docs: curve v3 — TCRV per-version anchor semantics, TerrainCurve v3 default (terrain-water task 07)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -11,12 +11,13 @@ Generates the entire 2D blueprint. Roughly in order:
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2. **Topography** — FastNoiseLite base height plus a mountain spine, minus a squircle distance
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falloff, giving a guaranteed island. Noise frequency is divided by `scaleFactor`
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(`MapSize / 1024f`) so terrain features stay the same real-world size at any map profile.
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When `TerrainCurve: "v2"` (the default), the calibrated height-redistribution curve
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(`HeightCurve.cs` — flat farmable lowlands, 50 m plateau shelf, and a per-seed-normalized
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spike to the 420 m peak cap: every island's tallest point reaches the ceiling) reshapes
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above-sea terrain after noise/falloff/Trench and before the crater carve; biome
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classification reads a retained uncurved map, so biomes are identical either way. Drops the
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`0_height` hillshade snapshot (hypsometric bands × NW hillshade) in both modes.
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When `TerrainCurve: "v3"` (the default), the calibrated height-redistribution curve
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(`HeightCurve.cs` — the terraced ascent: flat farmable lowlands, a walkable 100 m foothill
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bench, the white mountain-town plateau at 220 m, and a per-seed-normalized summit spike to
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the 420 m cap: every island's tallest point reaches the ceiling) reshapes above-sea terrain
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after noise/falloff/Trench and before the crater carve; biome classification reads a
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retained uncurved map, so biomes are identical either way. Drops the `0_height` hillshade
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snapshot (hypsometric bands × NW hillshade) in both modes.
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3. **Sea level and water** — sea level per the configured model (`SeaLevelModel`: `"flat"` scalar
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— the default, `SeaLevelValue` 0.15 — or the legacy `"field"` latitude Lerp); flood fill
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separates true ocean from inland lakes; a mainland fill guarantees one contiguous landmass.
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