Files
settled-reach/client/project.godot
T
jpmschweitzerandClaude Opus 5.5 6b50829d69 fix(simulation): Region's seam and speckle, and a conservation gate that runs (T-1213)
The fresh descent ladder (first since T-1240) showed Region carrying a
straight diagonal band of blocky, grid-locked stair-steps, and a scatter of
stray ValleyFloor cells. D-258 (1) says a biome edge is a gradient, never a
line. Two separate causes, each traced to a plane before it was fixed:

1. THE SEAM — the coast/terrain character read the CATEGORICAL glaciation
   grade. It flips None -> Light on the 6 C isotherm, `fjord` jumped 0 ->
   0.30, and ridge, scatter floor and warp amplitude jumped with it. Dumping
   the Region canvas planes put the seam in relief_q itself, not the paint;
   zeroing that one step removed it. The character now reads a continuous
   `glacial_weight` — linear through the grade bands' centres, where it
   agrees with the old per-grade weights, and a ramped moisture gate. The
   grade stays the classification; only the character stopped stepping.

2. THE SPECKLE — composition's rare inclusions ignored the rung's octave
   cutoff. At 379 m cells the 192 m inclusion field was sampled below
   Nyquist: instead of vanishing (what the constant's doc promised) it
   aliased, a +25 slope push scattered at random, tipping 8,453 cells into
   slope-gated ValleyFloor. Now gated like every other invented octave:
   ValleyFloor at Region 8,453 -> 0, and District/Quarter captures are
   byte-identical, since they resolve inclusions.

Region, lum p1-p99 63.45 -> 63.60 (structure kept), distinct colours
26,701 -> 2,102 (noise removed).

THE CONSERVATION GATE was `#[ignore]`d and did not compare anything: its
doc said it derived with and without composition, but it derived once and
checked some class held >50%, which a forest patch turned wholly to scrub
passes. Now every patch is derived twice through the same core (a new
`invent_composition` switch on the private derive; both production paths
pass true), the composed plurality must EQUAL the uncomposed one, across 13
patches spread over the body, with the judged count and "anything changed at
all" asserted so it cannot pass vacuously. It runs in plain `cargo test`
(~4 s debug). Mutation-proven both ways: inclusions over most ground fails
it by name (Scrub 90% -> Barren 52%), composition switched off fails it on
"the fine tier is off".

Goldens: every window-derivation change is an inclusion that a 4,096 or
1,024 m cutoff can no longer receive (e.g. slope 27 -> 2, ValleyFloor ->
AlluvialPlain); believability moved one point on two contrast figures.

Version 0.4.15: derived bytes change.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 22:42:02 +02:00

181 lines
9.6 KiB
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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=5
[application]
config/name="The Settled Reach"
; Mirror of project.yaml's `version:` — the repo root file stays the source of
; truth (CLAUDE.md), this is the copy that survives an export. Godot bakes
; ProjectSettings into the PCK, so `application/config/version` reads the same
; in the editor and in a shipped build, where res://../project.yaml does not
; exist at all (T-1241). Kept honest by `reach check client-version`, which the
; pre-push hook runs — do not edit this by hand without moving project.yaml too.
config/version="0.4.15"
run/main_scene="res://scenes/main_menu.tscn"
config/features=PackedStringArray("4.6", "GL Compatibility")
config/icon="res://icon.svg"
[autoload]
; PlatformInfo MUST remain first — HardwareDetector (and other autoloads) depend on it
; being initialised before their own _ready() runs. Do not reorder.
PlatformInfo="*res://scripts/autoloads/platform_info.gd"
Protocol="*res://scripts/protocol/protocol.gd"
SimBridge="*res://scripts/autoloads/sim_bridge.gd"
GameState="*res://scripts/autoloads/game_state.gd"
InputMapper="*res://scripts/autoloads/input_mapper.gd"
UIStrings="*res://scripts/autoloads/ui_strings.gd"
FogState="*res://scripts/autoloads/fog_state.gd"
AudioManager="*res://scripts/autoloads/audio_manager.gd"
SessionManager="*res://scripts/autoloads/session_manager.gd"
HudGroups="*res://scripts/autoloads/hud_groups.gd"
MetaStack="*res://ui/meta/meta_stack.gd"
ImplantRegistry="*res://ui/implant/implant_registry.gd"
HardwareDetector="*res://ui/hardware_detector.gd"
AtlasAgentBridge="*res://scripts/autoloads/atlas_agent_bridge.gd"
[audio]
buses/default_bus_layout="res://default_bus_layout.tres"
[gui]
theme/custom="res://assets/theme/game_theme.tres"
theme/custom_font="res://assets/fonts/michroma_ui.tres"
[display]
window/size/viewport_width=1920
window/size/viewport_height=1080
window/stretch/mode="canvas_items"
window/stretch/aspect="expand"
[editor_plugins]
enabled=PackedStringArray("res://addons/gdUnit4/plugin.cfg")
[input]
move_north={
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":119,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194320,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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}
move_northeast={
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move_northwest={
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interact={
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}
open_menu={
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}
pause={
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stance_up={
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}
stance_down={
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":88,"key_label":0,"unicode":120,"location":0,"echo":false,"script":null)
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}
free_camera={
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}
bug_report={
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]
}
debug_overlay={
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}
open_journal={
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]
}
teleport_hub={
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]
}
quicksave={
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}
quickload={
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]
}
[gltf]
embedded_image_handling=3
[rendering]
renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility"
environment/defaults/default_clear_color=Color(0.05, 0.05, 0.08, 1)