New-world lakes start level; no trees in water (t96)
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@@ -383,7 +383,7 @@ World generation helpers: noise and removal of tiny hard rock specks.
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- functions: makeNoise, fbm, clearHardSpecks
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- variables: SPECK_MIN
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### src/sim/worldgen.js (286 lines)
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### src/sim/worldgen.js (303 lines)
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World generation: staged terrain, ore, caves and placement, with synchronous and async entry points.
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- functions: generateWorld, generateWorldAsync
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@@ -656,6 +656,7 @@ The frame loop and boot.
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- `test/t_gpu_golden.py`: Frozen world references; seven smooth crops corrected for continuous noise in t91.
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- `test/t_gpu_light.py`: The former CPU light behavioural checks, now read from the actual GPU light grid.
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- `test/t_joins.js`: The oracle states the geometric rule independently of the precomputed neighbour tables.
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- `test/t_lakes.js`: Generated lakes wake without a tool, settle on their own, and have dry tree bases.
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- `test/t_load.js`: Reload wakes nearby areas first, without losing distant water, fire or saved state.
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- `test/t_molds.js`: Molds and furnaces stay usable: ingots drop below and keep their stubs, plugs over molds are cleared, spoiled castings can be knocked out, grains never drop through a grate by teleporting, and slag lets the fire breathe.
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- `test/t_nozzle.js`: Blowing aims within the nozzle's reach, with room for the brush and settling.
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