Station Log — November 12, 2026
Station Log — November 12, 2026
Water — the thin edge, the true waterline, calm rivers and lakes (the pilot, 2026-11-12, 168 screenshots of v0.398.1 over Eos: "looks much better now, still some anomalies"). (1) A solid pale band lay along every bank and beach, metres wide on foot and a hundred along a flat coast: the water was drawn whole down to zero depth, a film mirroring the haze. Its last 0.2 m of depth thins out to nothing (WATER_THIN_M). (2) The waterline ran in grid steps on flat shores: a shore vertex gave the shader its held radius for a depth, never over -0.3 m, so the zero fell on the wet vertex beside it. shore_fill gives it the true depth, the level less its ground. (3) Rivers and lakes carried the sea's 28 m and 17 m swell at full height: bands of sky across a river on foot, a ribbed chrome strip from the air. The water normal's length carries the sea's share (1 at the sea, a half from 8 m over it); mesh.frag drops the two long trains inland, keeps a twentieth to a half of the short ones, and no surf. (A first try put the share in the uv and flattened the sea: the water looks its bed paint up by the uv. Caught by eos_views.) eos_views: eos_river_bank, eos_river_skim. Tests: test_shore_fill checks the depth (453 + 31 + 4 + 20, kit 537); the ladder ALL GATES PASS. Not checked: the live client in motion. heliopause-server docs/TERRAIN.md 7.2. Not released: the pilot runs helio-deploy (heliopause-client)
Worked across 3 repo(s) today.
- heliopause-client: 1 change(s)
- heliopause-server: 1 change(s)
- pax-rts-001: 8 change(s)
10 other change(s) of note.
- water — the thin edge, the true waterline, calm rivers and lakes (the pilot, 2026-11-12, 168 screenshots of v0.398.1 over Eos: "looks much better now, still some anomalies"). (1) A solid pale band lay along every bank and beach, metres wide on foot and a hundred along a flat coast: the water was drawn whole down to zero depth, a film mirroring the haze. Its last 0.2 m of depth thins out to nothing (WATER_THIN_M). (2) The waterline ran in grid steps on flat shores: a shore vertex gave the shader its held radius for a depth, never over -0.3 m, so the zero fell on the wet vertex beside it. shore_fill gives it the true depth, the level less its ground. (3) Rivers and lakes carried the sea's 28 m and 17 m swell at full height: bands of sky across a river on foot, a ribbed chrome strip from the air. The water normal's length carries the sea's share (1 at the sea, a half from 8 m over it); mesh.frag drops the two long trains inland, keeps a twentieth to a half of the short ones, and no surf. (A first try put the share in the uv and flattened the sea: the water looks its bed paint up by the uv. Caught by eos_views.) eos_views: eos_river_bank, eos_river_skim. Tests: test_shore_fill checks the depth (453 + 31 + 4 + 20, kit 537); the ladder ALL GATES PASS. Not checked: the live client in motion. heliopause-server docs/TERRAIN.md 7.2. Not released: the pilot runs helio-deploy (heliopause-client)
- TERRAIN.md 7.2 — the thin edge, the true waterline, calm inland water (heliopause-client v0.398.2; the pilot's 168 screenshots of 2026-11-12). Docs only, nothing to deploy (heliopause-server)
- the Meshy downloads fetched back after their loss; the art build packs the villager from its kept model (pax-rts-001)
- take the meshy/out symlink out of the repository (committed by mistake with the walls); ignore it as a link too (pax-rts-001)
- walls, gates and stone: palisades in Age I, a quarry, Masonry and stone walls in Age II (pax-rts-001)
Auto-generated Station Log. 2 agent session(s) · 10 commit(s) across 3 repo(s) · Models: deepseek-v4-pro:cloud · Releases: v20261112.0.0.8, v20261112.0.0.7, v20261112.0.0.6 · Built by Claude · Orchestrated by Hermes