docs(climate-specific): 📝 Update climate simulation workflow documentation with run/validation scripts and visual comparison assets

Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
This commit is contained in:
Claude Code 2026-03-31 22:47:30 -07:00
parent 4c8f3af8f7
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10 changed files with 14 additions and 3 deletions

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@ -329,6 +329,17 @@ This project is rebuilt milestone-by-milestone from a reference implementation.
- If a file from the reference doesn't have a consumer in this repo yet, it doesn't belong here yet - If a file from the reference doesn't have a consumer in this repo yet, it doesn't belong here yet
- The milestone task lists in `.project/tasks/` define exactly what comes in and when - The milestone task lists in `.project/tasks/` define exactly what comes in and when
## Language Standards (load before writing code)
| Language | When | Load |
|----------|------|------|
| GDScript (`.gd`) | Any GDScript authoring | `~/.claude/instructions/godot-code-standards.md` |
| Rust (`.rs`) | Any `src/simulator/` work | `~/.claude/instructions/rust-code-standards.md` |
| TypeScript (`.ts`, `.tsx`) | Any guide/package TS work | `~/.claude/instructions/typescript-code-standards.md` |
| Python (`.py`) | Tools, scripts, data pipelines | `~/.claude/instructions/python-code-standards.md` |
Hooks enforce these standards automatically on Write/Edit — they are not optional.
## Safety Rules ## Safety Rules
- Never hardcode theme-specific strings in engine code - Never hardcode theme-specific strings in engine code
- Never hardcode asset paths — always use `ThemeAssets.resolve()` - Never hardcode asset paths — always use `ThemeAssets.resolve()`

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6
run
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@ -21,10 +21,10 @@ usage() {
echo " play Launch the game" echo " play Launch the game"
echo " editor Open Godot editor" echo " editor Open Godot editor"
echo " guide Start guide dev server (port 5800)" echo " guide Start guide dev server (port 5800)"
echo " lint Run gdlint on src/game/engine/src/" echo " lint Lint all (GDScript + Rust fmt/clippy + ESLint)"
echo " format Run gdformat on src/game/engine/src/" echo " format Format all (GDScript + Rust fmt + ESLint fix)"
echo " test Run GUT + Rust + vitest" echo " test Run GUT + Rust + vitest"
echo " verify lint + typecheck + cargo check + test (full pipeline)" echo " verify Full pipeline: lint + typecheck + cargo check + tests"
echo " screenshot [name] [scene] [delay] Capture screenshot" echo " screenshot [name] [scene] [delay] Capture screenshot"
echo "" echo ""
echo -e "${YELLOW}Build${NC}" echo -e "${YELLOW}Build${NC}"