Commit Graph
9 Commits
Author SHA1 Message Date
jpmschweitzerandClaude Opus 4.6 0c3eddee39 fix(assets): address PR #117 review comments
- Remove tracked kallast_terrain.npy (HIGH — binary in git)
- Amend D-086: stance + interaction icons delivered, not deferred
- Create ticket #818 for icon_tint.gdshader (client team)
- Fix gas giant profile table: suppress gravity/land%/hydrosphere
- Fix atmosphere_color: null when atmosphere is none
- Fix gas_giant_ringed display as gas_giant in profile table
- Re-scaffold + regenerate Ran system with fixes

.import sidecars: not applicable — gitignored by design (client/**/*.import).
Godot auto-generates on first run.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-06 16:19:53 +02:00
jpmschweitzerandClaude Opus 4.6 1c6c5b9978 feat(assets): heightmap pipeline spike — prototype + test inputs
PO-built prototype (FBM terrain, Whittaker biomes, procedural globe)
with test body definitions for all planet types. Replaces pyplatec
approach. Spike validates the pipeline architecture for batch #817.

Includes handover doc, 9 test body definitions, and updated spike
pipeline documentation. Stale pyplatec outputs removed.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-06 15:54:35 +02:00
jpmschweitzerandClaude Sonnet 4.6 c9541362f9 fix(assets): clean up stale grain_belt comment in settlement scorer
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-06 08:19:42 +02:00
jpmschweitzerandClaude Sonnet 4.6 f64ee9dded feat(assets): annotated heightmap pipeline — Kallast spike #778
Validates full heightmap pipeline: pyplatec tectonics → erosion →
dynamic sea level → terrain classification (13 classes) → D8 river
network → settlement placement → geographic PNG + settlement JSON.

Key technical decisions:
- Dynamic sea level via np.percentile (pyplatec output is right-skewed;
  fixed fraction gives ~0.2% land, not 40%)
- Terrain classes as fractions of land_range (not fixed offsets)
- Two-layer model: geographic PNG + human-layer JSON sidecar
- Rivers painted AFTER LANCZOS upscale via NEAREST neighbor mask
  (painting before blurs rivers into invisibility)
- grain_belt removed — reclassified as grassland (natural terrain)
- Irrigation overlay removed — human activity, lives in JSON sidecar

Output: 4096×2048px (1024×512 simulation grid, 5.2s total runtime).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-06 08:19:23 +02:00
jpmschweitzerandClaude Sonnet 4.6 1cffc83dd7 feat(assets): procedural planet renders for wiki/GTTR — #779
7 planet type PNGs (512×512px RGBA) covering all biome_summary values:
temperate, temperate_terminator, oceanic, arid, frozen, volcanic, barren.

Pure Python ray-sphere renderer (spikes/planet-renders/generate_planets.py)
— numpy/PIL only, no Godot dependency, ~2s for all 7 types. Seeded from
body_id for reproducibility. Resolves Q-064 (Godot 3D planet plugin
evaluation — superseded by headless Python approach).

Assets at client/assets/planets/, 512×512 RGBA, displayed at 240×240 in
the body-info-panel navigator and GTTR arrival window.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-06 08:19:06 +02:00
jpmschweitzerandClaude Opus 4.6 496953f69c feat(assets): add Quaternius Source tier bodies and fitted outfits
Source tier purchase provides 3 body types × 2 genders with .blend
source files: Regular (→Average), Superhero (→Muscular), Teen (→Thin).
Only Heavy body type still needs hand-authoring.

Surface Deform pipeline validated: clothing authored for Regular body
successfully fitted to Superhero and Teen bodies with zero bind
failures across all 12 outfit × body combinations.

Adds source-bodies/, outfits-fitted-source/, outfits-fitted-source-female/,
and Blender fitting scripts for both genders. Showcase updated with
8 body type entries and per-body-type fitted outfit scanning.

Resolves Q-062 (Source tier contents: Regular + Teen confirmed).
Partially resolves Q-060 (Surface Deform quality: binds succeed,
visual clipping is a compositor concern, not pipeline failure).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-19 14:22:26 +01:00
jpmschweitzerandClaude Opus 4.6 c380ef8a84 feat(assets): add Quaternius aesthetic validation spike
Complete character pipeline spike validating the Quaternius rig as
foundation for The Settled Reach's 3D character system.

Validated:
- 65-bone skeleton + Universal Animation Library as rig foundation
- Body segmentation into 15 bone-group regions with 1-ring vertex overlap
- Trellis-generated heads via BoneAttachment3D
- Skin tone texture generation pipeline (9 variants from source)
- Toon shader + inverted hull outline at gameplay zoom
- CharacterVisual class as compositor prototype

Failed (documented):
- Trellis clothing auto-rigging (sculptures, not garments)
- Bone scaling for body type variants (catastrophic joint deformation)
- Runtime per-segment clothing scaling (same failure as Blender-side)

Includes: Blender pipeline scripts (segmentation, auto-rigging, Surface
Deform fitting), Godot showcase with interactive controls, automated
screenshot cycle, smoke tests, team reviews, and VERDICT.md.

D-158 through D-164 locked. Q-060 through Q-062 opened.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-19 13:29:22 +01:00
jpmschweitzerandClaude Opus 4.6 033e9afb2b feat(assets): add body type showcase with 16 Trellis-generated bodies
8 body types (slim, average, stocky, tall_lean, short_stout, athletic,
heavyset, petite) × male/female. Style-anchored concept images fed
through Trellis and Blender postprocess.

Adds body_showcase scene with grid display, highlight controls (1-8),
and toon shader with cull_disabled for Trellis mesh normals.

Finding: Trellis works well for props but produces rough character
meshes — characters will likely need composite body parts approach.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-18 01:21:53 +01:00
jpmschweitzerandClaude Opus 4.6 f204bf3372 feat(assets): add 3D pipeline spike — Trellis to Godot with recoloring
Proves the full asset pipeline: concept image → Trellis 3D → Blender
post-process → Godot render with toon shader and recolor masks.

Key findings:
- gltf/embedded_image_handling=3 required (extract mode silently fails)
- Luminance-preserving recolor shader keeps texture detail
- Trellis output quality is sufficient for isometric game assets
- Camera uses pivot-based system with screen-aligned WASD pan

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-17 23:33:35 +01:00