chore(meta): update changelog
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
@@ -7,6 +7,7 @@ Format based on [Keep a Changelog](https://keepachangelog.com/).
|
||||
## [Unreleased]
|
||||
|
||||
### Added
|
||||
- **Lakes from settled hydrology** (D-227, T-1184) — depressions in a body's terrain now hold water: an equilibrium hydrology solve (the T-1177 solver, ~24 ms per body) runs once per body and fills every basin to its settled water level, and the map's terrain classification reads it directly — a spot is a lake when the settled water surface sits above the ground there. Lake edges refine with zoom exactly like coastlines (continuous surface comparison, never a blocky cell lookup), a lake's existence never flickers (static classification, distinct from tidal/seasonal flooding), and bodies without a solve fall back to the old ocean-fraction heuristic byte-identically. Whether a lake drains via an exit river or sits closed (endorheic) becomes readable when the outlet wiring lands (T-1185)
|
||||
- **3D locomotion sandbox + in-house wardrobe engine — Fable-5 character sidequest** (D-248–D-252, T-1088, T-1089) — a sanctioned cascade exception delivered a walking 3D character ahead of Phase 5: a locomotion sandbox (SR_LIVE, greybox tiles derived from live server snapshots, no hand-built map) with per-leg constant-velocity interpolation cadence-synced to gait clips, mouse-driven move-here pathing with a walk/sprint/take-cover gesture vocabulary, and a client-side wall-cutaway camera kept decoupled from fog-of-perception. The server protocol's `Facing` is now view-only — movement direction is derived client-side from position deltas, and NPC gaze relocates to path-follow intent (D-252). Alongside it, a full in-house wardrobe engine: offset-shell garment authoring from our own body meshes (per-body mode, weights inherited by construction), a 24-garment catalogue — everyday casual through a hand-authored suit and colorable uniform — fitted across all 11 body types, RGBA multi-region tinting with per-character brand logos, a creation-screen try-on UI, 12 named outfit presets, and a chromakey QA harness gating every garment for clip-through before release. The character asset route (Quaternius rig, in-house wardrobe) was re-confirmed after a hands-on vendor evaluation (D-251 — Synty proved technically viable but was rejected on cost, modularity, and style), and the purchased UAL1/UAL2 animation tiers are wired in. Five of the eleven body types, found broken bare mid-sidequest (T-1090), were repaired — all eleven now render and fit correctly
|
||||
- **Layer 2 — inter-settlement road & rail graph** (D-211, T-1038) — the generation cascade now draws the transport network *between* a body's settlements: a minimum-spanning backbone connects every city, extra direct links are added where that backbone would force a long detour, and each route is pathed across the real terrain — hugging river valleys (preferred), skirting steep ground, never crossing open water. Every road carries a *maintenance authority* you'll be able to read in its condition (Administrative government highway, Corporate access road, Communal local lane, long-haul Trade route, or Abandoned), and long routes gain waypoint stops at their midpoints. Deterministic and held in the per-body world cache (re-derived from seed, never saved); the Atlas overlay and downstream layers (road-entry directions, territory road-coverage) consume it next. Corp HQs are kept out of the city pool so they don't spawn duplicate roadside towns (D-242)
|
||||
- **Layer 3 — settlement placement** (D-211, #955) — the generation cascade now places a body's settlements on terrain that fits their economy: capitals and cities are matched to river mouths, coasts, valleys, passes, etc. via the D-195 affinity table (a financial hub gravitates to the coast, a farm to a fertile valley, a fort to a mountain pass). Runs in-game: when a body is first viewed, its settlements are read from the atlas and placed by the live cascade, then held in the per-body world cache
|
||||
|
||||
Reference in New Issue
Block a user