Add IRCSS all-node graph atlas
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@ -134,6 +134,9 @@ Use these only after the smaller idioms are reliable.
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- Source: https://github.com/IRCSS/Blender-Geometry-Node-French-Houses
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- Completed foothold:
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`docs/research/translations/ircss-french-houses.md`
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- Structural maps:
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`docs/research/translations/ircss-french-houses-system-map.md` and
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`docs/research/translations/ircss-french-houses-node-atlas.md`
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- Why it matters: city-scale architectural kit with houses, gates, towers,
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walls, bridges, church parts, stalls, terrain, roads, vegetation, banners,
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windows, doors, and roofs.
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@ -259,6 +262,8 @@ Completed IRCSS French Houses foothold:
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- `docs/research/translations/ircss-french-houses.md`
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- File-level map: `docs/research/translations/ircss-french-houses-system-map.md`
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- All-node atlas:
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`docs/research/translations/ircss-french-houses-node-atlas.md`
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- Source groups: `MakeSpiral`, `PointyGothicCone`
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- Verification: spiral output curve converted to points matches source with
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ordered max vertex delta `0.0`; plain and ornamented gothic cone cases match
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docs/research/translations/ircss-french-houses-node-atlas.md
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docs/research/translations/ircss-french-houses-node-atlas.md
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@ -8,6 +8,9 @@ Source file:
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Inspection cache:
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`experiments/inspection/ircss-french-houses-node-groups.json`
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All-node atlas:
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`docs/research/translations/ircss-french-houses-node-atlas.md`
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Generated with Blender 5.1.1 after extending
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`tools/inspect_blend_node_groups.py` to record nested `GeometryNodeGroup`
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`node_tree` references.
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@ -347,10 +350,12 @@ Avoid as first next targets:
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support.
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- Empty-output harnesses such as the rejected `WindowBeams` case.
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## What Is Still Not Understood
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## Remaining Unknowns
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- Behavioral equivalence for most groups. The atlas accounts for every graph
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structurally; only accepted translations have evaluated-geometry proof.
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- Exact visual appearance of every modifier root under render lighting.
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- Runtime behavior of all converter drafts; compile success is only the first
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- Runtime behavior of all converter drafts. Compile success is only the first
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gate.
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- Repeat-zone state semantics for topology accumulators.
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- Foreach-zone semantics for edge/window/wall systems.
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@ -358,5 +363,6 @@ Avoid as first next targets:
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- How unset object/collection inputs are meant to be supplied by modifier users
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in every root object.
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This is enough understanding to choose translation targets intelligently. It is
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not enough to claim the whole town can be regenerated from script.
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This is enough structural understanding to choose translation targets without
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pretending the town has been regenerated from script. The next proof must be
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behavioral: pick a target, script it, and compare evaluated geometry.
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@ -50,7 +50,9 @@ nodes, and a rejected empty-output harness for `WindowBeams`. The previous
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`nodes_to_script` duplicate-key failure around axes-to-rotation is fixed in the
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Geometry Script fork, so `GenerateArc` and `MakeStairs` now have compiling
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converter drafts. The file-level dependency map lives at
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`docs/research/translations/ircss-french-houses-system-map.md`.
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`docs/research/translations/ircss-french-houses-system-map.md`; the all-node
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structural atlas lives at
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`docs/research/translations/ircss-french-houses-node-atlas.md`.
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Current authoring prior: use the full Python stack. Python structures intent,
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tables, loops, variants, cleanup, validation, docs, and scene/render
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@ -71,10 +73,10 @@ The GameCult fork is intentionally pruned to `main` plus VibeGeometry-owned
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tooling branches. Do not copy upstream branch soup forward unless a future patch
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actually needs it.
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The current next action is to continue IRCSS French Houses by choosing the next
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city-organ target after either fixing repeat-zone/foreach/gizmo toolchain
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blockers or selecting another non-zone architectural helper with a non-empty
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behavioral harness.
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The current next action is to continue IRCSS French Houses with a behaviorally
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verifiable city-organ target from the atlas, preferring `GenerateArc`, `Switch
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On Roof Type`, `Is Edge Manifold`, or `Generate Windows` unless deliberately
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attacking repeat/foreach/gizmo support.
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## Important Invariants
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@ -32,3 +32,4 @@
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{"ts": "2026-05-04T19:05:41+00:00", "type": "tooling", "status": "accepted", "note": "Patched Geometry Script nodes_to_script on branch vibegeometry/blender-5-nodes-to-script to drop duplicate property keywords when a same-named input socket exists; GenerateArc and MakeStairs now compile from converter drafts, and expanded IRCSS smoke passes for 11 target groups."}
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{"ts": "2026-05-04T22:03:08+00:00", "type": "research", "status": "accepted", "note": "Mapped IRCSS French Houses at file level: 108 node groups, 63 modifier roots, 163 dependency edges, composer/organ/utility hierarchy, dependency hubs, blocker feature counts, and next target candidates. Inspector now records nested GeometryNodeGroup node_tree references."}
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{"ts": "2026-05-04T22:09:04+00:00", "type": "research", "status": "accepted", "note": "IRCSS final result is object-level scene composition, not a single master town graph: visible collections combine generated houses, church/cathedral parts, walls/gate/bridge, farms, terrain, river, and set-dressing roots; top evaluated roots are HousesOnCurves and Geometry Nodes.002 cathedral."}
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{"ts": "2026-05-04T22:19:41+00:00", "type": "research", "status": "accepted", "note": "Accounted for all 108 IRCSS French Houses geometry node group datablocks in a structural node atlas, including modifier use, dependencies, feature pressure, asset bindings, and translation posture. This upgrades corpus knowledge from scene-level map to per-graph coverage, while preserving the boundary that only accepted translations have behavioral equivalence proof."}
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@ -69,6 +69,7 @@ current_artifacts:
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- docs/research/procedural-doctrine.md
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- docs/research/geometry-script-fork-notes.md
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- docs/research/translations/ircss-french-houses-system-map.md
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- docs/research/translations/ircss-french-houses-node-atlas.md
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tools:
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- tools/vibegeometry_state.py
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- tools/vibegeometry_prepare_compaction.py
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@ -92,8 +93,8 @@ data_flow:
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- If state grows faster than understanding, cut it back.
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current_status:
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summary: VibeGeometry has an initial persistence scaffold plus verified Geometry Script translations for local math/utility samples, a first official Blender demo tranche, and two IRCSS French Houses city-scale footholds. The IRCSS pass verified MakeSpiral as an architectural spine and PointyGothicCone as ornament grown from a structural host, and now includes a file-level dependency map of the 108-group town kit. The remaining large-system blockers are repeat-zone feedback, repeat Top outputs, foreach zones, and gizmo nodes. The repo-local Geometry Script fork includes a Blender 5.1 nodes_to_script converter port plus nested-group, menu-socket, and duplicate-key fixes needed by these translations.
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next_action: Continue IRCSS French Houses by using the newly compiling GenerateArc/MakeStairs converter drafts as candidates for the next city-organ translation, or select another non-zone architectural helper with a non-empty behavioral harness.
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summary: VibeGeometry has an initial persistence scaffold plus verified Geometry Script translations for local math/utility samples, a first official Blender demo tranche, and two IRCSS French Houses city-scale footholds. The IRCSS pass verified MakeSpiral as an architectural spine and PointyGothicCone as ornament grown from a structural host, and now includes a file-level dependency map plus an all-node atlas for the 108-group town kit. The remaining large-system blockers are repeat-zone feedback, repeat Top outputs, foreach zones, and gizmo nodes. The repo-local Geometry Script fork includes a Blender 5.1 nodes_to_script converter port plus nested-group, menu-socket, and duplicate-key fixes needed by these translations.
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next_action: Continue IRCSS French Houses with a behaviorally verifiable city-organ target from the atlas, preferring GenerateArc, Switch On Roof Type, Is Edge Manifold, or Generate Windows unless deliberately attacking repeat/foreach/gizmo support.
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remotes:
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vibegeometry: https://github.com/GameCult/VibeGeometry
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geometry_script_fork: https://github.com/GameCult/geometry-script
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