Its geometry hangs below the hinge pivot, so it sat low; lift it so the
handset is vertically centred in the tool carousel.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The phone and notebook render a bit smaller; the phone sits higher on screen;
in-game the handset opens automatically (session mode); and the tool view
gains an EXIT ✕ that closes the inventory straight back to the board.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The field notebook gets a handwriting input to add a custom note manually;
it posts to the same notebook store and can be torn to the board like a
captured one.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A dialogue line gains a "✎ Note this" capture that saves it to a
per-playthrough notebook (migration 035 + notebook endpoints). The inventory
notebook lists captured pages in a handwriting font (Google "Reenie Beanie")
and "✂ Tear to board" drops a page onto the current board as a note exhibit
(reusing addNote), then removes the page. Board notes render handwritten too.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The phone gains a session mode that reads the live directory (/phone) and
dials (/dial); the inventory threads it through. On a campaign level the
board shows an INVENTORY nav button that opens the tool rack, and connecting
a call hands back to the campaign via /?resume=1 (a fast-path that resumes
the current node instead of the splash). On Barricelli's note-board: open
inventory -> phone -> dial 5550100 -> Glitch Hunter.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A tool-driven inventory overlay — a three.js rack you cycle with ◀ ▶ and
open with USE. Registry-based (not tied to a level type) so new tools just
add a model + component. Reuses the phone's 3D model; notebook is a blocky
placeholder tool. Dev route /?inventory=1; drop <Inventory/> into the navbar
after the merges.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>