Ports the ROUTING PORTION of the reference's RiverCarvePass (RouteToOcean, the
routed/lake-ender sort, SmoothCourse). NOT CarveRiver (bed stamp) and NOT
AddSteppedWater (water bodies) — those are later tasks.
RED LINE: no height mutated, no water filled, nothing carved. Asserted per seed
by an FNV digest of both height fields before/after routing.
- RiverRouting: deterministic LOWGROUND Dijkstra, uphill penalised so a route may
cross the basin rim, empty-list-on-no-path. Effective == declared constants
(verified: private const, no ConfigManager key, no [Export] in the reference).
- The sort is the REFERENCE's — Kind = basinHasLake ? lake-ender : routed. The
task's stated "a path exists -> routed" cannot discriminate: on an 8-connected
grid a path to the ocean always exists, confirmed empirically (43/43 probes
reached). The ocean route is probed for every giant anyway, so the missing
affordability threshold is reported as a number rather than guessed.
- RegionLabeling.SignificantWaterMask: interim substitute for v2's missing
water-bodies table — 8-connected classify-water components >= 20,000 px.
- RiverCandidates: the candidate enumeration extracted out of RiverPromotionTool
so routing ranks the identical set the count gate was judged on. Behaviour
neutral — rivers/02b's twelve plates are byte-identical across the extraction.
- DrainageRenderer.RoutedMix: three classes, with each routed river's added
lowland reach and the rim it crossed drawn distinctly from its natural stem.
Taste gate: no count, no K, no style, no default set.
A re-selection over rivers/02's candidates, not a new analysis: DrainageAnalysis is
reused untouched and the 8-seed distribution sweep is not re-run.
- RiverPromotionTool: ISLA_PROMOTE_MODE=composition builds both compositions at one
fixed total — PURE (top N by drainage, terminus irrelevant) and QUOTA (the K largest
sea-reaching forced in + the N-K largest endorheic). Deterministic; shortfall is
handled and flagged rather than back-filled. BindCourses now takes an explicit
candidate set, because a forced sea river can sit far below rank N (measured: #29).
- DrainageRenderer.RiverComposition: the composition plate, at ONE ABSOLUTE
width->drainage constant (1/180 px per sqrt(drainage px)) shared across both plates
and all seeds — per-plate normalisation cannot answer "is this river thin?" — plus
per-river drainage/rank labels with collision-avoided placement.
- ToolingPaths.BatchRoot: additive overload for a lettered sub-task, so 02b writes to
02b_composition instead of claiming task 03's number.
Taste gate: no N, no K, no default set anywhere. Nothing carved, no routing, and
Giant.ProvisionalRoute is still never drawn.
The bare TerrainGenConfig defaults did NOT reproduce the terrain the developer
locked, so "run the default generator" was not "the terrain in the gallery" —
the single most expensive fact in the codebase, and the reason a fresh chat
would spend an afternoon chasing differences that were CONFIGURATION, not
regression. This is the deliberate task that ends that, before any river work.
A1 — the defaults ARE the locked shape now. Five fields actually move:
SpeckRevert false->true, MinLandComponentFrac 3e-5->2.5e-7 (120x smaller; the
config default would have eaten real islands, not specks), SouthStretch 0->2,
FragmentAmp 0->0.5, Erosion false->true. Seven more were already correct via
SouthernStretch.Default* / CoastalFragment.Default* and are now pinned as
literals, because TerrainShapeV1 used to do that pinning and this default set
inherits the job. CoastShelf stays OFF — the locked shape has no shelf, and
evaluating it (D-041) is its own later task once water renders. Offshore stays
Off permanently (D-063): islands are organic-only, made by the stretch +
fragmentation and identified by the region layer, never placed.
A2 — the preserve mechanism. The curve knots are percentiles of the FAMILY-OFF
land distribution; flipping the defaults would have moved the pool, the knots,
and with them the render field of every batch including terrain-shape-v1
itself. So the pool is pinned family-off (TerrainGenConfig.WithFamilyOff /
CalibrationPool) rather than the knots being baked: calibration stays live, its
INPUT distribution is held still. The pin was a no-op by construction — it sets
the values the defaults carried the instant before the flip — and re-measuring
after confirms it: pool, all six knots, per-seed spread, shaped max,
monotonicity spikeMax and all seven band shares identical.
Applied wider than "in CalibrateCurve": OffshoreIslandsTool,
RegionLabelingTool and SouthernStretchTool generate their own family-off
field for the Phase-1 anchor, so the pool pin alone would NOT have covered
them and their a1 would have failed for a configuration reason. TerrainGenTool
too — it AUTHORED 02_pass1_port and must stay able to regenerate its own
anchor.
Recorded as a judged-and-parked property: knots measured family-off, applied
family-on. Deliberate, not an oversight. Same disposition as the mid-slope
feather.
A4 — no oracle may pass against a superseded baseline. Six anchors retired
(01/03/04/06/08/09) with their checks and ISLA_T0x_SOURCE defaults; three kept
(chat1/02_pass1_port as the family-off pass-1 guard, chat2/10 and chat2/11 as
the shape and erosion acceptance anchors). Two invariants were RE-POINTED
rather than lost — the southern stretch's north-lock and the coastal-fragment
interior-lock now compare against SAME-RUN fields, which is scale-free and
cannot be invalidated by a moved dump. The retired dumps are kept, not deleted,
and marked superseded in their INDEX.md.
A missing anchor is now LOUD. The old pattern skipped silently, so a moved
anchor did not make its oracle fail — it made it not RUN, and a batch with a
skipped check prints an all-PASS table that reads like a clean one. That is
the INVERSE of the hazard the re-baseline guards against, and the migration
below is exactly the event that would have triggered it, on nine anchors at
once. ShapingOracle.LoadAnchor now separates the two cases: absent -> throw;
present at another size -> loud INCONCLUSIVE, which is a fail, never a pass.
TerrainShapeV1 inverted from PRESET to GUARD and moved to its own file.
Apply() is gone — stamping the values on top of the defaults would MASK a
drift instead of catching it. Its constants are now the assertion target, and
Assert() refuses a run whose defaults have drifted off the locked shape.
B/C — batches are namespaced by chat: batches/<chat>/NN_slug/. Task numbers
restart at 00 per chat, so a flat root collided the moment a second chat
existed — four colliding prefixes across 25 batches, separable only by slug.
ToolingPaths.ChatSlug is REQUIRED (throws if unset) and defaults per tool to
its authoring chat, so re-running reproduces a batch in place while ISLA_CHAT
redirects — which is also what stops an acceptance run from overwriting the
very anchor it checks against. Writes go through BatchRoot; historical READS
compose against BatchesRoot and so carry the prefix in their own source string
("chat1/02_pass1_port"). The 25 existing batches were migrated moves-only.
ACCEPTANCE — 16 of 16 byte-identical, 0 failed. All 8 gallery seeds at 8192
from the bare defaults are byte-identical to chat2/10_frag4_seed_gallery
(= terrain-shape-v1, a59e52f); all 8 erosion fields byte-identical to
chat2/11_erosion (= ea291ea). Every gallery table row and every erosion
statistic reproduces its recorded value exactly. DrainageTool's a11 passes
bit-identical over 67,108,864 cells, and its analysis reproduces batch 12
exactly — so the whole chain rivers depends on (shape -> erosion -> drainage)
is unchanged. All 12 edited tools re-run clean; both new guards negative-tested.
The baseline moved in DEFAULTS, not in TERRAIN.
-> XX_Human/output/rivers/01_rebaseline_and_batch_namespace.report.md
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01WhkXBQh2tDmcWKpXYcj8vj
Core/Scripts/DrainageAnalysis.cs is the reference's DrainageAnalysis ported verbatim: the
Barnes priority-flood routing fill (8-connected, seeded from the four borders, index
tiebreak, pit fills ONE ULP above the parent so every filled cell keeps a strictly
descending path to its spill; the terrain heightmap itself is never written - the fill lives
in its own array), terminal-basin qualification (depth >= 2 m AND area >= 10,000 px; the rest
are pits filled through), D8 flow directions on the routing surface - FOR ANALYSIS ONLY, the
reverted-as-carving landmine stated in the file - Kahn accumulation, the memoised destination
walk crediting a terminal basin with TOTAL inflow, sea-reaching outlets ranked by drainage
area with the outlet separation, main stems by max accumulation, mountain exits from the
along-stem grade, lean tributaries, lean endorheic terminals, and the promoted giants
(provisional routes computed as the reference did, not drawn - routing is a later task).
WorldScale-denominated; Dir / Acc / Filled / FullFilled / BasinId / BasinInflow exposed so the
caller can prove the invariants.
"The sea" is the OCEAN body from the region layer: RegionLabeling.OceanMask - the 4-connected
water component touching the border, on the CLASSIFY field (the water-side complement of the
land contract). Enclosed lagoons, lake beds and island-fringe pockets are ordinary terrain to
the router.
DrainageTool (4 task-11 seeds at 8192, the eroded fields bit-identical to the 11 dumps)
renders the log-scaled accumulation map and the promoted-candidates overlay (trunks cyan,
endorheic giants orange, lean terminals red; nothing carved) and writes the accumulation
.f32. Oracle, all passing: render AND classify fields bit-identical before/after the analysis
(zero terrain cells written), no water added, full fill >= original everywhere with a
non-ascending path to the border from every cell, ocean mask all below sea and on the border,
dir/acc/candidates identical across two runs.
Endorheic basins are the expected first-class output: on every seed the top giants out-drain
the top trunks - the biggest drainages pool inland because erosion delivers the upland network
only and cannot cross the flats.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_013EY3ZTF6NwzF8ukBHQXSK7
Step 0: tag terrain-shape-v1 on a59e52f (the frag_4-locked, gallery-confirmed state).
Core/Scripts/HydraulicErosion.cs is the reference's pass ported verbatim - the four governors
(250,000 droplets, lifetime 384, carve cap 15 m, deposit cap 6 m) on one net-displacement
ledger read both ways and PROVEN on exit (the CARVE-CAP / DEPOSIT-CAP violations throw), the
sea clamp (spawn rejected below sea, death at sea, both brushes skip below-sea cells, the 0.5 m
margin floor on the erode brush), the cone-weighted normalized brush shared by erode and
deposit, the droplet physics (inertia 0.35, capacity 4, min slope 0.02, erode 0.12, deposit
0.15, evaporation 0.004, gravity 4, brush 2), PCG32 seeded at seed + 9271, the crater
exclusion whole. Engine-free; every metres<->raw conversion through WorldScale (no literal
251 - the same multiply/divide, so bit-identical arithmetic).
Tools/Scripts/ErosionPass.cs is the caller (pass 2b): render field only (copied if aliased to
classify), governors clamped as the reference ConfigManager clamped them, the crater exclusion
passed through INERT (no crater => radius 0 => weight 1 everywhere; the reference's
"core < carve factor" warning dormant), and the FLOOD GUARD - render water pixels counted
before and after, any change throws. TerrainGenConfig gains Erosion (default OFF, the anchor
rule) and the governors/physics/crater fields. Pass2Result.WithHeight hands back the eroded
render field. ShadeRenderer is a pure-hillshade plate (land only) because the palette relief's
0.30 hillshade hides half-metre drainage. ErosionTool carries TerrainShapeV1 (the locked shape's
values, pinned once) and the batch: 4 gallery seeds x off/on at 8192, grayscale + .f32 +
relief + shade per field, a mid-slope 1024-px crop off/on (relief and shade), the stats.
Faithful first, no tune: at 8192 the pass touches ~88 % of land cells at a mean 0.14 m, carve
15.00 / deposit 6.00 m at the caps, 0.5 m mean on the massif with 18 % of its cells moved more
than a metre. It reads as dissected summits with radial gully fans and carve/deposit bands
along the slope breaks, not dendritic networks: droplets die of lifetime (170k of 224k) before
they converge. A lifetime probe at 4096 (scratch) shows 1536 and 4096 identical - every
droplet is dead of evaporation by ~1,300 steps - so lifetime is not the lever; droplet count
is. The mid-slope green->yellow transition is not softened at the faithful tune.
Oracle, all passing on 4 seeds: erosion OFF bit-identical to terrain-shape-v1 (the task-10
gallery dumps, 67 M cells each); classify bit-identical off vs on and == the pass-1 field;
region labeling + island tag identical; flood guard (27.5 M water pixels unchanged, every
seed); caps proven; tag/coastline; classify == raw; centre is land; eroded field
bit-identical across two runs.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_013EY3ZTF6NwzF8ukBHQXSK7
Core/Scripts/RegionLabeling.cs is the shared-infra contract, built to the letter: it runs on
the CLASSIFY (raw) field; land is 8-connected, the deliberate complement of water's 4 (a
diagonal isthmus joins; the water either side stays separate); a component is a maximal
8-connected set of land cells; the MAINLAND is the component containing the map centre —
not merely the largest, which a later fragmentation step could flip — with a flagged
fallback to the largest if the centre were ever water (asserted, never needed: oracle m);
every other component is an island; per component id / sizeCells / centroid / hemisphere
(by centroid, one label per island) / isMainland. Ids come from a fixed scan order and are
proven stable across two generations (oracle o, 16.8M cells). It knows nothing about
offshore or stamped. Engine-free, in Core as C++-candidate math; the hemisphere convention
moved there with it, OffshoreAnalysis aliases it.
Tools/Scripts/RegionPass.cs is pass 1c: label, revert, relabel, tag. The island tag
(renamed IsIsland; IslandHemisphere from the component's centroid; Pass1Result.Regions
carries the whole table) is now a CONSEQUENCE of labeling — every non-mainland component.
That is the fix for the chat2/06 overlay, which tagged only what the offshore pass raised:
1063685222 has 11 natural islands including a 94,511-cell detached mass, 20260821 has 19,
all grey in 06's tags.png and all coloured now. The offshore pass itself is untouched; its
internal Tag stays for its own guards and is no longer exported.
The speck revert (TerrainGenConfig.SpeckRevert / MinLandComponentFrac) lowers every
non-mainland component below the threshold to the mean of its ring of adjacent sea cells,
held strictly below sea. Origin-blind: a natural nub goes the same way as an offshore dot
(6 natural components / 273 cells on the bare 1063685222 field at threshold_mid — reported
as a3r, informational). Lower-only and component-only are asserted cell by cell in the
pass and re-proven on the finished fields by oracle n (mainland bit-identical filter OFF
vs ON; every changed cell in a sub-threshold island, lowered below sea); the mainland is
never a candidate and its size is asserted unchanged across the revert. A reverted
offshore island leaves its submerged skirt as a shoal — not this component, by the rule.
Classify/render consistency is by construction (pass 1, curve identity at sea) and
asserted by oracle k. Deliberately OFF in the bare TerrainGenConfig for the reason the
shelf and islets are: the raw field has natural specks, so default-ON would move the
calibration pool and every regression dump; the batch turns it on.
Thresholds swept on 8 seeds at 4096 (1e-5 / 3e-5 / 1e-4 of the map = 168 / 503 / 1,678
cells): low removes 0–6 nubs per seed, mid (the config default, equal to the offshore
guard) 2–11, high 26–36 — most of the offshore islands, the "fewer, bigger" bookend. The
count/size table carries natural / pre / post counts per hemisphere, min/median/mean/max
and a log-spaced size histogram — the instrument for the southern-stretch step.
Oracle, all passing: a1, a3, a4 (8192, 67M cells) with labeling ON + revert OFF; a6 NEW —
labeling ON + revert OFF on the 06 preset bit-identical to the 06 batch's render field
(labeling is pure analysis); j0; m, n, o, i, j, k, l, b per field. Batch:
BatchRoot(7, "region_labeling") — exactly 4 plates (three thresholds on 1063685222,
threshold_mid on 20260821, the table's most-natural-islands seed), each with grayscale /
.f32 / relief / the labeled-regions overlay / the tag overlay, plus count_size_table.md/.csv.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_013EY3ZTF6NwzF8ukBHQXSK7
chat2/02 dissolved the terraces and lost two thirds of the mountain with them, then
concluded the loss was structural and needed a Phase-1 noise change. That conclusion
was wrong, and this commit is the refutation.
A monotone curve is a free reparametrization: it may be gentle in one place and steep
in another, and can lift bottom-heavy input into a substantial massif without ever
going flat. The area above a height is set by where the percentile->height mapping
crosses it, and that mapping is entirely ours to choose. The 02 sweep that "proved"
the loss structural varied climbFeather, which shapes the JOIN, not the mass
distribution — the wrong knob, and too strong a conclusion drawn from it.
Core/ClimbCalibration — the climb's control points are now MEASURED off the staircase
instead of invented from shape knobs. For p in {10,30,50,70,85,95} of above-ceiling
land, take that percentile's raw height and its staircase output height; PCHIP through
the pairs. That reproduces the staircase's elevation envelope, so the mountain mass
returns, while MinNormalizedSecant floors every grade so the flat bench and plateau
interiors become slope. The floor bites on exactly one segment — the plateau — which
is precisely where the staircase was flat.
ContinuousCurve.BuildCalibrated joins it to the same pinned lowland handover, the same
C1 join and the same per-seed spikeMax. The 02 analytic path survives unchanged as the
"before" contrast, and deliberately keeps its strictly-increasing-secant rule: a
calibrated curve is WAVY by design, so convexity is the wrong invariant for it and the
secant floor is the right one.
peakSharpness replaces summitDrama and fixes its bad trade. Drama steepened the peak by
pulling the summit ONSET down, dragging the whole massif with it (p99 199 -> 121 m).
Sharpness reshapes only above the last measured percentile, leaving that height fixed,
so peak and massif are independent: raising it leaves p90, >100 m and >220 m untouched
and only moves land within the summit.
Measured, both seeds, 2048:
variant >100 m >220 m p90
staircase (target) 16.05% 4.53% 127.4 m
continuous_02default 4.80% 0.63% 58.4 m
continuous_restored 14.25% 3.45% 123.2 m
continuous_bigger 19.70% 5.80% 163.5 m
Oracle all hard checks pass, including (a2) staircase still bit-identical to task 01's
dump and (d) lowlands bit-identical across every calibrated variant. New (g) reports
land above 100/220 m per variant and is deliberately NOT gated — it is a taste target
the developer tunes, and gating it would make mountainLift unusable. What it must never
do is stay silent, which is how 02 lost the mountain unnoticed.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DCWNaDZPfTiAy3meGNGgqt
rev 3 of the curve redesign. The developer's verdict on the 01 baseline was that the
LOWLANDS ARE GOOD; the fault is the terracing above them. So this adds a second curve
mode that preserves the low plain bit-for-bit and replaces everything above the flood
line with one smooth monotone climb.
Core/ContinuousCurve — piecewise, and the pieces have different loyalties:
- at/below sea: identity, as ever.
- above sea to K2: DELEGATES to HeightCurve's own toe+red branches. Not "equivalent" —
the same code path, so the same floats. Oracle (d) holds it to that.
- above the ceiling: a Fritsch-Carlson (PCHIP) monotone spline to the 420 m cap,
C1-joined to the red band's exit slope. Monotone by construction for any ordered
control points, which retires the 24-corner sweep; a 10k strict-increase sample runs
per seed anyway, because "cannot fail" is worth a millisecond.
- Build() REFUSES rather than degrades: a ceiling near the old bench, a drama that folds
the summit under its own onset, control-point secants that are not strictly increasing
(the no-magnet rule, enforced rather than hoped for).
Only BENCH_*/PLATEAU_* are dropped. SEA/ORANGE_CEIL/RED_CEIL survive because they are
the storm-ladder FLOOD TIERS and they live inside the preserved lowland; PEAK_CAP and
the per-seed spikeMax normalization survive as the summit.
Shelf detail is forced off in continuous mode: the flat benches it de-slabbed no longer
exist, and painting noise on the climb now would pre-judge what erosion should carve.
Oracle, all hard checks passing:
- (a1) curve off is bit-identical to Phase 1's dump.
- (a2) staircase mode is bit-identical to TASK 01's dump — the control is provably the
control, not a re-derivation. (CurveBaselineTool is pinned to Staircase so the config
default moving to Continuous cannot drift it.)
- (d) lowlands bit-identical to the staircase over 3.6M cells, every continuous variant,
both seeds. The lifted_WRONG bookend fails it on 1.6M cells, as intended.
- (f) sea identity per CELL, not per count, including 67M cells at 8192.
The finding, measured and recorded in the batch scratch: the massif SHRANK. Land above
100 m goes 14.9% -> 4.8%, above 220 m 4.5% -> 0.6%. A feather sweep to the practical
floor recovers ~1.3 points, so this is structural, not a tuning miss: the staircase's
highland area was an artifact of the bench and plateau acting as magnets, and a curve
with no magnets preserves the raw distribution's bottom-heavy shape. "No terraces" and
"the same land up high" are not both available from curve work alone.
Exploration batch, not convergence. A tuning pass follows once a direction is picked.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DCWNaDZPfTiAy3meGNGgqt
Ports the reference's v5 height curve and shelf-detail passes onto Phase 1's shape
and re-calibrates them against this repo's actual pass-1 distribution. This is the
BASELINE the reshape gets judged against, not the reshape.
Core (engine-free, D-060):
- WorldScale — THE vertical yardstick. One metres/raw number (251), replacing the
prototype's three duplicate M_PER_UNIT constants and ~20 bare literals. The
chunk-height coupling it had there is recorded as a DEFERRED vault decision, not
inherited. RawFromMetres divides, matching the reference bit-for-bit.
- HeightCurve — the 7 bands, the frozen corner-fix blends, the per-seed spike
normalization, the 24-corner monotonicity sweep that throws and refuses.
Identity at and below sea, which everything downstream rests on.
- CurveKnots / CurveAnchors — input knots (measured percentiles) and output anchors
(storm ladder) split apart and both made parameters, so the anchors are A/B-able
without editing source. The reference's shipped knots are kept beside the measured
ones as the fidelity yardstick.
- TerrainDetailPass — micro-relief skin plus the shelf-edge KNOT warp (which slides
K3/K4/K5, not height — that is what keeps monotonicity structural). The crater
exclusion is ported and inert until the carve lands.
Tools:
- Shaping — pass 2a, producing the two height fields. classify is bit-for-bit the
raw pass-1 field; render is curved and detailed. Aliased when the curve is off,
as the reference did. Pass1Result is left immutable so the oracle can compare.
- LandHistogram — the calibration engine AND the diagnostic. The reference shipped
six knot literals and threw the measuring instrument away; this rebuilds it.
- ShapingOracle + CurveBaselineTool — four automatic checks before anything is
looked at, and the batch that runs them.
Measured, not assumed:
- Knots re-measured over a 6-seed / 12.8M-sample pool. They differ from the
reference's by at most 5.6 m of world height, against a 44.7 m per-seed spread —
the pass-1 port is faithful.
- Oracle all pass, including pass 1 bit-identical to Phase 1's own .f32 dump.
- Band shares land on 60/13/10/5/8/3/1 to 0.00 pp.
- Knots hold across map size: the 8K delta (5.8 m) sits inside seed noise.
The finding the histograms deliver: 83% of land ends below 100 m and 96% below
220 m, with the median column at 13 m. That is the share targets doing exactly what
they say, not a bug — and it is the developer's call, which is why nothing here
reshapes it and the palette was deliberately left mis-fitted rather than recalibrated
to disguise it.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DCWNaDZPfTiAy3meGNGgqt
Presentation only. No generation file is touched — Topography, TerrainNoise,
IslandFalloff, Pass1Result, TerrainGenConfig and GenerationScale are all unchanged.
Batch naming, fixed in code. The prefix is the AUTHORING TASK number, not a running
counter: 04_review means "the batch task 04 authored", not "the fifth batch". It had
already drifted — tasks 02 and 03 produced 00_smoke through 05_trophy_10240 across
two tasks, so no folder name said which task made what. Now the task number is an
explicit argument to ToolingPaths.BatchRoot(taskNumber, descriptor), which composes
the prefix itself and REFUSES a descriptor that carries its own. All three tools
take it as ISLA_TASK. Verified: ISLA_BATCH=05_foo is refused with a stated reason
and exit 2, and creates no folder.
Also fixed: an exception out of _Ready does not stop Godot — it logs and the process
sits there with no main loop, so a misconfigured run HUNG rather than failing. A
hang looks like slow work, which is worse than a crash. The batch tools now catch,
print what was refused, and exit non-zero.
Grayscale mode: normalize a field to its own [min,max]. This is the one place
per-image normalization is correct — everywhere else anchors are fixed so images
compare, but here the point is to see one field at full contrast. The range is
printed and indexed so a shade reads back to a height. You cannot judge noise
through a palette: a ramp bends the distribution, a hillshade adds shape the data
does not have.
The wide Costa-Rica palette, and the reframing the developer asked for: the pretty
map is the WIDE GRADIENT RENDERED FLAT, and relief is no longer the hero. On raw
pass-1 noise a hillshade has nothing coherent to shade, so it renders fine fractal
bumpiness as fuzz that actively hides the elevation the colour is showing. Strong
hillshade is retained as diagnostic_relief and labelled a dev view — its bumpiness
is exaggerated slope, not extra terrain. Subtle relief is kept for comparison, with
the honest note that it still fuzzes until Phase 2 carves coherent landforms.
Legend: a colour bar with ticks drawn from the palette's own ramp, so it cannot
drift from the map beside it. Ticks are RELATIVE height and the image says NOT
METRES — the conversion is Phase 2's, and labelling it "m" would invent a fact in
the artefact a reader most trusts. Text comes from a 5x7 bitmap font written for
this, specifically so a legend does not drag in the SubViewport capture path.
Stands up the CODE_REPO the rewrite is written into (D-049, D-058). Godot 4.7.2 /
.NET 8 / Godot.NET.Sdk 4.7.2. Nothing is generated, meshed, or ported — this is the
shell and the two data contracts.
Four layers, each with its boundary stated in a directory README:
Core/ math + data only, and engine-free — depends on nothing above it
Server/ authoritative logic (empty this phase)
Client/ rendering (empty this phase)
Tools/ the offline generator — may NOT reference Client (Phase 1 fills it)
Contracts (compiling stubs, no algorithms):
- Column model (D-053): a 2D grid of columns, each a stack of (material, thickness)
runs, any material at any depth. Air is the TOP RUN — there is no air-vs-solid
height branch, and no surface-height accessor exists to reintroduce one. Water is
not a band; it stays an overlay.
- Material schemas (D-054): terrain and building as two append-only registries,
bridged by a recipe seam that is deliberately EMPTY. Identity is a registry key,
never a serialized ordinal. Mesh style is per-ORIGIN and is not a material field.
Rails, so Phase 1 inherits them rather than rediscovering them:
- GenerationScale: MapSize is a parameter, everything derives from it, nothing uses
a raw pixel number. Tightening over the reference — decorrelation offsets are
declared in map widths, not pixels (chat1/00 §4.2).
- ToolingPaths: config/blueprint/output paths all env-overridable, resolved in one
place, so a batch cannot touch the developer's live files.
- FileSafety: the permanent no-deletion rules as throws rather than sentences.
user:// isolation: project name and use_custom_user_dir both pin the runtime dir to
~/.local/share/islaApocalypse-v2/, away from the old prototype's preserved seeds and
batches. Tools/Scenes/UserDirProbe.tscn confirms it rather than assuming it.