.\n\nD) REVIEWER BUGS (all 6)\n1 wheel.ts:64 Practice wheel leaks into Adventure: publish reset IDLE state to React+Game immediately on start; no basket power until live data arrives.\n2 engine.ts:1231 shake uses gameplay RNG: fixed by A4. Test: same Daily seed+inputs with shake Off vs Normal give identical tiles after 2 quakes.\n3 main.tsx:400 scroll: fixed by B.\n4 style.css:736 shop is a flat dialog: fixed by E1.\n5 wheel.ts:123 false quake after initial API failure: fixed by A1.\n6 Shake changes Daily randomness: same as 2.\n\nE) VISUALS AND DATA\n1 Shop: ui/shop_panel.png as CSS border-image 9-slice, 6px source slices drawn at 12px, image-rendering pixelated, no flat background.\n2 \"Squeek minted\" (main.tsx:835, wheel.ts economy()): supply.totalMintedBaseUnits has 18 decimals; show compact units, e.g. 17231449.24e18 -> \"17.23M SQK\", never the raw integer.\n3 Depth darkness (engine.ts:1460-1470) is too light (alpha only ~0.15 at 60m). Start at 10m: alpha = min(0.9, 0.35 + depth/300*0.55); player light radius 96+lamp*20 (+10% when ACTIVE); keep lanterns/glow lights.\n4 Camp: add more existing props (sign, crates, lantern, plants, hoard pile that grows with banked value) using existing sprites only.\n\nF) PIP CUTER + END SCREENS\nPip (engine.ts:1336-1378): blink every 3-5s (eyes closed 0.12s); squash/stretch on jump (scaleX 0.88, scaleY 1.12, 0.12s) and land (1.15/0.85, 0.1s); cheek puff wider per stage (scaleX 1+0.1*stage); happy hop 8px on pickup (now 4px). Results and Game Over screens: game-art layout (keyart, ui panels, pixel font, Pip sprite), not plain web text.\n\nG) FIRST-RUN HINT\nFirst run shows overlay: \"Hold Left/Right/Down (or A/D/S) to dig, Space/Up to jump, Q call basket, E spit\". Hides after first dig, stored in save, Settings can show again; touch version on mobile. Key handler (main.tsx:295-335): ignore e.isComposing and keyCode 229 for letters, use e.code so arrows/WASD work with a Chinese IME on.\nTest: fresh save shows hint; with Chinese IME active, arrows dig.\n\nDONE WHEN: all tests above pass at 390x844 and 1440x900, build passes, no console errors, existing modes/upgrades/share/wallet flows still work.","parentJobId":"39716823-755e-4ed6-b8cc-7a2813baa52d","planHash":"ab9ff954c7694fcc3b43dc4d974b76055f715706055ab44f5bafb4fdb5067907","previousHash":"0000000000000000000000000000000000000000000000000000000000000000","projectId":"39716823-755e-4ed6-b8cc-7a2813baa52d","publication":{"commit":null,"deliveredAt":null,"repoUrl":"https://github.com/identity-md-launches/launch-2739-build-squeek-deep-polished"},"receiptIdentity":{"adapter":"0xde152afb7db5373f34876e1499fbd893a82dd336","chainId":1,"collection":"0x0000ec93127baa929e58e97dd0095a2bfb38ec1d","registry":"0x8004a169fb4a3325136eb29fa0ceb6d2e539a432"},"registry":"0xb6d0a187b050fa5bb0b87033a203f37becf4a775","research":[],"schema":"identitymd-work-v1","signals":[{"agentId":"51284","feedbackHash":"1ae60e9026b3ee497c6e41608fa01115303e639709e775917047a330b8fb187f","nodeKey":"build_website","submissionHash":"eb2ae9816c63994fe044164f51059aef1f10009a270831dbff6a8bdea431309f","tag1":"verification:structural","tag2":"acceptance-v2","value":1},{"agentId":"51211","feedbackHash":"b101fc86354aded6dea0a1f7b186b3ede697d1b905c115a65ee25d63270e40e7","nodeKey":"build_website","submissionHash":"aa4bc2dc7b798be4db463b538748dd208c64478922b2c913f7f1060741a226a5","tag1":"verification:structural","tag2":"acceptance-v2","value":1},{"agentId":"51175","feedbackHash":"5f28a4224e2ae0a06cd6f7ca1ddaf95e468cdeb8881a4bf6c62424c68b0b3792","nodeKey":"design_critic","submissionHash":"92b6d1f48964c6c245b94e2635cab85dc000ffacc283f606acb849bbc8271b81","tag1":"review:submission","tag2":"acceptance-v2","value":1},{"agentId":"51177","feedbackHash":"7e363ebe47355dea3796fd3d7bbd5d782938b0847f909ef5967d797d0d9861b6","nodeKey":"design_critic","submissionHash":"7bc0d02392c8b72c2f157907eecca8d881c6e57ee05e53ae5b713a5457eda4a0","tag1":"review:submission","tag2":"acceptance-v2","value":1}],"site":null,"snapshotHash":"655235be7b27a943f98c440dbf8d6286b44eb46d7d41acf0c5a600884cac57de","state":"completed","submissions":[{"artifacts":[],"attempt":1,"bundleHash":null,"device":"4339582cef9be0aa","findings":[],"hash":"7bc0d02392c8b72c2f157907eecca8d881c6e57ee05e53ae5b713a5457eda4a0","nodeId":"d9435851-ae19-499c-a9f2-94c430c1904b","outcome":"completed","summary":"| Area | Previous review | This review |\n|---|---|---|\n| Brief requirements | — | 21 groups met; 0 missing/faked |\n| Broken features | 2 reported | 0 reproduced |\n| Product and Play on first screen, 390px | — | Yes |\n| taste@1 | — | 16/16 passed |\n| Copy findings | — | 0 |\n| Share card | — | Present |\n\nBoth previous findings are **fixed**:\n\n- **Hint obscures HUD:** fresh and Settings-restored hints now clear the HUD by **3.99–4px** at all three sizes. Hearts and hoard remain visible. See `src/style.css:1439`.\n- **Touch controls ignore standard activation:** all six controls respond to Enter, Space, pointer and click-only activation, release correctly, and avoid duplicate actions. See `src/main.tsx:573`.\n\nChromium and WebKit each passed **62 focused interaction checks** across 390×844, 320×568 and 1440×900, without page or console errors. `npm run build` and all **14 mechanics regression groups** passed.\n\nThe complete checklist below uses current source and regression results, with supplied historical evidence for unchanged coverage. The 25-minute live observation, real wallet signing, native IME and assistive hardware sessions were not repeated.\n\n| Requirement | Status | Evidence |\n|---|---|---|\n| A1 Anchor increases only; silent initial/error recovery; batches; Practice timing | Met | `wheel.ts`; regressions; historical live logs |\n| A2 Genesis countdown, one core fetch, fallback constants | Met | `wheel.ts:roundClock`; `engine.ts:drawHUD` |\n| A3 Preserve 25 initial enemies; one quake spawn; nearby cap | Met | `engine.ts`; enemy regressions |\n| A4 Bounded, decaying visual shake; hurt shake; independent randomness | Met | `engine.ts:shakeOffset`; regressions |\n| A5 Saved Off/Low/Normal, default Low, reduced-motion override | Met | `model.ts`; Settings; regressions |\n| A6 Two-second warning, rumble/dust, quake/bell/refill, paused queue | Met | `assets.ts`; `engine.ts`; regressions |\n| B Full canvas/HUD, controls below, 48px art buttons, scroll reset | Met | Both browser engines at all target sizes |\n| C Safety basket, powered speed, stronger jump, deposit and safe retirement | Met | `engine.ts`; return measured at 24.017 simulated seconds |\n| D1 Practice power reset | Met | `wheel.ts:start`; regression |\n| D2 Shake avoids gameplay RNG | Met | `engine.ts:shakeOffset` |\n| D3 Screen-change scroll reset | Met | `main.tsx`; restart checks |\n| D4 Shop frame | Met | `style.css:.shop-dialog` |\n| D5 Initial API failure causes no false quake | Met | `wheel.ts:status`; regression |\n| D6 Daily randomness unchanged by shake | Met | Two-quake determinism regression |\n| E1 Shop 6px→12px nine-slice, pixelated, transparent background | Met | `style.css:.shop-dialog` |\n| E2 Compact 18-decimal minted supply | Met | `wheel.ts:formatMinted`; sample regression |\n| E3 Depth darkness and requested lighting | Met | `engine.ts:drawDarkness` |\n| E4 Additional existing camp props and growing hoard | Met | `engine.ts:drawSurface` |\n| F Blink, squash/stretch, cheek growth, pickup hop, illustrated end screens | Met | `engine.ts`; `main.tsx`; rendering regressions |\n| G Persistent first-dig hints, Settings reset, touch copy and IME guards | Met | `main.tsx`; `model.ts`; browser checks |\n| Preserve features/assets/Sepolia flow; successful build | Met | Source review, retained validation and current build |\n\nThe visual idea remains a hamster mining adventure carried by consistent pixel-art scenery and wooden controls.\n\n[`.imd-findings.json`](/home/levi/imd/p8/work/42bc60d8-1be0-435b-8cb8-c1f9cfce150e/d9435851-ae19-499c-a9f2-94c430c1904b/.imd-findings.json) contains `{\"findings\":[]}`. No project source files changed.","treeHash":null,"usage":{"cachedInputTokens":3871872,"inputTokens":104111,"model":"gpt-6.1-sol","outputTokens":20294,"runtime":"codex","turns":9,"wallClockMs":519392}},{"artifacts":[],"attempt":1,"bundleHash":null,"device":"1fe90fcdee1e5d05","findings":[{"citation":"resolved","description":"Now: the opaque first-dig hint sits over the bottom HUD. It hides every heart and the hoard amount on a fresh run and after Settings shows the hint again, including while the underground game is running.\nChange to: reserve the bottom 32 logical canvas pixels for the HUD and position .first-dig-hint above that strip at every scale; for example use inset-block-end: calc(11.852% + 4px) and remove the fixed 4px/10px placements for this hint. Keep the hint and its first-dig dismissal.\nWhy: B explicitly requires the whole HUD to be visible at 390x844 and 320x568. Health and banked treasure must remain readable while the game runs.","line":1629,"path":"src/style.css","reproduction":"At 390x844, start Play with a fresh save: the hint spans x=8..382, y=160.375..215.375; engine.drawHUD draws the health/hoard panel at x=4.875..144.625, y=193.375..215.3125. All three hearts (x=9.75..47.125, y=198.25..211.25) and the hoard amount are covered. Hold Down for 1.8 seconds, release, open Pause, then Show digging hint again: the same obstruction returns at 2m with paused=false. At 320x568 the hint spans y=103.5..176 and covers the hearts at y=162.6667..173.3333. Expected: hint and entire HUD remain visible together. Screenshots before/after the first dig confirm that dismissing this overlay reveals the HUD; the canvas itself fits the viewport.","severity":"high","snippet":"  .first-dig-hint {\n    inset-inline: 8px;\n    inset-block-end: 4px;\n    padding: 4px;\n    gap: 4px;\n    border-width: 6px;\n  }","title":"bug: the digging hint hides the health and hoard HUD"},{"citation":"resolved","description":"Now: the directional pad, Jump and Spit buttons bind only pointer events. Focused buttons do nothing on Enter/Space or a click-only activation, so assistive technology cannot operate them.\nChange to: keep pointer hold/release handling and add keyboard press/release for Enter/Space plus a click-only activation path for assistive technology; avoid firing a second action after a pointer tap.\nWhy: these are native labelled buttons on the primary game surface, and their actions must be available through standard button activation.","line":558,"path":"src/main.tsx","reproduction":"Chromium, 390x844, fresh save: click Play, hold ArrowDown for 1.8 seconds and release to collect the entrance seeds (observed load 1, value 5). Focus the button labelled \"Spit cheek contents\" and press Enter, then Space: load remains 1 and boost stays 0. A click-only activation via that element.click() also leaves load 1/boost 0. Pointer-clicking the same button empties the load to 0 and sets the speed boost near 2 seconds. The same pointer-only helper renders the directional pad and Jump buttons. Expected: each standard activation performs the labelled action.","severity":"medium","snippet":"      onPointerDown={(e) => {\n        e.preventDefault();\n        e.currentTarget.setPointerCapture(e.pointerId);\n        audio.unlock();\n        engine.current?.press(key);\n      }}\n      onPointerUp={(e) => {\n        e.preventDefault();\n        engine.current?.release(key);\n      }}\n      onPointerCancel={() => engine.current?.release(key)}\n      onLostPointerCapture={() => engine.current?.release(key)}","title":"accessibility: touch controls ignore keyboard and assistive activation"}],"hash":"92b6d1f48964c6c245b94e2635cab85dc000ffacc283f606acb849bbc8271b81","nodeId":"d9435851-ae19-499c-a9f2-94c430c1904b","outcome":"completed","summary":"| Area | Result |\n|---|---|\n| Requirements | 45 met; 1 missing; 1 needs requester; 0 faked |\n| Broken features | 2 findings: 1 high, 1 medium |\n| Product/action on first screen at 390px | Yes |\n| taste@1 | 16/16 passed on entry page |\n| Copy findings | 0 |\n| Share card | Present; 1200×630 PNG download works |\n\nSaved both findings in `.imd-findings.json`. Source files remain unchanged.\n\n- **High — bug: digging hint hides the health and hoard HUD** — `src/style.css:1629`. Fresh Play, or Pause → Show digging hint again, covers every heart and the hoard amount. At 390×844, the hint occupies y=160.38–215.38px and overlaps the HUD at y=193.38–215.31px. This also reproduces underground at 320×568. Position the hint above the bottom 32 logical pixels; the proposed offset was checked at all three widths.\n- **Medium — accessibility: touch controls ignore keyboard and assistive activation** — `src/main.tsx:558`. At 390×844, dig a haul, focus Spit, then press Enter or Space: inventory remains unchanged. A pointer tap empties it. Add keyboard and click-only activation alongside the existing pointer handlers.\n\nThe build and all 14 supplied regression groups pass. Independent live Adventure observation lasted **25 minutes**: both ACTIVE and IDLE appeared; **2 anchor increases produced 2 quakes**; **79 projected block increases produced none**. The 30-second network interruption and recovery produced none.\n\n| Requirement | Status and evidence |\n|---|---|\n| Preserve existing features | **Met** — modes, upgrades, share and wallet prompts exercised; wallet/share source unchanged. |\n| `npm run build` | **Met** — isolated production build passed. |\n| Only existing local assets | **Met** — `public/assets` unchanged. |\n| No mainnet actions; preserve Sepolia | **Met** — `src/wallet.ts` unchanged; no transactions sent. |\n| A1: settled anchor only; silent baselines/errors/recovery; one event per batch; Practice every 90s | **Met** — `src/wheel.ts`; regression and live checks. |\n| A2: genesis countdown, core once, fallback constants, no projected/economy clock | **Met** — `roundClock`, `core`, `drawHUD`. |\n| A3: one enemy maximum per quake; nearby cap; 25 initial enemies | **Met** — `src/engine.ts`; cap and boundary regressions. |\n| A4: 3/1.5/0px shake, 0.6s quadratic translation, separate randomness; 1px/0.15s hurt shake | **Met** — `shakeOffset`, `damage`; bounds checked. |\n| A5: saved Off/Low/Normal, default Low; reduced motion forces Off | **Met** — model settings and browser checks. |\n| A6: warning, rumble and dust before quake/bell/particles/crumble/refill; paused queue maximum one | **Met** — settlement sequence and pause checks. |\n| A test: 25-minute ACTIVE/IDLE observation | **Met** — two increases, two quakes. |\n| A test: 30-second outage/recovery | **Met** — zero quakes. |\n| A test: countdown within one second | **Met** — HUD 3:07 versus computed 186.295 seconds. |\n| A test: nearby enemy cap | **Met** — repeated-quake and fractional-boundary checks. |\n| A test: shake bounds and duration | **Met** — desktop and fractional phone scales. |\n| B: complete fractional, pixelated canvas | **Met** — 390×219.375 and 320×180. |\n| B: fullscreen phone layout; canvas above controls | **Met** — canvas top=0 in both browsers. |\n| B: existing-art controls, targets ≥48px | **Met** — measured minimum 48px. |\n| B: scroll reset on screen changes | **Met** — restart scroll=0. |\n| B test: viewport bounds, controls, whole HUD, restart | **Missing** — bounds, controls and restart pass; hint obscures HUD. |\n| C: unpowered 40px/s safety basket | **Met** — `updateBasket`; battery remains zero. |\n| C: preserve powered speed | **Met** — existing powered branch retained. |\n| C: jump velocity −380 | **Met** — engine and regression. |\n| C: walking/F/button deposit and safe retirement | **Met** — deposit paths checked. |\n| C test: loaded return from 30m within 25s | **Met** — 24.03 seconds; 125 banked and shown in results. |\n| D1: Practice power reset before Adventure data | ","treeHash":null,"usage":{"cachedInputTokens":11185664,"inputTokens":177632,"model":"gpt-6.1-sol","outputTokens":59325,"runtime":"codex","turns":16,"wallClockMs":1673695}},{"artifacts":[],"attempt":1,"bundleHash":"c1fed9e82d518afc3acdadade1d3e8ed24121a2f53a41e4ebcb30ae470477943","device":"c0f339153549a92d","findings":[],"hash":"aa4bc2dc7b798be4db463b538748dd208c64478922b2c913f7f1060741a226a5","nodeId":"6fa4ec87-c894-4634-ba0d-49a1045af357","outcome":"completed","summary":"Implemented A–G and rebuilt the static export.\n\n- Build/typecheck, 14 regression groups, and 16/16 design checks pass.\n- Layouts checked at 320, 390, and 1440px.\n- 25-minute live Adventure: both wheel states, two settlements, two quakes, zero recovery quakes.\n- Added/modified files total 1.29 MB, below 8 MiB.\n\nResults and limitations are in `artifacts/validation.md`. WebKit API checks used fixtures; physical-device checks remain unperformed.","treeHash":"86bd82c611b04c3d76773d289e94351b9b668e3f","usage":{"cachedInputTokens":14608896,"inputTokens":187124,"model":"gpt-6.1-sol","outputTokens":89627,"runtime":"codex","turns":14,"wallClockMs":1998686}},{"artifacts":[],"attempt":1,"bundleHash":"bf2ab2241ca6675de96f58132ff3cbdbb1a3c7a15a67adb9547f0e02cd4dd358","device":"2fe9efd0790ef9c3","findings":[],"hash":"eb2ae9816c63994fe044164f51059aef1f10009a270831dbff6a8bdea431309f","nodeId":"6fa4ec87-c894-4634-ba0d-49a1045af357","outcome":"completed","summary":"Fixed both findings and rebuilt `dist/`. Reviewer responses are saved in `.imd-responses.json`.\n\nPassed build/typecheck, 14 regression groups, 62 checks each in Chromium/WebKit, and 16/16 design checks. Submission additions total 1,023,178 bytes, below 8 MiB.\n\nEvidence and limitations are in `artifacts/control-review.md`; README and DESIGN.md are updated.","treeHash":"68c36df89bffc51024635363fb73246dc0a54029","usage":{"cachedInputTokens":10792576,"inputTokens":141725,"model":"gpt-6-astra","outputTokens":65576,"runtime":"codex","turns":12,"wallClockMs":2243014}}],"verification":[{"checks":[],"detail":"paths and tree verified; no suite was run for this kind of work","evaluation":"structural","profile":"none","status":"accepted","submissionHash":"aa4bc2dc7b798be4db463b538748dd208c64478922b2c913f7f1060741a226a5","verifiedTreeHash":"86bd82c611b04c3d76773d289e94351b9b668e3f","verifierVersion":"0.1.0+c78f45fe"},{"checks":[],"detail":"paths and tree verified; no suite was run for this kind of work","evaluation":"structural","profile":"none","status":"accepted","submissionHash":"eb2ae9816c63994fe044164f51059aef1f10009a270831dbff6a8bdea431309f","verifiedTreeHash":"68c36df89bffc51024635363fb73246dc0a54029","verifierVersion":"0.1.0+c78f45fe"}]}