chore(meta): update changelog
Co-Authored-By: Claude <noreply@anthropic.com>
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@@ -17,8 +17,12 @@ Format based on [Keep a Changelog](https://keepachangelog.com/).
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- **Rivers read like rivers** (T-1175) — map courses now taper to a point at their upstream source instead of starting at full width (the classic cartographic river grammar), and the stream/tributary/trunk width ladder was retuned so a tributary joining a trunk visibly reads as a join. Part of the map-fluency polish pass benchmarked against the best-in-class world maps
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- **Rivers and mountain ranges now have names behind the map** (T-1169) — every body's rivers and peaks are assigned names from the curated per-system pools (17,891 names across the Reach) during world generation, queryable over the wire. The labels that will draw them on the Atlas come in a follow-up; the naming layer underneath is live
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- **Internal: legacy map-window field retired** (T-1159) — the obsolete duplicate zoom-granularity field was removed from the map wire protocol and caches; no player-visible change
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- **Zoomed-in map levels draw about four times faster** — each map cell now covers a 2×2 block of screen pixels instead of one, cutting the work per view to roughly a quarter with no loss of crispness (cells are still whole pixels, never blurred)
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### Fixed
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- **The Atlas tells you when it is fetching a map** — a slow zoom step used to look like a hang: the "deriving terrain" feedback was being painted underneath the map itself, so it was only ever visible when there was no map at all. A diegetic "DOWNLOADING MAP DATA" readout now appears over the held view while new ground is fetched, and stays out of the way entirely for anything that arrives quickly
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- **The map fills the window, and follows it when it changes** — resizing the game window (or the implant panel inside it) left the map at its old size, marooned in empty space. It now re-fetches at the new size once the resize settles
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- **Panning no longer stutters or spams the server** — holding an edge-scroll used to jerk the view and fire a fresh map request every frame past a threshold. Panning is now smooth, with a single fetch once you stop; a fast pan toward the edge still fetches immediately rather than running off into blank space
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- **The Atlas header is legible on any terrain** (T-1197) — the map screen's title readout was the one piece of implant chrome drawn without its backing panel, so its light text vanished against pale terrain (the ghosting spotted in the first Caparica captures). It now sits on the standard implant panel like everything else, and the legend below it positions itself from the header's real measured height instead of a hardcoded offset — with structural tests pinning the relationship so the panels can never silently overlap again
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- **The ground between buildings now has a defined character** (T-1098) — every tile in a built block that isn't a building or a street-margin now resolves to a real ground type (court, garden, plaza, open lawn, industrial operations surface, or genuine void) driven by how densely the block is built — previously that space carried no data at all. A conflict rule is enforced in code (building footprints always win), and a latent bug where certain degenerate lots vanished from the world data entirely is fixed. Data-only until Phase 5 draws the world; this is the second of the two walkability gaps closed this weekend
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- **Road networks now form on water-heavy worlds** (T-1116, D-210 amendment) — island and coastal bodies were generating settlements but zero roads: a coastal town's map cell could count as majority-water at routing resolution, and the pathfinder refused to start there at all. Routes now anchor to the nearest passable land cell at a small, honestly-priced access cost — never crossing water — so island worlds get their road networks back in the world data. Not yet visible on the Atlas: road drawing belongs to the deferred civilizational overlay wave (nature layer first, T-1207), and the map will show these roads when that wave lands
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