Every road path search — highway, branch, county — now goes through one
function instead of three direct GetPointPath calls. The function body is
exactly the call it replaced, so behaviour is unchanged.
This exists so the next commit's pathfinding change can be judged on its own:
if the generated map changes after this point, it was the heuristic, not a
refactor slip.
Routing is untouched: which towns connect, loop order, Prim's daisy-chain,
tier assignment and the abandon protocol all deal only in town positions and
never touch the grid.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Every README was read first, checked against the code in its directory, then
rewritten to describe what the code actually does now.
Corrected throughout: map size is config-driven (8192 default) not a fixed
4096; chunks are 24x24x256 not 32x32; road carving is implemented for all four
tiers, not a 'next step'; Data/ and Resources/ are empty, not populated.
Also fixed MATH_MARCHING_CUBES.md, which documented the density sign convention
exactly backwards — it claimed positive was underground, where the code treats
positive as above the surface and counts a corner inside when density < iso.
Getting that backwards inverts every normal, a bug this project has hit before.
The root README now carries accurate run steps: F5 runs the map generator (not
the game), F6 on Scenes/Main.tscn runs the 3D world, and ChunkRadius is a load
radius that should be dropped to 4-8 while iterating.
Docs only. No code changed.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>