islaApocalypse-v2/Core/Scripts
beezm df286ffb3c rivers/04: lake-basin layer — the basin graph (spill + lake-identity + downstream edge), data only
Per terminal basin of DrainageAnalysis (reused, untouched): the spill cell/height on the
render flow surface (boundary minimum of FullFilled, cross-checked bit-for-bit against
BitDecrement(min inside)), lake-identity on classify (in-basin non-ocean classify water
>= ISLA_LAKE_MIN_PX, 20000), and the downstream edge (the reference's FullFilled descent
started at the spill, cross-checked against Plan.Dir). Seabed pits — terminal basins entirely
under the classify sea — tagged and excluded from statistics. Per-lake ownership table.
BasinGraphTool: chain → analysis → layer → CSVs → plate, height digests asserted around it.
DrainageRenderer: five primitives private→internal. No height mutated, no water filled.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EppUMXNhSeuA5Mu51UnTyP
2026-08-25 00:45:23 -04:00
..
BasinGraph.cs rivers/04: lake-basin layer — the basin graph (spill + lake-identity + downstream edge), data only 2026-08-25 00:45:23 -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 rivers/03: lowland routing — the routed MIX on the pure N=12, courses only 2026-08-24 04:54:30 -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