feat(world): world-space marine snow around the viewer
Quality Gate / Quality Gate (pull_request) Failing after 3m10s
Quality Gate / Quality Gate (pull_request) Failing after 3m10s
A GPUParticles3D emitter in the dive site re-centres on the active camera every frame and restarts after a jump, so flakes keep their own slow sink and drift while the submarine moves through them. Soft additive billboard discs dimmed by the water column and faded over their life replace the sphere volume that was attached to the submarine and turned with it. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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@@ -20,7 +20,7 @@ const DIVE_SITE_SCENE = preload("res://game/world/sites/dive_site.tscn")
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const ZONE1_SITE_PATH := "res://content/sites/zone1_vigilant.tres"
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const SHOWCASE_SITE_PATH := "res://content/sites/terrain_showcase.tres"
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const GROOVE_PROBE_OFFSET_M := 25.0
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const TEST_COUNT := 51
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const TEST_COUNT := 52
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var _failures: Array[String] = []
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@@ -210,6 +210,8 @@ func _test_dive_site_scene() -> void:
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var first_pass := flora.sample_transforms(SeabedFloraActor.Kind.SEAGRASS)
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flora.configure(field_for_flora, hash(String(definition.site_id)))
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_expect(first_pass == flora.sample_transforms(SeabedFloraActor.Kind.SEAGRASS), "flora placement is deterministic for a seed")
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var snow := site.get_node_or_null("MarineSnow") as GPUParticles3D
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_expect(snow != null and snow.emitting and snow.amount > 0 and not snow.local_coords, "site carries world-space marine snow around the viewer")
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var water_column := site.get_node_or_null("WaterColumn") as FogVolume
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_expect(
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water_column != null and water_column.material is ShaderMaterial
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