diff --git a/src/AcDream.Core/World/SceneryGenerator.cs b/src/AcDream.Core/World/SceneryGenerator.cs index af0be17..aca7239 100644 --- a/src/AcDream.Core/World/SceneryGenerator.cs +++ b/src/AcDream.Core/World/SceneryGenerator.cs @@ -39,14 +39,13 @@ public static class SceneryGenerator private const float LandblockSize = 192.0f; // 8 cells * 24 units /// - /// Phase N.1 feature flag — when set to "1", scenery placement uses - /// WorldBuilder's SceneryHelpers + TerrainUtils instead of - /// our hand-ported algorithms. Default off until visual verification at - /// landblock 0xA9B1 confirms behavior. See - /// docs/superpowers/specs/2026-05-08-phase-n1-scenery-via-wb-helpers-design.md. + /// Phase N.1: scenery placement uses WorldBuilder's SceneryHelpers + /// + TerrainUtils by default. Set ACDREAM_USE_WB_SCENERY=0 + /// to restore the legacy in-line algorithms (escape hatch — to be deleted + /// in Task 8 once we have a session of green visuals). /// internal static readonly bool UseWbScenery = - System.Environment.GetEnvironmentVariable("ACDREAM_USE_WB_SCENERY") == "1"; + System.Environment.GetEnvironmentVariable("ACDREAM_USE_WB_SCENERY") != "0"; public readonly record struct ScenerySpawn( uint ObjectId, // GfxObj or Setup id