F1: soft-fade biome color blending (BLEND_BAND_METERS, geometry untouched)
Vertex colour is now chosen from the true, unrounded surface height and faded between adjacent materials across a tunable band, instead of switching at one rounded integer depth. This removes the horizontal contour banding. Colour path only: density field, Marching Cubes interpolation/welding, chunk dimensions, the .dat contract and all road logic are untouched. BlockID classification is unchanged and still drives non-visual use. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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6 changed files with 185 additions and 9 deletions
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@ -174,6 +174,13 @@ namespace IslaApocalypse.Server
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Biome columnBiome = _blueprint.BiomeMap[globalX, globalZ];
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// Hand the renderer the TRUE surface height for this column, plus the
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// biome and road flag that go with it. The BlockIDs below still use the
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// rounded height (unchanged) — but the colour no longer has to.
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newChunk.SurfaceHeights[x, z] = exactSurfaceY;
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newChunk.ColumnBiomes[x, z] = columnBiome;
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newChunk.ColumnIsRoad[x, z] = isMainRoad;
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float hRight = surfaceRight - exactSurfaceY;
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float hFwd = surfaceFwd - exactSurfaceY;
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float slopeX = hRight / Constants.VOXEL_SCALE;
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