# Verdant seed: continuous procedural tree growth

```powershell
node scripts/authoring/record-tree-skill.mjs --bins target/tree-growth-recording-binaries --character-cache target/structural-collapse-evidence/host/authoring/characters/meshy-hero --out target/new-tree-animation-run --seconds 120 --fps 8 --ffmpeg <ffmpeg.exe>
```

Requires client/server binaries with the procedural-tree adapter and growth
shader in this source snapshot, plus the setup in RECORDING_REHEARSAL.md. The client must be built with
`--features catalog-v2-process-e2e,retained-presentation-wire-v1`. Uses
cached character assets, fresh package source and normal publication; no paid
asset generation request or live LLM call occurs during replay.

A player casts through a normal game socket. The admitted skill creates one
persistent procedural oak with progress zero, then commits `tree_growth` through
ordinary typed `set_data_number` commands over 360 authoritative ticks. The
recoverable policy stores its anchor, stable tree ID and progress cursor. This
bounded rehearsal grows one tree per fresh skill instance.

Both clients draw the engine's procedural tree mesh. The vertex shader extends
height before gradually unfolding radial branches and canopy; it uses replicated
progress, not a client-owned growth timer. The same deformation is applied to
shadow vertices and previous-frame geometry for motion vectors. Growth also
invalidates cached shadows. At progress one, the deformation is exactly identity.

The required `pajama.procedural-tree` schema-1 component accepts oak, pine or birch
and progress 0..1. It compiles through the existing admitted prefab path and may
not combine with another shape, imported asset, body or durability adapter. This
first adapter is presentation-only: the persistent tree has no collision body,
and the demo does not establish growing collision or chopping. It is not a
botanical simulation. Existing scenery and mature trees are unchanged.

Green upward motes accompany the cast; there is no explosion, smoke or blast
impulse. Verification requires authoritative progress reaching one, at least ten
observed intermediate progress values, a stable tree identity, native presentation
receipts for both streams, monotonic visible progress and both clients presenting
the skill cues. The server must remain serving through the recording.

Narration: publish the seed skill; cast on open ground; a sprout rises, its trunk
lengthens, branches spread, and the canopy unfolds. Compare the synchronized
views. The aligned top/bottom excerpt runs at 1.25x without audio.

Earlier 30-block staged construction recordings are superseded and must not be
published as continuous growth animation.
