Resolves how per-body cascade layer data reaches the Godot Atlas viewer (#960),
on the lead's mod-first directive + Tyre's design pass:
- No bake (privileges first-party content + ~100MB install bloat). A server-side
layer-stream proxy computes on demand from moddable source files and streams
Layer1Output to the client.
- Transport: additive message tag on the existing IPC stream (no second socket);
single framed MessagePack response; raster stays a disk load.
- Mod-first BodySourceResolver: mod dirs override base install; heightmap.png is
the sole source of truth.
- Cache via the D-206 background queue on miss (never blocks the tick thread,
D-203); eviction -> recompute (deterministic, ~45ms).
- Whole Layer1Output per response; client composites additive overlays.
Q-098 resolved against its own premise (no durable store needed — recompute on
eviction is fine for a viewer). Q-099 spun off: mods adding new bodies need
terrain_reference rows in the binary systems.db (D-189), out of scope for #960.
Implementation decomposed into #968 (activate AnalyzeBody cascade run + cache
populate — the long pole) -> #969 (proxy + bridge protocol) -> #960 (viewer).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Looking-ahead question from the Phase 4 markers strip. Generated mapping (rivers via
drainage, cities via econ sim + placement) is deterministic so always recomputable,
but expensive — should be computed once per body and kept, not volatile. Refines D-203
(LRU evicts) and D-200 (build-time bake vs runtime persist). Gates the atlas viewer
(#960). To resolve during the execution-model work (#952).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
"Biome" describes per-zone vegetation classification (Whittaker table).
"Planet class" describes overall planetary character. The conflation
caused the planet generator to misclassify ~270 bodies as barren.
Scope: systems.db column, schema SQL, Rust atlas code, wiki table
headers (Biome → Class), atlas proposal JSONs, all docs/decisions,
tooling scripts. Also normalizes atmosphere vocabulary (breathable →
standard) and expands planet class mapping to all 26 wiki values.
Unknown classes default to temperate for modder safety.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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>
Segmentation:
- Face-based exclusive assignment (no overlap, no caps needed)
- Hips split from torso (pelvis as own segment)
- Torso_upper independent (spine_03 + clavicle, not a variant)
- Clavicle moved from arm_upper to torso_upper
Hair pipeline:
- Solidify modifier (20mm) for scalp hair volume
- Normal recalculation before solidify for consistent direction
- Eyebrows/facial hair NOT solidified
- Fixed mask generation (was outputting black, now white)
Clothing pipeline:
- Solidify modifier (25mm) for clothing thickness
- Peasant shoes added from Fantasy pack
Tooling:
- convert_outfit.py with solidify support
- inspect_glb.py, check_hair_symmetry.py for debugging
- Segment reference distribution locked
- Q-063 footsteps VFX filed
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
D-158: Frontal camera angle for editor/mugshot UI
D-159: Character body type enum (4 adult × 2 genders + 1 child)
D-160: Body meshes segmented into 15 bone-group regions
D-161: Head always separate mesh on Head bone
D-162: Clothing pre-baked per body type via Blender Surface Deform
D-163: Trellis generates unique heads via BoneAttachment3D
D-164: Fork Quaternius skeleton, replace all body meshes
Q-060: Surface Deform quality at extreme body types
Q-061: Base clothing mesh count for v0.2
Q-062: Quaternius Source tier body type coverage
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
D-141: client-side PlatformInfo autoload centralizing all OS queries.
Q-059: resolved — full interface scope (23 properties, 7 categories).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>