Files
Iris/core
piexel 855ab90be4 Stop fractured noise from drawing straight diagonal lines
Default fracturing pushed every sample by one value along the (1, -1)
diagonal, so heavily fractured styles such as FRACTAL_SMOKE and the
IRIS family formed straight 45 degree edges. It still takes a single
fracture sample, but the push direction now turns with that sample's
value. That costs a few multiplications per fracture level: 0% on
FRACTAL_SMOKE and FRACTAL_WATER, 4% on IRIS_DOUBLE.

axialFracturing read its second offset from the same noise with
swapped coordinates, which mirrors the warp across x = z. Each axis
now samples a far, uncorrelated part of the fracture noise instead.

Both change terrain for fractured styles, so existing worlds will show
seams at the border to newly generated chunks.

Model used: Claude Opus 5.5
2026-10-18 14:35:31 +02:00
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