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.
30 lines
1.2 KiB
Text
30 lines
1.2 KiB
Text
; Engine configuration file.
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; Isla Apocalypse — v2 rewrite (D-049). Phase 0 skeleton.
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;
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; ⚠ user:// ISOLATION — DO NOT WEAKEN. The old prototype is named "islaApocalypse" and owns
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; ~/.local/share/godot/app_userdata/islaApocalypse/, which holds the PRESERVED reference seeds,
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; blueprints and batches. This project must never resolve there.
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; 1. application/config/name is distinct ("islaApocalypse-v2"), so name-derivation alone
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; would already give a separate dir.
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; 2. use_custom_user_dir + custom_user_dir_name PIN it explicitly, so the isolation survives
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; any future display-name change rather than depending on derivation.
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; Changing either line moves the runtime data directory. Confirm the resolved path before you do.
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config_version=5
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[application]
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config/name="islaApocalypse-v2"
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config/description="Isla Apocalypse — the v2 rewrite (D-049). Phase 0: clean skeleton."
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config/version="0.1.0"
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config/use_custom_user_dir=true
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config/custom_user_dir_name="islaApocalypse-v2"
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config/features=PackedStringArray("4.7", "C#", "Forward Plus")
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[dotnet]
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project/assembly_name="islaApocalypse-v2"
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[rendering]
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renderer/rendering_method="forward_plus"
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