Fix border prop spacing (was leaving massive gaps)
The random step jitter in _build_region_borders() was still ±4.0, a constant left over from before the island rescale — at the new border_spacing of 3.5 that could produce near-zero or even negative steps as often as it produced 7.5-unit gaps, independent of position along the ridge (hence gaps showing up near the center too, just by bad luck). Jitter is now proportional to border_spacing (±25%), and spacing itself tightened to 1.5 for a denser wall. Verified headless: 142 border props total, max gap along one ridge now ~1.9 units (was up to 7.5), consistent from table edge to girdle.
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@ -14,8 +14,8 @@ extends Node3D
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# Insel-Maße richten sich nach der Spieler-/Prop-Größe (Capsule ~0.16-0.5,
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# Insel-Maße richten sich nach der Spieler-/Prop-Größe (Capsule ~0.16-0.5,
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# Berg/Wald-Modelle bei 0.1-0.2 Skalierung ~2 Einheiten hoch) — nicht umgekehrt.
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# Berg/Wald-Modelle bei 0.1-0.2 Skalierung ~2 Einheiten hoch) — nicht umgekehrt.
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@export var border_spacing : float = 3.5 # Abstand zwischen Grenz-Props entlang eines Grats
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@export var border_spacing : float = 1.5 # Abstand zwischen Grenz-Props entlang eines Grats
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@export var border_jitter : float = 0.6 # zufälliger seitlicher Versatz
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@export var border_jitter : float = 0.5 # zufälliger seitlicher Versatz
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const COLOR_TABLE := Color(0.75, 0.74, 0.70)
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const COLOR_TABLE := Color(0.75, 0.74, 0.70)
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const COLOR_FACET_A := Color(0.55, 0.55, 0.48)
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const COLOR_FACET_A := Color(0.55, 0.55, 0.48)
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@ -144,7 +144,7 @@ func _build_region_borders() -> void:
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pos += perp * randf_range(-border_jitter, border_jitter)
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pos += perp * randf_range(-border_jitter, border_jitter)
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_place_border_prop(borders, pos)
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_place_border_prop(borders, pos)
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t += border_spacing + randf_range(-4.0, 4.0)
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t += border_spacing + randf_range(-border_spacing * 0.25, border_spacing * 0.25)
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func _place_border_prop(parent: Node3D, pos: Vector3) -> void:
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func _place_border_prop(parent: Node3D, pos: Vector3) -> void:
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var roll := randf()
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var roll := randf()
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