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.
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# ---- Godot 4.x ------------------------------------------------------------
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# The import/script cache. Regenerated on import; never committed.
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.godot/
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# Exported builds.
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/build/
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/export/
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*.translation
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# ---- .NET / C# ------------------------------------------------------------
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bin/
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obj/
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.mono/
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*.user
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*.userprefs
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*.suo
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*.swp
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[Dd]ebug/
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[Rr]elease/
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msbuild.binlog
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# ---- OS / editor ----------------------------------------------------------
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.DS_Store
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Thumbs.db
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.idea/
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.vs/
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.vscode/
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# ---- ⚠ NEVER COMMIT GENERATED WORLD DATA ---------------------------------
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# Blueprints, batches and snapshots are OUTPUT — large, regenerable, and they live under the
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# project's user:// directory, not here. If any of these ever appear inside the repo, something
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# resolved a path wrong; fix the path, do not commit the file.
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# → Core/Scripts/ToolingPaths.cs, Tools/README.md
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*.blueprint
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batches/*/
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!batches/README.md
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# Godot's C# project editor rewrites the .csproj on import and leaves a backup beside it.
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# An artifact of the editor, not a source file. (Not deleted — file-safety rule: no deletions.)
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*.csproj.old
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