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Engineering, operations & design history

Native terrain palette allocation parity

Full repository source: docs/art-direction/display-cache-history-20261104/native-ground-fixed-backing-20261104/palette-review.md

Technical documentation includes historical decisions, proposals and verification reports. For playing instructions and practical rules, open Gameplay.

Native terrain palette allocation parity

The current manifests name19unique terrain-variation image files:all10production inputs and all19local inputs. This scope is derived from actual variation bindings and reconciled against the complete catalog using native/public and tile-library URL forms. It includes nonsquare lake/arctic/grass/field sources and additional local mountain,woodland,hills and peat derivatives. It does not exclude other catalog backgrounds from the full goal.

Five complete GPU output comparisons per source cover95outputs and243,081,117pixels. AllRGBAvalues match the original native kernel exactly,including fractional viewport extent,odd/partial native tiles and each source's actual aspect ratio. Both implementations execute real WebGL2;the fixed backing stays within2,097,152working pixels. Abandoning a prepared GPU tile publishes nothing. Comparisons and digests are streamed in memory;no raw pixels or preview PNGs are persisted.

These are source-bound technical parity findings. No normal-world frames or artistic approvals are added by this palette probe. The three prior ground cases have their own twelve normal-world map comparisons;other terrain/water sources still need their own contextual,recurrence,biome/role/state,contact,lifecycle and relevant performance qualification. Every existing individual next action is preserved. The renderer source declarations and AI approval labels remain distinct from game-ready approval and actual live appearance.