Ports MapGenerator.GenerateTopography's pass-1 loop (reference ~:553-619 at tag
pre-rewrite-reference / ab78883) into Tools/. Working code and its tuned constants
carried over verbatim, read from source rather than re-derived from a design
summary (D-050). Six elements, in the reference's execution order — the order is
load-bearing: the sinker lands before the Pow (superlinear), the Trench after it
(a raw additive wall), preTrenchFalloff captured between them.
The fractal config is now PINNED. The reference set only NoiseType/Seed/Frequency,
so the island's entire fractal character was Godot 4.7.1 constructor defaults that
nothing recorded. Measured on 4.7.2 (NoiseDefaultsProbe): Fbm / 5 / 0.5 / 2.0 / 0.0
— identical to the 4.7.1 values, so pinning reproduces the look with no delta. The
terrain no longer depends on an engine default, and the probe makes a future drift
visible instead of silent.
Two deliberate departures from the reference's literals, both flagged in-code:
- the latitude noise offset is expressed in map widths, not the reference's raw
+1000 px, so a resize no longer samples a different slice of the noise field
(chat1/00 §4.2). Pinned to 1000/8192 so the 8K realization is unchanged.
- the `if (temperature < 0.65f)` spine gate is dropped as the provable no-op it
is — southernFade already reaches exactly 0 at 0.65. Bit-identical.
The reference's "temperature" is ported as a latitude field and deliberately NOT
named temperature: it is stage-1-local input to terrain geometry, and climate is
stage 3 (D-049 §2, D-056). The ±0.1 wobble is kept — it is what stops the spine's
southern terminus being a ruler-straight line.
Deferred to Phase 2 with the seam open: coast shelf and offshore islets (below-sea,
judged once water renders). Pass1Result exposes PreTrenchFalloff at their exact
consumption point, plus HMaxSeed for the seed-dependent curve.
Render is a direct Godot.Image, not the SubViewport capture path — that machinery
exists to composite vector overlays and is why --headless hangs; Phase 1 has none.
Hypsometric above 0.15, bathymetric below, fixed ramp anchors so seeds and ablation
rungs are comparable. No biome words anywhere.
Verified: land fraction 51.5% identical at 1024, 2048 and 10240 — the scaling
discipline holds across a 10x resize. Full-size 10240 pass: 36.3 s.
No curve, erosion, rivers, water, crater, biomes, roads, or mesher.
189 lines
9.4 KiB
Markdown
189 lines
9.4 KiB
Markdown
# Tools — the offline generator
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**Holds:** the world generator and its diagnostics. Everything that produces a blueprint, and
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nothing that consumes one at play time.
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**Boundary — the tools wall:**
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> ### ⚠⚠ TOOLS MAY NOT REFERENCE `Client/`. THE DEPENDENCY RUNS ONE WAY, OR THE WALL IS NOT A WALL.
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>
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> No UI, no player controllers, no shaders, no rendering code. `Tools/` may use `Core/`.
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>
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> **Two reasons, both from `Design - Tooling - Offline Generation.md`:** a lighter shipped client,
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> and — less obviously — **not handing players the world-generation logic.** Shipping the generator
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> lets it be reverse-engineered into an unfair map preview, with the whole island's layout, every
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> settlement and every route known before anyone sets foot on the beach.
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>
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> **Tools emit data; they never write to a live save.** A generator that could touch live server
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> state is a corruption risk for no benefit.
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## What is here
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### The generator — pass 1 (Phase 1)
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**Ported from the reference's `MapGenerator.GenerateTopography` pass-1 loop** at tag
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`pre-rewrite-reference` (`ab78883`). This is the crown-jewel port: **working code and its tuned
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constants, carried over verbatim — not re-derived from a design summary** (→ D-050,
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`Design - Rewrite - Extraction Manifest.md`).
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| File | What it is |
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| `Scripts/TerrainNoise.cs` | ⭐ The FastNoiseLite config, **every fractal property pinned explicitly** |
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| `Scripts/Topography.cs` | ⭐⭐ Pass 1 — the six elements, in the reference's execution order |
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| `Scripts/IslandFalloff.cs` | `SmoothAbs` + `CREST_EPSILON` (pass-1 half of the reference file) |
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| `Scripts/Pass1Result.cs` | The height field **and the Phase-2 seams** |
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| `Scripts/TerrainGenConfig.cs` | Config + the per-element ablation toggles |
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| `Scripts/HeightMapRenderer.cs` | Hypsometric PNG + raw `.f32` dump |
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| `Scripts/TerrainGenTool.cs` | Batch entry point (ladder + seed batch + `INDEX.md`) |
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| `Scenes/TerrainGenTool.tscn` | Run this |
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```bash
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Godot_v4.7.2-stable_mono_linux.x86_64 --headless \
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--path ~/celerNexus/islaApocalypse-v2 res://Tools/Scenes/TerrainGenTool.tscn
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```
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`ISLA_MAPSIZE` (default 2048) · `ISLA_SEEDS` (comma-separated, positive) · `ISLA_BATCH` ·
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`ISLA_SKIP_RAW=1` · `ISLA_LADDER=0`
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**The six ported elements, in order** — the order is load-bearing, not an implementation detail:
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1. **wobbled latitude scalar** — `y/MapSize` plus a ±0.1 low-frequency wobble
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2. **island falloff/mask** — squircle + ellipse, 50/50, then `Pow(·, 2.5f)`
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3. **edge roughness** — `noise(x·2.5, y·2.5)`, modulated by the squircle so it bites only at the rim
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4. **southern sinker** — bottom 25%, **before** the power (its effect is superlinear)
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5. **the Trench** — map-anchored, additive on both axes, **after** the power
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6. **mountain spine** — `SmoothAbs` crest, cubic, southern fade, amplitude `0.6f`
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> ### ⚠ The latitude scalar is NOT climate temperature.
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>
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> The reference called it `temperature` and let biomes read the same array — a large part of how
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> climate and terrain got fused. Here it is a **stage-1-local latitude field that terrain geometry
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> reads**, and nothing else. Climate is **stage 3** and classifies finished shape (D-049 §2, D-056).
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> Do not alias, store, or rename this into a climate map.
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**Deferred to Phase 2, with the seam already open:** the submarine **coast shelf** and the
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**offshore islets** (reference ~:621-664). Both act only below sea level and are judged once water
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renders. `Pass1Result.PreTrenchFalloff` is captured at the exact point they consume, and
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`Pass1Result.HMaxSeed` is carried for the seed-dependent redistribution curve.
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**Not here at all:** the curve, erosion, rivers, water bodies, the crater, biomes, roads, the mesher.
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### ⚠ The render writes a `Godot.Image` directly — not the capture path
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The reference captured maps through a SubViewport + a `TextureRect._Draw`, because it composited
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**vector overlays** (roads, town markers, river polylines) onto the raster. That machinery awaits
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render frames — which is exactly why unattended runs need `xvfb-run` and why `--headless` hangs on
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it.
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**Phase 1 has no overlays.** A heightmap is a raster, so it is written per-pixel into an `Image` and
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saved: no viewport, no frame awaits, no display. **Do not reintroduce the capture path by habit** —
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it becomes correct the moment something vector needs compositing, and not before.
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### Diagnostics
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- `Scenes/UserDirProbe.tscn` — confirms this project's `user://` is its own, not the old
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prototype's. Exits non-zero on a clash.
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- `Scenes/NoiseDefaultsProbe.tscn` — prints this engine's `FastNoiseLite` constructor defaults and
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checks them against the recorded baseline. **Run it after any Godot upgrade.** It cannot change
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the terrain (`TerrainNoise` pins every value); it makes a drifting default *visible* instead of
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silent.
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---
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## ⭐ The conventions Phase 1's generator inherits
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These were **earned, not assumed** — each one came out of the prototype's terrain arc.
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→ `Design - Tooling - Iteration and Batching.md`.
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### 1. `xvfb-run` for unattended generation — NOT `--headless`
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> ### ⚠ `--headless` HANGS on a real generation run.
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>
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> The snapshot capture **awaits render frames, and there is no frame loop without a display.**
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> **Measured, not assumed.** A run left on `--headless` does not fail loudly; it sits there.
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```bash
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xvfb-run -a Godot_v4.7.2-stable_mono_linux.x86_64 --path ~/celerNexus/islaApocalypse-v2 <scene>
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```
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A windowed run on the desktop also invites being closed mid-run by whoever is using the machine.
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**The one exception is a job that awaits no frames** — like `UserDirProbe`, which is why that one
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documents `--headless` explicitly:
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```bash
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Godot_v4.7.2-stable_mono_linux.x86_64 --headless \
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--path ~/celerNexus/islaApocalypse-v2 res://Tools/Scenes/UserDirProbe.tscn
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```
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**If a job awaits a frame, it needs `xvfb-run`. When unsure, use `xvfb-run`** — it is correct in
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both cases and costs nothing.
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### 2. Environment overrides — safe BY CODE, not by care
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Every path a tool reads or writes resolves through `Core/Scripts/ToolingPaths.cs`, and each has an
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environment override, so a batch **cannot** read over or write to the developer's live files:
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| Variable | Overrides | Default |
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| `ISLA_CONFIG_PATH` | the generation config file | `user://config.json` |
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| `ISLA_BLUEPRINT_PATH` | blueprints read/written | `user://blueprints` |
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| `ISLA_OUTPUT_DIR` | generation output (batches live under it) | `user://output` |
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> ⭐ **The point is that it is enforced by CODE, not by care.** A rule that depends on an executor
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> remembering it will eventually meet an executor who does not.
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There is no second way to obtain these paths. Do not add one.
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### 3. ⚠ File safety — permanent rules
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Enforced by `Core/Scripts/FileSafety.cs`, which throws rather than advises.
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1. **No deletion in the runtime root or anywhere under `batches/`.**
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2. **Intermediates persist** in a `scratch/` subfolder that is **never cleaned.**
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3. **The developer's placed files are never touched.**
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4. **Any deletion is named explicitly in the run report.**
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> ⚠ **These came from a real incident:** an executor admitted it had been deleting the developer's
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> staged test blueprint. It was owned and fixed **in code.** That is why these are rules and not
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> guidance.
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### 4. Batch layout
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```
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batches/NN_<name>/<seed>_<variant>/
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batches/NN_<name>/INDEX.md
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batches/NN_<name>/scratch/ ← persistent; never cleaned
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```
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**A/B comparisons are browsed by a human, and a flat directory of same-named PNGs is not
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browsable.** The `INDEX.md` is what makes a batch readable a week later.
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⚠ **Batches are OUTPUT.** They live under `ISLA_OUTPUT_DIR` (i.e. under `user://`), **not in this
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repo.** The `batches/` folder here carries the convention, not the data. No batches are run this
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phase.
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### 5. Iteration levers, for when the generator exists
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- **Skip the road pass for all terrain and water iteration.** In the prototype this cut a run from
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~26 min to ~80 s — a **19× cut**, and the difference between iterating on terrain and not
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iterating on terrain. Blueprints from such a run carry present-but-empty road sections, which is
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**legitimate, not corrupt.**
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- **⭐ Build the oracle before the taste-iteration, not after.** Because the classify path was
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pinned to *uncurved* height, every shaping iteration had a hard automatic correctness check
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(biome and water maps md5-identical). Five rounds of taste-iteration were safe **because
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correctness was not being judged by eye.** *Where a future phase has a subjective gate, ask first
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what the automatic invariant is.*
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- **Config-gate every shaping change**, with the legacy behaviour surviving on the other side. It
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keeps changes comparable as an A/B pair, and it means a rejected change costs a flipped default
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rather than a reverted commit.
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- **The lever is variants per batch, not speed per pass.** Two Phase B tasks ran ~2 hours each,
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which looked like the pipeline getting slower. It was not — a single pass stayed at ~2 minutes.
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The cost was A/B/ablation multiplication. **When a batch is genuinely wide, say so up front.**
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### 6. Scaling discipline
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**Nothing uses a raw pixel number.** Every distance, radius, threshold and noise frequency comes
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from `Core/Scripts/GenerationScale.cs`. Read its header before adding any constant — including the
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tightening on **normalized additive noise offsets**, which is a forward-guard for the Phase 1 noise
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port. → `Design - Tooling - Scaling Discipline.md`.
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