From 36ae93199752c10092f93a312e9cd347f2b62f33 Mon Sep 17 00:00:00 2001 From: Jeroen Schweitzer Date: Tue, 2 Jun 2026 07:12:00 +0200 Subject: [PATCH] chore(meta): update changelog Co-Authored-By: Claude Opus 4.8 (1M context) --- CHANGELOG.md | 2 ++ 1 file changed, 2 insertions(+) diff --git a/CHANGELOG.md b/CHANGELOG.md index 8b4c66dc3..1ea69b3ba 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -23,6 +23,7 @@ Format based on [Keep a Changelog](https://keepachangelog.com/). - **Deterministic generation cascade** (#952, D-224/D-200) — `SeedChain`, a single splitmix64-based seed-derivation contract descending from the master world seed with domain separation (replaces ad-hoc seed mixing); an extensible per-layer cascade harness (`run_cascade`); and a golden-seed regression test pinning Layer 0→1 output (source heightmap SHA-256 + serialized topography) so any determinism drift is caught ### Changed +- **Heritage rebalance — five systems renamed** (#1019) — the corridor over-represented southern-African heritage, so five genuinely-thin afrikaans systems are refounded with new cultures: Droëland→**Marib** and Stilwater→**Sawad** (Arab), Koeberg→**Akhgar** and Carnarvon→**Golestan** (Persian), Skuilplek→**Sığınak** (Turkic). Their worlds, stations, drifter-guide entries, and the corporations named after them are renamed to match; the distinctive mysteries each system carries are preserved. Load-bearing systems (Eerste Wacht, Helderoog, Brandpunt, …) are untouched - `teammateMode` set to `auto` — teammates spawn in tmux split panes when the lead runs inside tmux, with graceful in-process fallback - **Planet simulation native resolution → 1024×512** (#963) — finer base terrain for the lower cascade layers (deterministic; same continents, more detail). Rivers are now computed by the cascade's drainage rather than painted by the sim, so they actually reach the sea - **markers.json → names-only flavored pool** (D-223, #951) — all 2,398 bodies carry place *names* only, no positions or geometry; river/mountain positions derive from the heightmap + drainage, settlement positions from the economic sim + placement, with pooled names attached at generation time. The six hand-authored "templates" dissolve into ordinary named bodies @@ -31,6 +32,7 @@ Format based on [Keep a Changelog](https://keepachangelog.com/). - **Pre-push clippy now lints tests + examples** (#967) — added `--all-targets`, closing the gap that let test-code lint debt accumulate unchecked; the existing cfg(test)/test-target clippy-1.93 debt was cleared in the same pass ### Fixed +- **Sawad's "unsettled neighbour" canon contradiction** (#1019) — the system formerly called Stilwater described its neighbour GJ 914A as having no settlement, but GJ 914A is a three-century-old colony (now Marib); the "Far Gate" mystery is reworded to keep the unexplained-transit-hours hook without the false claim - Godot 4.6 type inference parse errors in `main.gd` (`var zoom`, `var speed`) that prevented the main scene from loading - `physical_keycode` used throughout for layout-independent key handling (was `keycode`, broke on non-US layouts)