Commit graph

2 commits

Author SHA1 Message Date
527fab41e5 Fix the ISLA_SOURCE default the batch rename broke
chat1/05 renamed 01_pass1_port to 02_pass1_port, bringing it into line with the
authoring-task naming convention. ReviewBatchTool and ReliefRenderTool both
defaulted ISLA_SOURCE to the old name, so running either without an explicit
override found no .f32 dumps.

That failed quietly, which is the reason to fix it rather than document it:
HeightField.Load returns null on a missing file, so ReliefRenderTool silently
regenerated instead of loading, and ReviewBatchTool skipped 1_noise_grayscale
entirely with only a printed warning. Nothing corrupted; it just cost generation
time and dropped a view, both easy to miss.

Both defaults now name 02_pass1_port — where TerrainGenTool writes by default,
BatchRoot(task 2, "pass1_port"). Generator output and renderer source agree again.

ISLA_SOURCE stays overridable and unchanged in shape. Note in passing that it is a
FULL folder name, prefix included, not a bare descriptor: it names an existing
folder to read rather than composing a new one, so it does not go through BatchRoot.
Commented at both sites so the asymmetry with ISLA_BATCH reads as deliberate.

Verified end to end, not just by build: with no ISLA_SOURCE set, ReliefRenderTool
reports "loaded in 173 ms" against 02_pass1_port, and ReviewBatchTool produces
1_noise_grayscale again.
2026-08-19 23:38:10 -04:00
fdf52f61ee Phase 1 review: raw grayscale, the wide gradient as hero, fixed batch naming
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.
2026-08-19 22:55:53 -04:00