Presentation only. No generation file is touched — Topography, TerrainNoise, IslandFalloff, Pass1Result, TerrainGenConfig and GenerationScale are all unchanged. Batch naming, fixed in code. The prefix is the AUTHORING TASK number, not a running counter: 04_review means "the batch task 04 authored", not "the fifth batch". It had already drifted — tasks 02 and 03 produced 00_smoke through 05_trophy_10240 across two tasks, so no folder name said which task made what. Now the task number is an explicit argument to ToolingPaths.BatchRoot(taskNumber, descriptor), which composes the prefix itself and REFUSES a descriptor that carries its own. All three tools take it as ISLA_TASK. Verified: ISLA_BATCH=05_foo is refused with a stated reason and exit 2, and creates no folder. Also fixed: an exception out of _Ready does not stop Godot — it logs and the process sits there with no main loop, so a misconfigured run HUNG rather than failing. A hang looks like slow work, which is worse than a crash. The batch tools now catch, print what was refused, and exit non-zero. Grayscale mode: normalize a field to its own [min,max]. This is the one place per-image normalization is correct — everywhere else anchors are fixed so images compare, but here the point is to see one field at full contrast. The range is printed and indexed so a shade reads back to a height. You cannot judge noise through a palette: a ramp bends the distribution, a hillshade adds shape the data does not have. The wide Costa-Rica palette, and the reframing the developer asked for: the pretty map is the WIDE GRADIENT RENDERED FLAT, and relief is no longer the hero. On raw pass-1 noise a hillshade has nothing coherent to shade, so it renders fine fractal bumpiness as fuzz that actively hides the elevation the colour is showing. Strong hillshade is retained as diagnostic_relief and labelled a dev view — its bumpiness is exaggerated slope, not extra terrain. Subtle relief is kept for comparison, with the honest note that it still fuzzes until Phase 2 carves coherent landforms. Legend: a colour bar with ticks drawn from the palette's own ramp, so it cannot drift from the map beside it. Ticks are RELATIVE height and the image says NOT METRES — the conversion is Phase 2's, and labelling it "m" would invent a fact in the artefact a reader most trusts. Text comes from a 5x7 bitmap font written for this, specifically so a legend does not drag in the SubViewport capture path. |
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|---|---|---|
| Client | ||
| Core | ||
| Server | ||
| Tools | ||
| .gitattributes | ||
| .gitignore | ||
| islaApocalypse-v2.csproj | ||
| islaApocalypse-v2.sln | ||
| project.godot | ||
| README.md | ||
Isla Apocalypse — v2
The rewrite (D-049). A post-apocalyptic survival voxel game: one island, generated once offline, loaded by everyone.
Status: Phase 0 — foundation. This repo is a skeleton. It builds, it resolves its own runtime directory, and it carries the two data contracts and the tooling rails. It generates nothing.
⚠ Two repos. Never one.
| Repo | Role |
|---|---|
~/celerNexus/islaApocalypse-v2/ (this) |
The rewrite. Every line of new code is written here. |
~/celerNexus/islaApocalypse/ |
⛔ READ-ONLY. The pre-rewrite prototype, archived at ab78883, tag pre-rewrite-reference. Ported FROM; never written to. |
~/celerNexus/islaApocalypse-vault-v0.1/ |
The design vault — the source of truth for WHAT and WHY. The vault leads. |
The old codebase is a spent quarry (D-050): mined, never tracked, never synced, never canon'd. Writing rewrite code into it would corrupt the very thing being ported from.
⚠ Runtime data isolation — do not weaken
This project pins its user:// directory away from the old prototype's, which holds the
preserved reference seeds, blueprints and batches:
user:// → ~/.local/share/islaApocalypse-v2/ ← this project
~/.local/share/godot/app_userdata/islaApocalypse/ ← ⛔ the OLD prototype. Never touch.
Pinned two ways in project.godot — a distinct application/config/name and
use_custom_user_dir + custom_user_dir_name. Both must stay.
⚠ Do not document this with a comment in
project.godot— it will not survive.Godot rewrites
project.godoton import and STRIPS ALL COMMENTS, replacing the header with its own boilerplate. (Measured: a warning block written there was gone after the next--import. The settings survived; only the explanation was deleted.) So the warning lives here, and the guarantee is enforced by the probe below — which exits non-zero on a clash and therefore works in a pre-flight check, not just by eye.
After any change to the [application] block, re-run the probe:
Godot_v4.7.2-stable_mono_linux.x86_64 --headless \
--path ~/celerNexus/islaApocalypse-v2 res://Tools/Scenes/UserDirProbe.tscn
Layout
Core/ math + data only, ENGINE-FREE — depends on nothing above it
Server/ authoritative logic — may use Core (empty: Phase 0)
Client/ rendering — may use Core (empty: Phase 0)
Tools/ the offline generator — ⚠ may NOT use Client (Phase 1 fills it)
Each layer has a README.md stating its role and its boundary. Read the one for the layer you are
about to write in — they carry the reasons, not just the rules.
The contracts this phase establishes
- ★★ The column model (D-053) — the world as a 2D grid of columns, each a stack of
(material, thickness)runs. Air is the top run; there is no air-vs-solid height branch. →Core/Scripts/Column.cs - The material schemas (D-054) — terrain and building, two schemas bridged by a transformation
seam that is deliberately empty. Identity is a registry key, never an ordinal. Mesh style is
per-origin, never a material property. →
Core/Scripts/MaterialRegistry.cs - The scaling discipline — nothing uses a raw pixel number.
→
Core/Scripts/GenerationScale.cs - Tooling safety — every path env-overridable, deletion refused by code.
→
Core/Scripts/ToolingPaths.cs,Core/Scripts/FileSafety.cs
Build
dotnet build
Godot_v4.7.2-stable_mono_linux.x86_64 --headless --import --path .
Godot 4.7.2 (mono) · .NET 8 (net8.0) · Godot.NET.Sdk/4.7.2
The reference repo is Godot 4.7.1. This repo deliberately targets 4.7.2 — clean rewrite, current tooling. 4.7.1 is the port source, not a constraint on new code.
What this phase is NOT
No generation, no mesher, no stratigraphy, no biomes, no water, no algorithms of any kind. The pipeline is 2D-maps-first (D-056): stages 1–5 are flat maps, gotten completely right before a single 3D vertex exists. Building the mesher before the data is right is the specific trap this rewrite exists to undo.