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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| .. | ||
| Scripts | ||
| README.md | ||
Client — rendering and presentation
Holds: rendering, meshing, UI, input, everything the player sees.
Boundary: may use Core/. Must not depend on Server/ internals.
⚠ Nothing in
Tools/may reference this folder. The wall runs one way.→
Tools/README.md,Design - Tooling - Offline Generation.md.
Empty this phase — deliberately
Phase 0 has no renderer. The mesher (SN/DC smooth terrain + greedy-cube builds with seam-blend,
→ D-052, Design - Rendering - Mesher.md) is a much later phase, and building it before the data is
right is explicitly the trap the rewrite exists to undo (D-056: "the data is perfected before the
mesher").
One thing already decided, so it is not re-litigated later
Mesh style is per-ORIGIN, not per-material. Natural runs mesh smooth, player-placed runs mesh as
cubes, and the same material can be both. The flag the mesher reads is RunOrigin on the run — there
is no mesh-style field on any material row, and adding one would be a design regression.
→ Core/Scripts/Column.cs, D-054.