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3 commits

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
d72ffc0183 docs: bring all READMEs current with actual code (post-sweep-10 truth pass)
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>
2026-08-05 05:23:58 -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