islaApocalypse-v2/Core/Scripts
beezm 559306ca73 rivers/02b: composition gate — N=12 pure ranking vs a gameplay sea-river floor of K=3
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.
2026-08-24 01:58:39 -04:00
..
BuildingMaterial.cs Phase 0: clean project skeleton for the v2 rewrite 2026-08-19 20:21:12 -04:00
BuildingMaterial.cs.uid Phase 0: clean project skeleton for the v2 rewrite 2026-08-19 20:21:12 -04:00
ClimbCalibration.cs Phase 2a: restore the mountain — calibrate the climb to the staircase, not to a guess 2026-08-20 04:14:47 -04:00
ClimbCalibration.cs.uid Phase 2a: restore the mountain — calibrate the climb to the staircase, not to a guess 2026-08-20 04:14:47 -04:00
Column.cs Phase 0: clean project skeleton for the v2 rewrite 2026-08-19 20:21:12 -04:00
Column.cs.uid Phase 0: clean project skeleton for the v2 rewrite 2026-08-19 20:21:12 -04:00
ColumnGrid.cs Phase 0: clean project skeleton for the v2 rewrite 2026-08-19 20:21:12 -04:00
ColumnGrid.cs.uid Phase 0: clean project skeleton for the v2 rewrite 2026-08-19 20:21:12 -04:00
ContinuousCurve.cs Phase 2a: restore the mountain — calibrate the climb to the staircase, not to a guess 2026-08-20 04:14:47 -04:00
ContinuousCurve.cs.uid Phase 2a: continuous grade — smooth the upper staircase, preserve the lowlands 2026-08-20 03:41:27 -04:00
CurveAnchors.cs Phase 2a: the faithful redistribution curve, re-measured against v2's own output 2026-08-20 01:38:10 -04:00
CurveAnchors.cs.uid Phase 2a: the faithful redistribution curve, re-measured against v2's own output 2026-08-20 01:38:10 -04:00
CurveKnots.cs Phase 2a: the faithful redistribution curve, re-measured against v2's own output 2026-08-20 01:38:10 -04:00
CurveKnots.cs.uid Phase 2a: the faithful redistribution curve, re-measured against v2's own output 2026-08-20 01:38:10 -04:00
DrainageAnalysis.cs chat2/12: drainage analysis (minimal-first) — the reference river plan ported, analysis only, on the eroded terrain 2026-08-22 20:51:51 -04:00
DrainageAnalysis.cs.uid chat2/12: drainage analysis (minimal-first) — the reference river plan ported, analysis only, on the eroded terrain 2026-08-22 20:51:51 -04:00
FileSafety.cs Phase 0: clean project skeleton for the v2 rewrite 2026-08-19 20:21:12 -04:00
FileSafety.cs.uid Phase 0: clean project skeleton for the v2 rewrite 2026-08-19 20:21:12 -04:00
GenerationScale.cs Phase 2a: the faithful redistribution curve, re-measured against v2's own output 2026-08-20 01:38:10 -04:00
GenerationScale.cs.uid Phase 0: clean project skeleton for the v2 rewrite 2026-08-19 20:21:12 -04:00
HeightCurve.cs Phase 2a: the faithful redistribution curve, re-measured against v2's own output 2026-08-20 01:38:10 -04:00
HeightCurve.cs.uid Phase 2a: the faithful redistribution curve, re-measured against v2's own output 2026-08-20 01:38:10 -04:00
HydraulicErosion.cs chat2/11: hydraulic erosion — the faithful droplet pass on the locked shape, render-only, judged off vs on 2026-08-22 12:19:20 -04:00
HydraulicErosion.cs.uid chat2/11: hydraulic erosion — the faithful droplet pass on the locked shape, render-only, judged off vs on 2026-08-22 12:19:20 -04:00
MaterialKey.cs Phase 0: clean project skeleton for the v2 rewrite 2026-08-19 20:21:12 -04:00
MaterialKey.cs.uid Phase 0: clean project skeleton for the v2 rewrite 2026-08-19 20:21:12 -04:00
MaterialRegistry.cs Phase 0: clean project skeleton for the v2 rewrite 2026-08-19 20:21:12 -04:00
MaterialRegistry.cs.uid Phase 0: clean project skeleton for the v2 rewrite 2026-08-19 20:21:12 -04:00
RecipeRegistry.cs Phase 0: clean project skeleton for the v2 rewrite 2026-08-19 20:21:12 -04:00
RecipeRegistry.cs.uid Phase 0: clean project skeleton for the v2 rewrite 2026-08-19 20:21:12 -04:00
RegionLabeling.cs chat2/12: drainage analysis (minimal-first) — the reference river plan ported, analysis only, on the eroded terrain 2026-08-22 20:51:51 -04:00
RegionLabeling.cs.uid chat2/07: the region-labeling layer — label all land, tag by construction, tunable speck revert 2026-08-22 03:50:33 -04:00
TerrainDetailPass.cs Phase 2a: the faithful redistribution curve, re-measured against v2's own output 2026-08-20 01:38:10 -04:00
TerrainDetailPass.cs.uid Phase 2a: the faithful redistribution curve, re-measured against v2's own output 2026-08-20 01:38:10 -04:00
TerrainMaterial.cs Phase 0: clean project skeleton for the v2 rewrite 2026-08-19 20:21:12 -04:00
TerrainMaterial.cs.uid Phase 0: clean project skeleton for the v2 rewrite 2026-08-19 20:21:12 -04:00
ToolingPaths.cs rivers/02b: composition gate — N=12 pure ranking vs a gameplay sea-river floor of K=3 2026-08-24 01:58:39 -04:00
ToolingPaths.cs.uid Phase 0: clean project skeleton for the v2 rewrite 2026-08-19 20:21:12 -04:00
WorldScale.cs Phase 2a: the faithful redistribution curve, re-measured against v2's own output 2026-08-20 01:38:10 -04:00
WorldScale.cs.uid Phase 2a: the faithful redistribution curve, re-measured against v2's own output 2026-08-20 01:38:10 -04:00