Grab and throw in the park, toss empty guns, ink outlines, SDF heads, clean audio master
X+Y (Q+E) in the park grabs: in the air on a board it holds the deck; near someone it lifts them in front of you, unable to act, and letting go throws them. Held bodies are named by kind and pad so rollback snapshots stay plain data, and a holder who drops out releases what it held. A gun that runs dry leaves the hand a beat after its last round as a tumbling, arcing throw that stuns instead of wounds. Metal renders the world offscreen and draws one ink line wherever depth breaks (a second difference, so slopes stay clean): SDF figures, meshes, props and the skyline share a single outline. The loose cartoon's head is now a shaded SDF sphere with its drawn face and hairline on top. The park's supplies (karts, axes, chalk) draw with the world instead of from inside the HUD tray. Keycap verbs carry a shadow. Mac audio: sounds take an idle voice instead of queueing behind a 2.2 s pad (late hits), every buffer fades in and out over 5 ms, and a peak limiter sits after the mix (clipping) — the pops. A fighter stripped of every part no longer crashes its ragdoll's impulse. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>