RegionIO/internal
Daniar Mannanov 798a3ec7b4 world: port ruined portal generation point and expose pre-carve terrain
generateBaseTerrain now factors the noise+surface stage out of chunk
generation so structure placement can read pre-carve heights exactly
like vanilla's STRUCTURE_STARTS stage. RuinedPortalGenerationPoint
replays the ruined_portals set: the weighted pick across all seven
variants on its own stream, each attempt's setup/template/rotation/
mirror draws on a fresh GenerationContext stream (makeRandom reseeds
per attempt, confirmed from bytecode), findSuitableY with corner-column
settle scan against those heights, and the post-draw 3D-biome filter at
quart-snapped coordinates.

Known gap, documented in STRUCTURE_NOTES.md: no variant is accepted in
the window around the fixture's portal yet while vanilla placed one;
the biome/surface inputs need a vanilla-side probe to bisect. Not wired
into the production replay until that closes.
2026-08-26 13:56:51 +03:00
..
nbt Add vanilla parity harness and harden server boundaries 2026-08-10 22:54:16 +03:00
network Bound connection outbound queues 2026-08-10 23:00:20 +03:00
protocol Add vanilla parity harness and harden server boundaries 2026-08-10 22:54:16 +03:00
registry Implement multiplayer persistence and vanilla lighting 2026-07-21 09:21:44 +03:00
server world: publish decorated region batches 2026-08-25 10:24:19 +03:00
world world: port ruined portal generation point and expose pre-carve terrain 2026-08-26 13:56:51 +03:00
worldgen world: port ruined portal generation point and expose pre-carve terrain 2026-08-26 13:56:51 +03:00