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FastNoiseLite lazily populates its internal _perm[512] table on the first GetNoise call via EnsurePerm(). When called concurrently from a Parallel.For loop, threads race on this initialization and may read a partially-populated table, producing different moisture/temperature values per row across runs. Empirical: a 10-run worldgen-hash sweep on seed 12345 produced 4+ distinct moisture hashes and 3+ distinct temperature hashes. All other channels (elevation, biomes, settlements, polylines) remained stable; biomes only because their bucket thresholds happened to absorb the upstream float noise. The fix is the same one ElevationGenStage:125-130 and BorderDistortionGenStage: 102-104 already apply: call GetNoise once on the main thread before the Parallel.For so _perm is fully initialized when worker threads start reading. MoistureGenStage and TemperatureGenStage were missing this; now they have it. WorldgenDeterminismTests didn't catch this because xUnit's WorldCache fixture runs both pipeline variants in the same process, where consecutive runs hit the same JIT/thread-pool state and produce the same corrupted output. The Godot port surfaced it by invoking Core from a fresh process with different threading. Verified: post-fix 10-run sweep produces stable hashes on all six channels (0xA8F99BB9795D8CF8 moisture, 0xAA05F3FB1523F6C3 temperature, seed 12345). 708/708 tests still pass. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>