Water Update (v2.8.1)
Continuation of the louis-e Arnis v2.8.0 ("Landmark Update"). Adds underwater depth, smooth-slope shorelines, a SAND to GRAVEL gradient bed, wobbly value-noise palette mixing, road and bridge-safe carving, GUI controls, and a --seed CLI alias for deterministic building palettes across tiles.
What's New Since v2.7.0-meld.1
CLI
--seed N: Alias for--tile-invariant-rendering N. Renders the same building palette across runs and adjacent tiles.--road-detail {max | clean | compact}: Three-tier road rendering.max: Upstream byte-identical.clean: Visual cleanup at scale ≥ 0.7.compact: Pedestrian skip and lanes capped to 2 for low scales.
--master-origin-lat / --master-origin-lng: Global coordinate anchor for multi-tile renders.--elevation-min / --elevation-max: Global elevation floor and ceiling for cross-tile Y normalization to eliminate height seams.
GUI
- Road Detail dropdown (Default auto / Max / Clean / Compact)
- Ground Height (Y) numeric input (Default: -62)
- Seed (tile-invariant) numeric input (Leave blank for non-deterministic palette)
Water Depth & Shore
- BigWaterField chamfer-3-4 distance transform over every
LC_WATERcomponent. - Universal depth carve (every ESA water cell gets depth, not just OSM polygons).
- Smooth slope wobble via
value_noise_01to eliminate jaggy bed Y coordinates. - Tiered slopes by body size: 1/3 (tiny pond), 1/4 (small), 1/6 (medium), 1/8 (big sea or river). Depth = 6 is reached at approximately 48 blocks from the shore for big bodies.
- 3-block flat shoal band at every shoreline.
- Depth-tiered SAND → SANDSTONE → STONE bed with wobbly
value_noisemixing:- d 0, 1: SAND / SANDSTONE
- d 2: 70% SAND / 30% GRAVEL, wobbly blobs
- d 3: 50% / 50% split, wobbly blobs
- d 4: 30% SAND / 70% GRAVEL, wobbly blobs
- d ≥ 5: GRAVEL / STONE
- Land-mass guard: Hillsides over-claimed by OSM polygons no longer get carved.
- Road and bridge cells skipped: Causeways and bridge decks render correctly over water.
Wetlands
- G3 noise-driven puddles in
natural=wetland. This replaces upstream'srandom_bool(0.3)per-cell drops with spatially coherent, ~28-block patches. MOSS_BLOCKring around puddles using a 4-cardinal scan.COARSE_DIRTpatches via separate noise (whitelists[MUD]so the moss ring stays intact).
Building Rendering
- Real tile-invariant fix: The same building straddling two adjacent tiles picks a byte-identical block palette.
- Seeded RNG streams via
element_rng_salted_with_globalmix the--seed Nmodifier into derivation. - Per
building:material/roof:materialpalette restored from the v2.8.0 base.