New-world lakes start level; no trees in water (t96)

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2026-10-29 18:21:45 -04:00
parent d936f65553
commit fc29214162
6 changed files with 96 additions and 3 deletions
+2 -1
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@@ -383,7 +383,7 @@ World generation helpers: noise and removal of tiny hard rock specks.
- functions: makeNoise, fbm, clearHardSpecks
- variables: SPECK_MIN
### src/sim/worldgen.js (286 lines)
### src/sim/worldgen.js (303 lines)
World generation: staged terrain, ore, caves and placement, with synchronous and async entry points.
- functions: generateWorld, generateWorldAsync
@@ -656,6 +656,7 @@ The frame loop and boot.
- `test/t_gpu_golden.py`: Frozen world references; seven smooth crops corrected for continuous noise in t91.
- `test/t_gpu_light.py`: The former CPU light behavioural checks, now read from the actual GPU light grid.
- `test/t_joins.js`: The oracle states the geometric rule independently of the precomputed neighbour tables.
- `test/t_lakes.js`: Generated lakes wake without a tool, settle on their own, and have dry tree bases.
- `test/t_load.js`: Reload wakes nearby areas first, without losing distant water, fire or saved state.
- `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.
- `test/t_nozzle.js`: Blowing aims within the nozzle's reach, with room for the brush and settling.