phase(N.1): WB-backed scenery is now default-on
Phase N.1 step 7: flips ACDREAM_USE_WB_SCENERY to default-on after visual verification at Holtburg confirmed Issue #49's previously missing edge-vertex trees are still visible and rotation is correct. A known cosmetic difference (the road-edge tree at landblock 0xA9B1) remains. ACME WorldBuilder applies an additional per-vertex road check that suppresses it; we tried adding it (commite279c46) but it over-suppressed in other landblocks (reverted in677a726). Filed as a follow-up issue in ISSUES.md (added in Task 8). ACDREAM_USE_WB_SCENERY=0 still reverts to the legacy path. Task 8 will delete the legacy path entirely once a session passes without visual regressions on default-on. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@ -39,14 +39,13 @@ public static class SceneryGenerator
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private const float LandblockSize = 192.0f; // 8 cells * 24 units
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/// <summary>
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/// Phase N.1 feature flag — when set to "1", scenery placement uses
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/// WorldBuilder's <c>SceneryHelpers</c> + <c>TerrainUtils</c> instead of
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/// our hand-ported algorithms. Default off until visual verification at
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/// landblock 0xA9B1 confirms behavior. See
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/// <c>docs/superpowers/specs/2026-05-08-phase-n1-scenery-via-wb-helpers-design.md</c>.
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/// Phase N.1: scenery placement uses WorldBuilder's <c>SceneryHelpers</c>
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/// + <c>TerrainUtils</c> by default. Set <c>ACDREAM_USE_WB_SCENERY=0</c>
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/// to restore the legacy in-line algorithms (escape hatch — to be deleted
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/// in Task 8 once we have a session of green visuals).
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/// </summary>
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internal static readonly bool UseWbScenery =
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System.Environment.GetEnvironmentVariable("ACDREAM_USE_WB_SCENERY") == "1";
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System.Environment.GetEnvironmentVariable("ACDREAM_USE_WB_SCENERY") != "0";
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public readonly record struct ScenerySpawn(
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uint ObjectId, // GfxObj or Setup id
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