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Author SHA1 Message Date
ab78883db2 Pre-rewrite reference checkpoint — final state of the salvage/prototype codebase (C0/C0b complete)
The rewrite (D-049) starts from a clean slate; this commit is the reference
implementation of the graduated design.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-18 20:54:20 -04:00
69bf91b3d6 fix: shoreline seam — water follows the RENDERED coastline (terrain-water task 15)
Closes the C1-polish carryover. The cause was confirmed by a read-only dump
BEFORE any code was written, per the filed note's discipline; the chat had
guessed twice from screenshots.

DIAGNOSIS. WBID is classified from the UNCURVED heightmap — the classify
path that keeps the biome/water oracle byte-identical through all of
Phase B — while the mesh renders the CURVED one. Outside the crater those
two agree EXACTLY, and provably so: the curve is identity at sea and
monotonic, so Apply(raw) < sea iff raw < sea. Inside the crater they do
not. The carve lerps two different bases toward one target --
classify from raw, rendered from Apply(raw) -- and Apply(raw) < raw
throughout the lowland band (the toe compresses raw 0.15..0.516 into
0.15..0.206). So the rendered surface sinks FASTER than the classify
surface, leaving an annulus that renders below the waterline while WBID
still calls it dry.

MEASURED, seed 1825907253, map-wide:
  wet columns                        32,799,866
  WATER-OVER-DRY (wet, mesh above Y)      1,101   scattered, not the story
  DRY-UNDER-WATER (dry, mesh below sea)  375,824   <- the seam
  ...of which inside the crater carve:      100 %
Dump across the gradient at z=905: at x=3800 the classify surface sits at
47.55 m while the mesh renders 22.38 m -- 25 m apart, no water drawn. The
ring is west of the Capitol, which is exactly the developer's "flush on
the right, lifted toward the left".

Neither of the task's two candidate causes, and worth saying so: the water
LEVEL is flat and correct at 37.65 everywhere it is drawn (rules out B),
and the per-cell flat sheet is a rounding error next to this (1,101 px vs
375,824). It is the filed note's classify-vs-render mismatch, with the
crater carve as the mechanism.

THE FIX. Presence now takes two clauses: the blueprint's classification,
OR the rendered ground actually being under the ocean's surface. The
second clause tests exactly what the mesh draws (exactSurfaceY) against the
OCEAN BODY'S OWN level from WBTB -- the runtime still derives nothing, it
only notices that the ground it is drawing is under a surface the
blueprint gave it. By the identity above that clause can only ever fire
inside the carve, which is precisely the flooded bay it exists for.

MEASURED after, same seed: 241,415 -> 358,576 water columns, 454 -> 648
chunks, 117,161 seam columns recovered in the loaded region. Each run now
reports its own seam count.

2D PIPELINE UNTOUCHED, verified rather than asserted: the only changed
file is the runtime chunk manager, and a regeneration is byte-identical to
task 13's in every section but PRMS (timestamp + git hash). All four
snapshot PNGs md5-identical.

Static flat sheet, no animation, no water DATA change.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-10 00:56:45 -04:00
9c255a4fc6 feat: render the water we already had (terrain-water task 13, Phase C1)
The blueprint has carried water since task 03 -- WBID per-pixel body id,
WBTB body table, WSRF per-pixel surface level. Nothing ever drew it. Now
the runtime does. No new water data: the blueprint is the authority on
where water is and at what level, and this only reads it.

WHY WATER IS ITS OWN MESH, not a block in the terrain field. The terrain
is a Marching-Cubes iso-surface over ChunkData.Densities. Writing WATER
into that field would not lay a sheet on top of the seabed -- it would
move the iso-surface, fusing the sea into the terrain as if it were solid
ground. A second surface is the only way water can sit at ITS level
independent of the ground under it. So ChunkRenderer builds a water
MeshInstance3D as a child of the chunk's terrain mesh.

TRANSPARENCY IS SHIPPED, NOT DEFERRED (Step 2.4's cheap branch). Because
water is a distinct MeshInstance3D it carries its own StandardMaterial3D,
so alpha is one flag and Godot sorts transparent surfaces after opaque
ones by itself. Zero mesher changes. Alpha runs 0.62 shallow -> 0.97 deep,
so the shelved coast stays readable and open ocean closes up.

WHICH DATA DROVE IT: WSRF for the level (per-pixel, quantised to 1/32768
raw ~ 7.7 mm, far under the 1 m voxel, and no table lookup), WBID for
presence (it is the water stage's own classification output -- the same
set the biome grid's Ocean/Lake pixels form by construction), WBTB as the
fallback when a column is flagged wet but carries the WSRF no-water
sentinel. A body the table does not know leaves the column DRY rather
than guessing a level.

Details worth keeping:
- Water Y uses Constants.HEIGHT_SCALE, the SAME mapping as the terrain
  surface, named so the sheet and the seabed cannot drift apart if the
  vertical band is ever retuned.
- Depth for shading comes from BLUEPRINT heights, not rendered geometry:
  the terrain render clamps its floor at Y=2, so every deep-ocean column
  would otherwise read as one flat ~36 m and the gradient would die
  exactly where the ocean gets interesting.
- A cell is drawn if ANY corner is wet, flat at the highest wet level.
  Drawing onto a partly-dry cell is deliberate -- it carries the sheet
  under the shoreline where the opaque terrain hides it. Only-fully-wet
  cells retreat the waterline a metre and leave a dry gap around every
  coast and lake.
- Non-metallic, roughness 0.35: the scene environment is minimal, and a
  metallic surface reads near-black when there is nothing to reflect.

BlockRegistry gains WATER (id 11). Wire-safe: block IDs are never
serialized -- the blueprint's section table stores heights, biome ordinals
and water data, never block IDs, and chunks are not persisted yet.

MEASURED on seed 1825907253: 241,415 water columns across 454 of 4096
chunks; surface Y 37.6..37.6 m (flat, = 0.15 x 251 -- the flat sea model,
rendered); depth to 32.3 m, matching an independent read of the blueprint
exactly. Both an ocean and a lake fall in the default view.

NO REGRESSION to the 2D pipeline, verified section by section: a
regeneration of the working seed is byte-identical to task 12's run in
TCRV, TDTL, HGTS, BIOM, WBID, WBTB, WSRF, TOWN and all four road
sections; only PRMS differs, and only in its write timestamp. All four
snapshot PNGs md5-identical.

No storms, no waves, no animation, no flow -- water at rest. Those are C2+.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-09 02:32:04 -04:00
8532d88771 feat: blueprint v2 reader dispatch + validation + params cross-check (terrain-water task 02)
Reader sniffs the first byte (0x49 raw-ISLA v2 vs 0x07 v1 string
prefix) and routes to the v2 tagged-section parser or the intact v1
path (v1 loads log a deprecation warning — fallback stays live).

v2 validation: magic/version gate (loud reject), MapSize sanity bound
[256, 32768] before allocation, every section length checked against
remaining file, section-consumed-exactly check, params-first and
no-duplicate-section rules, biome and town-tier ordinal range checks.
Unknown tags skip by length — the forward-compat property D-030 buys.

ServerChunkManager cross-checks embedded params against config
(seed + MapSize) and logs a prominent desync warning — canon H7's
silent failure becomes loud. ServerConfig.json pins the reference
world: WorldSeed 1409879727, 8K.

Round-trip oracle GREEN: reference v1 (537,054,156 B) -> v2
(335,727,522 B, -192 MB) -> parse -> semantic equality holds
(heights bitwise, biomes, 94 towns, 4/1/37/39 road paths
point-for-point). v1 parse 1.9s, v2 write 1.4s, v2 parse 1.6s.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-06 07:27:42 -04:00
f9ea2da3f4 roads: enable Rugged+Trail carving + per-tier character (D-022)
All four road tiers now carve into the 3D world. Rugged and Trail were
generated, exported and parsed all along, but nothing ever consumed them —
which is why county roads visible on the 2D map did not exist in 3D.

Tier identity is now carried into the carve via a RoadSegment struct, so each
tier gets its own width, shoulder and grade-smoothing from one tunable block in
Constants: highways widest and holding a grade, trails narrow and hugging the
land. Rugged and Trail surface as dirt rather than asphalt.

Because tiers now have different reach, nearest-by-distance was no longer a
sound way to pick the governing road — a nearby footpath could shadow a highway
whose shoulder still covered the column. The carve now considers only roads
whose shoulder actually reaches, and takes the closest of those.

The per-chunk cull pad is derived from the widest shoulder plus a margin, so
widening a road cannot silently truncate it at chunk edges.

Untouched: density field, Marching Cubes interpolation/welding, chunk dims,
the .dat contract, the 2D A* generation, and mesher normals.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-05 03:53:32 -04:00
a827595d61 whoops fix: bilinear height sampling in road carve (audit C10/Q6.B)
HeightAtPixel read a single heightmap cell after truncating the coordinate with
(int). Road path points are fractional and spaced under a metre apart, so
consecutive points truncated into the same cell (flat), then tipped into the
next one (a full inter-cell jump) — a metre-scale staircase under F2's fix.

It now reads the four surrounding cells and blends them bilinearly using the
fractional part of the coordinate, so height varies continuously with position.
Edge clamping is preserved: at the map border the second cell clamps back onto
the first, making the blend a no-op rather than an out-of-range read.

Only the sampling helper changed. Signature and both callers are untouched.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-05 03:27:47 -04:00
0910338a2a F2: continuous road grade — along-segment elevation + joint smoothing (D-021)
Road elevation is now sampled at the point on the road segment nearest the
column being carved, instead of at the segment's midpoint. The old behaviour
gave every column near a segment that segment's single midpoint height, so each
stretch of road was one flat plank and consecutive planks stepped like a
staircase wherever the road crossed a gradient.

Elevation now varies continuously along the segment, and because neighbouring
segments share an end point the height matches exactly at the joins. A new
ROAD_GRADE_SMOOTHING constant dials between holding a straight grade
(cut-and-fill) and hugging the land, per D-021.

Untouched: density field, Marching Cubes, chunk dimensions, the .dat contract,
and the 2D A* road network itself. Only how existing paths are carved into 3D.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-05 02:20:50 -04:00
ea11258871 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>
2026-08-05 01:51:06 -04:00
7f0f43b5fb baseline: working salvaged prototype on Godot 4.7.1 (pre-F1)
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-05 01:45:41 -04:00