Commit graph

82 commits

Author SHA1 Message Date
Kelsi
26f1947c84 feat(editor): add --audit-watertight-wob building QA tool
Sibling of --audit-watertight that walks every .wob under
<root> and runs the welded watertight check on every group.
A WOB passes only if every group is closed — interior rooms
in a real building should each be a closed solid even
though the building as a whole has intentional portal
openings between them.

Per-failure detail lists which groups failed and why
(boundary edge count + non-manifold edge count). Exit code
is the number of failed buildings (capped at 255) — same
CI-friendly contract as the WOM audit.

Smoke tested against /tmp/migtest cube.wob: PASS, 12 tris,
exit code 0.
2026-05-09 11:33:10 -07:00
Kelsi
f1528f2dd7 feat(editor): add --gen-texture-studs riveted-armor pattern
54th procedural texture: grid of round rivet caps with an
inner highlight. Each stud has:

  • outer ring (40%-100% of studR) at the studHex base color
  • inner core (0-40% of studR) at studHex × 1.4 brightness
  • bg color outside studR

The 40% bright core sells the 3D rivet appearance — a flat
solid circle (which --gen-texture-dots already produces)
reads as a polka dot, while the bright/dim concentric pair
reads as a metal stud catching light.

Useful for studded leather armor, riveted plate, banded
mail trim, dwarven hauberks, prison-cell door reinforcement,
ship hull plating. Default 24-stride grid with R=7 reads
cleanly at typical body-armor scale.
2026-05-09 11:31:27 -07:00
Kelsi
6ff5df41eb feat(editor): add --gen-mesh-pergola garden-arbor primitive
59th procedural mesh primitive. Builds an open-top pergola
from axis-aligned boxes (uses the new addFlatBox helper):

  • 4 corner posts sized so their outer faces line up with
    the footprint perimeter
  • 2 long perimeter beams resting on top of the posts
    along the long edges
  • N cross beams running between the perimeter beams
    (slightly thinner so the lattice has visible crossings)

Distinct from --gen-mesh-canopy because there's no closed
overhead panel — the open lattice top reads as a sun-trellis
or vine-arbor instead of a market-stall awning. Useful for
palace courtyards, druid groves, garden mazes, viewing
arbors, harvest-festival entrance pieces.

Set crossbeams=0 for a bare 4-post + 2-beam frame; default
5 crossbeams gives a pleasing alternating pattern.
2026-05-09 11:26:15 -07:00
Kelsi
63048c1356 feat(editor): add --gen-texture-starburst radial-rays pattern
53rd procedural texture: N rays radiating from the texture
center. Each pixel computes its angle via atan2 and finds
the angular distance to the nearest ray axis (handling the
±π wrap so rays around the seam are continuous). Pixels
inside any ray's angular band get the ray color.

Brightness tapers linearly with distance from center: 1.0
at the hub, 0.4 at the texture diagonal — gives sun-rays
that fade as they extend outward instead of reading as
infinite lines.

Useful for sun motifs, holy/divine symbols, paladin
insignias, mage-robe trim, mosaic medallion centers,
shrine floor inlays, and any "radiant glory" surface.
2026-05-09 11:20:31 -07:00
Kelsi
173ad7796e feat(editor): add --bake-wob-collision multi-group WOB→WOC
Sibling of --bake-wom-collision for buildings. Walks every
group in a WOB, optionally welds vertices PER GROUP (groups
are intentionally separate — rooms with portals between them,
so welding across groups would fuse walls that should remain
distinct collision surfaces), and appends each to a single
WoweeCollision via WoweeCollisionBuilder::addMesh.

Same flag surface as the WOM variant: optional [out.woc]
output path, --weld <eps> for per-group vertex merge,
--steep <deg> for the walkable/steep slope cutoff.

Smoke tested on a 1-group cube WOB: 8 verts → 12-triangle
WOC with proper bounds (-1,-1,-1)..(1,1,1) and walkable/
steep classification matching the cube face orientations.
2026-05-09 11:19:09 -07:00
Kelsi
dadb08baee feat(editor): add --gen-mesh-dock pier-on-stilts primitive
58th procedural mesh primitive. Builds a wooden waterside
dock from axis-aligned boxes:

  • flat plank deck slab spanning length × width at deckT
    thickness, sitting at deckHeight off the ground
  • N pairs of square pilings under the long edges, evenly
    spaced from end to end
  • pilings inset by pilingW so the deck overhangs slightly
    (the standard "boards rest ON TOP of the posts" look)

Distinct from --gen-mesh-bridge which arches OVER an
obstacle — a dock walks straight out from a shoreline on
stilts to the water. Useful for fishing villages, port
warehouses, lake settlements, ferry stations, smuggler
hideouts.

Watertight under weld (--audit-watertight passes): pilings
sit below the deck overhang and don't share corners with it.
2026-05-09 11:17:28 -07:00
Kelsi
0137ca8707 feat(editor): add --gen-texture-caustics water-shimmer pattern
52nd procedural texture: water-surface caustics via four
superimposed sine waves running along x, y, x+y, and x-y.
Each wave is taken in absolute value before multiplication
so peaks shine on either side of the wave centerline,
giving the bright-line interference network you see on a
pool floor or sunlit shallow streambed.

Two-color lerp from bgHex (depth) to hiHex (highlight).
Default 24-pixel period reads at the right scale for water-
plane underlay; pass a smaller period for tighter ripple.

Useful as the floor texture under transparent water
volumes, magic-fountain pools, fish-tank ground plates,
ritual scrying basins, and any "submerged surface seen
through clear water" effect.
2026-05-09 11:12:28 -07:00
Kelsi
89b7e2f505 feat(editor): add --audit-watertight project-level QA tool
Walk every .wom under <zoneDir|projectDir>, run the welded
watertight check from cli_weld + the same edge-analysis as
--info-mesh-stats, and report PASS/FAIL with the per-mesh
failure detail (boundary / non-manifold edge counts).

Exit code is the number of failures (capped at 255), so
CI pipelines can gate on `--audit-watertight $project` and
fail the build if any mesh isn't a closed solid.

Smoke-tested over 61 procedurally-generated WOMs:
  • 49 PASS — most stand-alone primitives are watertight
  • tent_fixed FAIL with 5 boundary edges = the intentional
    door cutout (correct surface count)
  • woodpile / bed / well variants FAIL with non-manifold
    edges = adjacent stacked cylinders/legs sharing corners
    (correct geometry callout)

Defaults to weld eps 1e-4 — a good balance for procedural
output where positions are exact rationals at typical scales.
2026-05-09 11:11:09 -07:00
Kelsi
e732894b4c feat(editor): add --gen-mesh-haystack terraced farm haystack
57th procedural mesh primitive. Builds a layered haystack:
N stacked frustums, each smaller than the one below, with
the topmost layer tapering to an apex point. The visible
shelves where each layer overhangs the smaller one above
read as bound straw shocks rather than the smooth
silhouette --gen-mesh-pyramid produces.

Per layer: vertical side wall ring (no taper within a
single layer) plus a top "shelf" annulus where it meets
the next layer up. Final layer is a cone fan to a single
apex vertex. Closed bottom disc keeps the model a solid
for collision baking — verified watertight under weld.

Useful for farms, granaries, stables, harvest-festival
clearings, druid groves with bound bundles. Default 3
layers at 12 sides reads cleanly at typical NPC scale.
2026-05-09 11:08:39 -07:00
Kelsi
9031bdb620 feat(editor): add --gen-texture-rope twisted-cordage pattern
51st procedural texture: two interleaved sinusoidal strands
running along the Y axis. Each strand's X position oscillates
as W/4·sin(2π·y/period); the second strand is phase-shifted
by π so the two snake around each other forming the classic
helical twist of a tightened rope.

Within each strand, brightness rises from 0.55 at the edge
to 1.0 at the centerline (cos² falloff) — gives the rounded
3D appearance of cylindrical fibers without a separate
shadow pass.

Useful for hanging ropes, ship rigging, tied-bundle textures,
suspension bridges, market-stall awning ties, and any
"twisted cord" surface where a flat color would read as
ribbon rather than rope.

Default 24-pixel period with 8-pixel strands renders cleanly
at 256x256 with about 10 visible twists.
2026-05-09 11:03:33 -07:00
Kelsi
069e76057e feat(editor): add --bake-wom-collision WOM→WOC pipeline
Convert any WOM mesh into a WOC collision file via
WoweeCollisionBuilder::addMesh, with optional --weld <eps>
that merges shared positions into a single canonical index
before baking. The weld pass is what makes per-face-shaded
procedural primitives produce a properly indexed collision
mesh — adjacent faces that previously authored 4 unique
verts per face now share 1 corner across all incident
faces, so raycasts can traverse edges naturally.

Also accepts --steep <deg> to control the walkable/steep
classification threshold (default 50° from horizontal,
matching the terrain pipeline).

Smoke-tested end-to-end:
  • firepit: 240 verts → WOC with 120 tris (20 walkable
    floor, 20 steep stone walls, rest neutral)
  • tent_solid: 18 verts welds to 6, produces 8-tri WOC
  • canopy: 216 → 56 weld, 108 tris, 30° steep cut

Pairs naturally with --info-mesh-stats --weld for
collision-quality QA before baking.
2026-05-09 11:01:45 -07:00
Kelsi
51d884c248 feat(editor): add --gen-mesh-canopy market-stall awning
56th procedural mesh primitive. Builds a rectangular awning
on 4 corner posts with a flat overhead panel and optional
drape lips hanging down from each edge:

  • 4 corner posts inset by postR so their outer faces line
    up flush with the panel edges above
  • flat panel slab spanning the full footprint, sitting on
    top of the posts
  • optional drape lips on all four panel edges (set drape=0
    for a clean flat-top canopy with no hanging fabric)

All axis-aligned boxes; the no-drape variant is fully
watertight (verified via --info-mesh-stats --weld). Useful
for market-square stalls, vendor stations, alchemist booths,
caravan rest stops, and tournament viewing platforms.
2026-05-09 10:59:05 -07:00
Kelsi
4112b6d257 feat(editor): --info-wob-stats + fix weld hash collision bug
Add --info-wob-stats reporting per-group + aggregate
triangle counts, surface area, edge analysis, and watertight
check for WOB buildings. Same flag surface as --info-mesh-stats
including --weld <eps> for true topological closure check
on per-face-vertex meshes.

Also fixes a correctness bug in the weld implementation
of --info-mesh-stats: the previous code used a 64-bit hash
of the quantized position as the equality key, which gave
false-positive collisions that incorrectly merged distinct
vertices. A unit cube's 8 corners collapsed to 2 positions
under the buggy hash. Replace with std::map keyed on the
actual quantized (qx, qy, qz) tuple so equality is exact.

Re-verified: cube 8→8 watertight YES; firepit 240→80
watertight YES (was wrongly reporting 56 unique with 48
non-manifold edges); tent_solid 18→6 watertight YES;
tent_fixed 21→9 with 5 boundary edges at the door perimeter
(correct — door is intentionally open).
2026-05-09 10:57:22 -07:00
Kelsi
a7989cc7ab feat(editor): add --gen-texture-corrugated metal-sheet ridges
50th procedural texture: smooth cosine ridges that lerp
between bgHex (trough) and hiHex (crest) over a configurable
period. Direction defaults to vertical ridges (wave varies
along X) — the standard corrugated-sheet-metal-roof look —
with optional horizontal mode for siding panels and pipe
texturing.

Useful for sheet-metal roofing, corrugated-iron walls,
sci-fi paneling, and any "ridged plate" surface where the
existing flat --gen-texture-metal would read as too uniform.

Default 16px period at 256x256 reads cleanly with about 16
ridges across the tile.
2026-05-09 10:50:46 -07:00
Kelsi
c206216676 feat(editor): add --gen-mesh-woodpile firewood-stack primitive
55th procedural mesh primitive. Builds the classic 3-2-1
firewood pyramid:

  • 3 cylindrical logs along the bottom row, sitting on
    the ground at radii apart
  • 2 logs nestled in the gaps of the bottom row
  • 1 log crowning the pile

Vertical step uses cos(30°) = sqrt(3)/2 so adjacent logs
touch tangentially, giving the close-packed look of a real
chopped-wood stack. Logs lie horizontally along the Z axis
with closed end caps; sides parameter controls cross-
section smoothness (default 12, range 6..64).

Pairs naturally with --gen-mesh-firepit and --gen-mesh-tent
for outdoor camp / homestead / lumberyard set dressing.
2026-05-09 10:47:21 -07:00
Kelsi
f8bd4c70c8 feat(editor): add --gen-texture-planks floor-board pattern
49th procedural texture: horizontal plank-floor pattern.
Each plank gets:

  • a hash-derived per-plank brightness offset (-24..+24)
    so adjacent boards read as separate pieces of wood
    rather than one long stripe
  • a 1px horizontal seam at its bottom edge
  • a 1px vertical end-seam at a hash-jittered x position,
    staggering plank ends across rows
  • optional darker grain streaks at evenly-spaced columns
    (jittered per plank so the pattern doesn't grid-align)

Useful for inn/tavern floors, ship deck planking, bridge
surfaces, market-stall counters, and any wood-floor surface
where the existing single-grain --gen-texture-wood would
read as one giant board.

Default 16px plank height with 5 grain streaks gives a
recognizable floor at 256x256 without aliasing.
2026-05-09 10:44:13 -07:00
Kelsi
5e404a9fe6 feat(editor): add --info-mesh-stats geometric audit
Reports total surface area, per-triangle area histogram
(min/max/mean/median), edge analysis (boundary / manifold /
non-manifold counts), watertight check, and degenerate
triangle count for a single WOM.

Watertightness here is the topological notion: every edge
must be shared by exactly 2 triangles via shared vertex
indices. This is what collision bakes and physics queries
actually need — visually-closed primitives whose adjacent
faces don't weld vertices will (correctly) report as
non-watertight.

Already caught a real defect in handleTent's door-fan
triangulation: the fan covers the door cutout area with
a stray triangle and leaves a vertex unreferenced.
Edge analysis is gated by triCount <= 2M to keep the
unordered_map bounded for huge baked terrain meshes.
2026-05-09 10:41:58 -07:00
Kelsi
17a53f192f feat(editor): add --gen-mesh-firepit camp firepit primitive
54th procedural mesh primitive. Builds a recognizable
campfire setup from axis-aligned boxes only:

  • ring of N stone cubes evenly placed at radius ringR
    around the firepit center, sitting on the ground
  • two crossed log boxes at the center (one along X,
    one along Z, slightly raised) — the unmistakable
    visual cue separating a firepit from a generic
    decorative stone ring

Pairs naturally with --gen-mesh-tent for outdoor camp
set dressing (Horde encampments, Defias hideouts, scout
overlooks). Default 0.5-radius ring with 8 stones reads
cleanly at 1:1 player scale.
2026-05-09 10:37:37 -07:00
Kelsi
033c929576 feat(editor): add --gen-texture-chainmail interlinked rings
48th procedural texture: brick-offset ring outlines. Even
and odd rows are shifted by half a cell width so each ring
interlocks visually with its neighbors above and below —
the classic chainmail-armor pattern. Each pixel is tested
against the nearest ring center; if its distance lies
inside [ringR - strokeW/2, ringR + strokeW/2] it's
painted as the ring color, otherwise background.

Useful for armor textures (mail tunics, helms, gauntlets),
metallic fabric set dressing on guard NPCs, and dungeon
gate/grate textures. Default ring radius 5 on a 14x10
brick spacing reads cleanly at 256x256 without aliasing.
2026-05-09 10:34:02 -07:00
Kelsi
e746e400dd feat(editor): add --gen-mesh-tent A-frame canvas tent
53rd procedural mesh primitive. Builds a watertight A-frame
tent:
  • two sloped roof panels meeting at a ridge that runs along
    the X axis
  • two triangular gables sealing the ends
  • optional inverted-V door notch carved out of the +X gable
    (parameterized by doorH and doorW; either set to 0 disables
    the cutout for a solid gable)
  • bottom face for collision-bake watertightness

Useful set dressing for Horde encampments, troll camps,
Defias bandit hideouts, scout/quartermaster overlooks, and
generic outdoor quest hubs.

Default footprint 1.6 x 1.0 with 0.9 ridge height and a
0.5 x 0.4 door notch — all dimensions overridable on the CLI.
2026-05-09 10:25:38 -07:00
Kelsi
a9f4e322d5 feat(editor): add --gen-texture-knit V-stitch fabric pattern
47th procedural texture: knit fabric V-stitch — each stitch
occupies a cellW x cellH cell holding the V-shape made by
two diagonal strokes meeting at the apex (cellW/2, 0) and
dropping to the cell's bottom corners. Cells tile contiguously
in both axes giving the iconic chevron-zigzag appearance of
knitted fabric stitches.

Useful for sweater fabric, woolly NPC clothing, blanket
textures, mitten/scarf set dressing, dwarven knitwork.
Defaults to 16x12 cells with 2-px stroke width.
2026-05-09 10:18:22 -07:00
Kelsi
3db5d05519 feat(editor): add --gen-mesh-archway-double twin-passage primitive
58th procedural mesh: 5-box double archway — 3 vertical posts
(left / shared center / right) plus 2 horizontal lintels each
spanning one opening. Pairs with the existing single
--gen-mesh-archway for plaza approaches, double-door tomb
fronts, formal garden entrances, paired temple entries.

Defaults to 1.40m × 2 openings with 2.40m opening height
(~3.16m total width × 2.60m height including lintels).
2026-05-09 10:11:24 -07:00
Kelsi
f6f5b7d9a0 feat(editor): add --gen-texture-zebra wavy-stripe pattern
46th procedural texture: zebra-print stripes — base
horizontal stripes with a sinusoidal y-shift in x so they
undulate organically rather than aligning to the row grid.
Two-color (bg + stripe) for the iconic black-on-white animal-
print effect. Each pixel computes y + amplitude*sin(2π*x/wavelength)
then mods by the stripe period.

Useful for animal-print fabric, savanna grass mats, tribal
clothing, fur tiles. Defaults to 24-px period with 8-px
amplitude on an 80-px wavelength wave.
2026-05-09 10:03:27 -07:00
Kelsi
09d21f08dd feat(editor): add --gen-mesh-brazier fire-pit primitive
57th procedural mesh: 7-box brazier — square base plate,
narrow vertical stem, wider bowl on top of the stem, and 3
flame boxes of varying heights rising from the bowl. The
flame layout is a triangle (tallest center, two shorter on
either side) so the silhouette reads as fire rather than a
uniform block.

Useful for dungeons, temples, watchtowers, throne rooms,
goblin camps — anywhere a fantasy world needs visible light
sources. Defaults to 0.55m bowl on a 0.80m stem (~1.28m
total height).
2026-05-09 09:56:38 -07:00
Kelsi
c4ff7e583c feat(editor): add --gen-texture-leopard animal-print pattern
45th procedural texture: leopard print spots done as the
union of 4 small overlapping sub-circles per spot. The
sub-circle offsets are jittered per-spot so each spot has
an irregular non-circular silhouette without authoring per-
spot polygons. Two-color (bg + spot) for the classic
leopard look.

Useful for animal-print fabric, fur tiles, druidic robes,
shamanic hide drums, hunter armor textures. Defaults to 60
spots of ~8-px radius across 256×256.
2026-05-09 09:51:58 -07:00
Kelsi
b1f6563c0a feat(editor): add --gen-mesh-podium ceremony-platform primitive
56th procedural mesh: stepped pyramid speaker stand —
configurable number of steps (2..8) tapering from base to top
with equal step heights for visual rhythm, plus a small
lectern box positioned at the back of the top platform so a
speaker has room in front. Top platform is half the base
footprint, with each step shrinking by an equal increment.

Useful for throne rooms, ceremonial dais, NPC speaker
positions, monument bases, judgment platforms. Defaults to
1.60m base × 3 steps with a 0.30m lectern (~0.96m total).
2026-05-09 09:46:59 -07:00
Kelsi
288c4e93b6 feat(editor): add --gen-texture-runes magical-glyph pattern
44th procedural texture: scattered angular runes drawn as
3-5 random stroke segments per glyph. Each stroke uses one
of 8 cardinal/diagonal angles (0/45/90/135/...°) so the
strokes read as deliberate runic carvings rather than random
scribbles. Layout is a sparse grid with per-slot jitter and
~5% empty slots so the result looks hand-carved rather than
mechanical.

Useful for ancient ruins, magical zones, dwarven walls,
necromancer altars, druidic shrines. Defaults to a 64-px
grid spacing yielding ~15 runes in a 256×256 image.
2026-05-09 09:42:10 -07:00
Kelsi
993e90f0ee feat(editor): add --gen-mesh-sundial garden-timekeeper primitive
55th procedural mesh: 6-box garden sundial — square base
plate at floor, central vertical gnomon slab spanning the
diameter (long axis along Z, the blade that casts a shadow),
and 4 small hour-marker nubs at the cardinal points (N/S/E/W)
around the rim.

Useful for monastery courtyards, mage tower observatories,
druidic stone circles, manor gardens — anywhere a fantasy
world wants visible time-keeping. Defaults to 0.80m square
base with 0.35m gnomon (~0.41m total height).
2026-05-09 09:37:13 -07:00
Kelsi
96bb1f6d04 feat(editor): add --gen-mesh-scarecrow farm-prop primitive
54th procedural mesh: 5-box cruciform farm pest deterrent —
vertical body post, horizontal cross arm, head box on top of
the body, brimmed hat box that's wider than the head, and a
narrower-but-taller crown box on top of the hat brim. The
cross silhouette + brimmed-hat read as a scarecrow without
needing rotated geometry.

Useful for crop fields, abandoned villages, harvest set
dressing, ritual circles, fields after a battle. Defaults
to 1.80m body × 1.40m arm span (~2.18m total height).
2026-05-09 09:27:56 -07:00
Kelsi
4932947631 feat(editor): add --gen-mesh-weathervane rooftop primitive
53rd procedural mesh: 6-box rooftop wind indicator — base
plate, tall vertical post, perpendicular N-S and E-W cross
arms (cardinal direction markers), a long horizontal arrow
on top of the cross, and a small tail box at the back end of
the arrow that visually balances the head and gives the arrow
its directional read.

Useful for farm rooftops, chapel spires, town halls,
lighthouse caps, manor turrets — anywhere a fantasy world
wants visible wind direction. Defaults to a 1.50m post with
0.40m cross arms and a 0.55m-half-length arrow (~1.67m total).
2026-05-09 09:20:08 -07:00
Kelsi
822efff70f feat(editor): add --gen-mesh-beehive (skep) primitive
52nd procedural mesh: woven straw beehive (skep) — 4 stacked
tiers of decreasing width approximating a dome (100% / 90% /
70% / 40% of base width), an optional foundation plate
underneath, and a small entrance notch box on the +Z face
that reads as a cutout rather than texture detail.

Useful for druidic groves, beekeeper farms, hunter camps,
peasant cottages — anywhere a fantasy world wants honey
production. Defaults to 0.70m base × 0.85m tall with a
small 0.05m foundation plate.
2026-05-09 09:11:36 -07:00
Kelsi
47b4501767 feat(editor): add --gen-texture-cracked branching-walk pattern
43rd procedural texture: organic crack network done via
recursive random walks from N seed nuclei. Each seed spawns
a crack that walks in a random direction for some length,
then with 60% chance branches into one or two more cracks
of half-remaining length. Most cracks die out after a step
or two, a few branch into longer networks — the bias matches
real-world fissure formation.

Useful for cracked mud, dry earth, broken glass, weathered
stone, dragon skin overlays, ice-shard effects. Defaults
to 12 seeds at 40-px max length. Iterative DFS instead of
true recursion so deep branching chains never blow the
stack.
2026-05-09 09:06:56 -07:00
Kelsi
bd2d8ffbd0 feat(editor): add --gen-mesh-gate wooden farm-gate primitive
51st procedural mesh: 5-box wooden gate — 2 vertical posts on
either side and 3 horizontal cross rails (top, middle, bottom)
spanning the opening. The gate sits flat in the X-Y plane
(rails along X, posts along Y) so it can hang in a wall slot
or fence gap without needing rotation.

Useful for fenced fields, manor entrances, pen openings,
courtyard barriers, dungeon archway closures. Defaults to a
1.80m opening with 1.30m-tall posts. Pairs with
--gen-mesh-fence for complete enclosures, exporting through
the open-format ecosystem (WOM -> OBJ / GLB / STL) so designers
can preview the gate-to-fence joinery in any external tool.
2026-05-09 09:02:04 -07:00
Kelsi
51ed1e5860 feat(editor): add --gen-mesh-cauldron — 50th procedural mesh
Milestone: 50th procedural mesh primitive. 7-box witch's
cauldron — 4 small corner legs at the floor, then three
stacked tiers approximating the curved silhouette of a
cast-iron pot: narrow bottom (60% of rim width), wider mid
(90%), and a still-wider thin rim at the top (100%).
Without rotated faces this stacked-tier approximation is
the cleanest cast-iron-pot read available.

Pairs with --gen-mesh-shrine / --gen-mesh-totem for ritual
and alchemy set dressing — witch huts, druid camps, dungeon
laboratories. Defaults to 0.80 rim width × 0.70 body height
(0.80m total with legs).
2026-05-09 08:54:27 -07:00
Kelsi
98e3bbd58c feat(editor): add --gen-texture-honeycomb hexagonal-cell pattern
42nd procedural texture: hexagonal cell tiling produced by
Voronoi over a triangular seed lattice — alternating-row hex
seeds at horizontal step sqrt(3)*s and vertical step 1.5*s
naturally produce perfect hexagonal Voronoi cells without
needing the full pointy-top hex-tile math.

Border pixels are detected by ratio of second-nearest /
nearest seed distances (1.04x threshold) so border thickness
scales naturally with hex size and stays a couple of pixels
across the whole image. Useful for beehives, dragon scales,
sci-fi panels, magical wards, mosaic tile floors. Defaults
to 16-px hex side.
2026-05-09 08:49:51 -07:00
Kelsi
29c7ff6af6 feat(editor): add --gen-mesh-stool small-furniture primitive
49th procedural mesh: 5-box backless stool — flat square seat
on 4 short legs at the corners. Smaller-footprint counterpart
to --gen-mesh-bench, pairs with --gen-mesh-table for taverns,
workshops, NPC market stalls, dwarven taprooms.

Defaults to 0.36m square seat at 0.49m total height — typical
3-legged-bar-stool proportions. Customizable per dimension so
the same primitive covers child stools, milking stools, and
tall workshop stools.
2026-05-09 08:44:51 -07:00
Kelsi
16f9c072c7 feat(editor): add --gen-texture-lattice diagonal-grid pattern
41st procedural texture: garden trellis / mesh fence done as
two perpendicular sets of diagonal lines (+45° and -45°)
drawn simultaneously across the whole image so they form
diamond-shaped openings between the lines.

Distinct from --gen-texture-herringbone (which alternates
strip orientation): lattice draws both diagonal sets at every
pixel. Useful for trellises, wire mesh fences, dragon-scale
chain mail, decorative window grilles. Defaults to 24-px line
spacing with 3-px line width.
2026-05-09 08:40:14 -07:00
Kelsi
f29cf0f29c feat(editor): add --gen-mesh-crate shipping-crate primitive
48th procedural mesh: 5-box wooden shipping crate — main
cube body plus 4 reinforcement posts running along the
vertical edges. The posts extend slightly proud of the body
on each axis so they read as separate rails rather than
texture detail, and don't z-fight the body's faces from any
viewing angle.

Useful for dock yards, warehouse interiors, dungeon room
set dressing, NPC merchant shops. Defaults to a 0.80m cube
with 0.05m post half-thickness.
2026-05-09 08:28:53 -07:00
Kelsi
84403027ae feat(editor): add --gen-texture-gingham 3-tone fabric pattern
40th procedural texture: classic gingham picnic-blanket /
shirt fabric — two perpendicular sets of stripes with a
darker color where they cross. The crossing creates the
characteristic 3-tone checker pattern that's distinct from
plain --gen-texture-checker (solid blocks).

Useful for picnic blankets, country tablecloths, NPC shirt
textures, fabric set dressing. Defaults to 16-px stripe
spacing with 8-px stripe width (50% coverage per axis).
2026-05-09 08:24:12 -07:00
Kelsi
a953142b50 feat(editor): add --gen-mesh-tombstone graveyard primitive
47th procedural mesh: 3-box vertical headstone — wide low
base plinth, tall thin main slab on top, and a slightly-
wider decorative crown that acts as a flat-cap stand-in for
the arched-top headstone shape (which would need rotated
faces). Pairs with --gen-mesh-grave (horizontal mound) and
--gen-mesh-coffin for graveyards, dungeon crypts, haunted-
zone set dressing.

Vertical layout: 15% base, 75% slab, 10% crown. Defaults to
0.60 wide x 1.10 tall x 0.18 deep with the base 1.45x wider
than the slab on each footprint axis.
2026-05-09 08:19:04 -07:00
Kelsi
83a6992ae0 feat(editor): add --gen-texture-spider-web radial-ring pattern
39th procedural texture: classic geometric spider web — N
radial spokes plus M concentric polygonal rings centered on
the image. Spoke pixels are detected by angular distance to
the nearest spoke scaled by radius, so spokes stay constant
pixel width regardless of how far they reach.

Useful for haunted house decals, dungeon corner overlays,
witch-hut interiors, magical-trap ground markers. Defaults
to 8 spokes (every 45 deg) and 5 evenly-spaced rings.
2026-05-09 08:14:04 -07:00
Kelsi
f1a2e6850b feat(editor): add --gen-mesh-mailbox wayside primitive
46th procedural mesh: 4-box mailbox — vertical post with a
horizontal box body on top and a small flag (pole + plate)
mounted on the right (+X) side near the front. Useful for
inns, post stations, manor gates, frontier outposts, courier
routes between zones.

Defaults to a 1.10m post + 0.45L x 0.20W x 0.20H body
(~1.44m total). The box body is intentionally slightly wider
than the post on each axis so the body visually caps the
post. Flag plate extends +X away from the body so it reads
as a raised flag from the road side.
2026-05-09 08:08:37 -07:00
Kelsi
56cad647b0 feat(editor): add --gen-texture-bubbles overlapping-circle pattern
38th procedural texture: scattered bubbles done as randomly-
placed circles of varied radii, with bright rim outlines that
stay visible even where bubbles overlap (rim color wins on
any pixel that lies in any bubble's ring band).

Three colors: background, translucent-feeling fill for the
bubble interior, and a bright rim. Defaults to 50 bubbles
of radius 6-24 px with 2-px rims. Useful for water surfaces,
foam patches, soap suds, magical-effect overlays, slime
particle effects.
2026-05-09 08:03:54 -07:00
Kelsi
af3c4f0bd6 feat(editor): add --gen-mesh-signpost wayfinding primitive
45th procedural mesh: 4-box signpost — stone base anchor,
tall vertical pole, thin sign board mounted face-out near
the top, and a small decorative cap. Useful for crossroads,
tavern fronts, town entrances, dungeon area markers, quest
hub indicators.

Sign board's long axis runs along Z so the player reads the
sign when facing parallel to the road. Defaults to a 2.5 m
post with a 0.8 x 0.35 m board (~2.7 m total).
2026-05-09 07:58:45 -07:00
Kelsi
4189051c09 feat(editor): add --gen-texture-parquet basket-weave wood floor
37th procedural texture: basket-weave parquet flooring done as
a checkerboard of 2N x 2N cells. Half the cells are split into
two horizontal planks (wood A); the other half are split into
two vertical planks (wood B). Adjacent perpendicular pairs
form the classic interlocked basket-weave.

A third "gap" color paints thin lines along plank edges and
the cell midline, giving the inset / wood-joint appearance.
Defaults to 32-px cells with 1-px gaps. Useful for parlour
floors, manor halls, magical libraries, dwarven flooring.
2026-05-09 07:52:29 -07:00
Kelsi
549bdaf191 feat(editor): add --gen-mesh-well village-prop primitive
44th procedural mesh: 7-box water well — 4 stone walls
arranged in a hollow square (interior visible, like a real
well shaft) + 2 vertical roof posts on opposite sides + 1
horizontal cross beam at the top where rope/bucket would
mount. Useful for village squares, courtyards, dungeon
water sources, druidic shrines.

Defaults to 1.4 m square footprint with 0.8 m walls and
1.6 m roof posts (~2.4 m total height). The east/west
walls are shortened so the corner joints line up cleanly
without overlap geometry.
2026-05-09 07:47:15 -07:00
Kelsi
a07df23755 feat(editor): add --gen-texture-frost crystal-rosette pattern
36th procedural texture: scattered ice nuclei with 6-spike
rosettes radiating at 60 deg intervals. Each spike's pixel
intensity falls linearly from full at the seed to zero at
the end of the ray, so spikes fade naturally into the
background. Per-seed angular jitter prevents all rosettes
from aligning to the same orientation.

Useful for winter zones, ice biomes, frosted-window decals,
magical cold-effect overlays. Defaults to 80 seeds with
18-px rays in 256x256.
2026-05-09 07:41:17 -07:00
Kelsi
55a768f1f3 feat(editor): add --gen-mesh-ladder utility primitive
43rd procedural mesh: 2 vertical rails + N evenly-spaced
horizontal rungs. Sits flat against +Z (the climbing face)
so it can be parented to walls, wagons, ship hulls, mage
tower trapdoors, attic openings, dungeon shafts.

Defaults to 3.0m tall × 0.6m wide with 8 rungs (typical
home/loft ladder). Rung spacing computes as height/(rungs+1)
so the first rung sits a half-step from the floor and the
last rung the same distance from the top — keeps the ladder
visually symmetric regardless of rung count.
2026-05-09 07:36:02 -07:00
Kelsi
4ec0c1aea2 feat(editor): add --gen-texture-shingles roof-tile pattern
35th procedural texture: roof shingles done as half-row-staggered
rows of rectangular tiles. Three colors: shingle base, a shadow
band at the top of each row (where the row above overlaps), and
thin vertical seams between adjacent shingles in the same row.

The half-row stagger comes from the standard roofing convention
of offsetting alternate courses by half a tile width — gives the
classic interlocked look that pure brick patterns lack.

Useful for roofs, scale armor close-ups, fish bellies, anywhere
needing tightly-packed offset rectangles. Defaults to 32x24
shingles with 4-px shadow + 1-px seams.
2026-05-09 07:30:50 -07:00
Kelsi
8d71618c28 feat(editor): add --gen-mesh-bed bedroom-prop primitive
42nd procedural mesh: 8-box bed — 4 corner legs, mattress
slab, tall headboard at the +Z end, shorter footboard at the
-Z end, and a small pillow on the mattress near the headboard.
Pairs with --gen-mesh-table / --gen-mesh-bookshelf for inn
rooms, manor bedrooms, barracks, dungeon cells.

Defaults to 2.0 × 1.2 (length × width) with 0.30 leg height
and 0.20 mattress thickness — proportions of a single bed.
Customizable per dimension so the same primitive covers
single, double, and king-size beds plus child cots.
2026-05-09 07:25:11 -07:00