feat(cockpit): replace procedural cockpit with twelve scripted models
Quality Gate / Quality Gate (pull_request) Successful in 7m6s

Instance twelve Blender-scripted glTF models in the cockpit scene and
rebuild the cabin around them: gauge panel, sonar, switch panel, alert
box, speaker, porthole, hull wall, caged lamps, gas bottle, handrails
and side consoles. Presentation only; no domain, application or world
rule changes beyond enabling glow in the test environment.

- Needles, alert lamps and sonar screen are driven by the existing
  snapshots; the alert box now carries SYS/ATTN/ALRM.
- Depth dial reads percent of certified depth.
- Sonar display restyled as a turquoise holographic relief with a
  shader grid and height scale; SubViewport matches the glass (960x604).
- Cabin lighting retuned: warm pooled lamp light, cool porthole rim,
  lamp shadows, dial backlight.
- Procedural stand-ins removed (bulkhead, tanks, consoles, levers,
  indicator columns, placeholder pipe run, dial face PNGs).
- Tests adapted where nodes disappeared; one assertion removed
  (pipe_segment_count) until the pipe kit is placed.
- Model .glb files are committed without LFS; textures Godot extracts
  next to them at import are ignored.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
OlivierandClaude Opus 5.5 committed 2026-10-06 21:46:46 +02:00
1 parent 912123087f
commit 2c1ea50aba
45 files changed
+1353 -1603

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@@ -4,18 +4,6 @@ extends RefCounted
const NAVAL_STEEL_TEXTURE_PATH := (
"res://game/presentation/cockpit/assets/naval_painted_steel_albedo.png"
)
const OXYGEN_GAUGE_FACE_TEXTURE_PATH := (
"res://game/presentation/cockpit/assets/oxygen_gauge_face_albedo_v2.png"
)
const BATTERY_GAUGE_FACE_TEXTURE_PATH := (
"res://game/presentation/cockpit/assets/battery_gauge_face_albedo_v2.png"
)
const HULL_GAUGE_FACE_TEXTURE_PATH := (
"res://game/presentation/cockpit/assets/hull_gauge_face_albedo_v2.png"
)
const DEPTH_GAUGE_FACE_TEXTURE_PATH := (
"res://game/presentation/cockpit/assets/depth_gauge_face_albedo_v2.png"
)
var painted_steel: Material
var dark_steel: Material
@@ -24,21 +12,8 @@ var brushed_steel: StandardMaterial3D
var brass: Material
var copper: Material
var rubber: Material
var oxygen_gauge_face: StandardMaterial3D
var battery_gauge_face: StandardMaterial3D
var hull_gauge_face: StandardMaterial3D
var depth_gauge_face: StandardMaterial3D
var gauge_glass: StandardMaterial3D
var needle_paint: StandardMaterial3D
var instrument_screen: ShaderMaterial
var warm_emission: StandardMaterial3D
var safety_yellow: StandardMaterial3D
var signal_red: StandardMaterial3D
var indicator_green: StandardMaterial3D
var indicator_amber: StandardMaterial3D
var indicator_red: StandardMaterial3D
var sonar_grid: StandardMaterial3D
var warm_glass: StandardMaterial3D
func _init() -> void:
@@ -79,21 +54,8 @@ func _init() -> void:
0.12
)
rubber = _plain_material(Color(0.012, 0.018, 0.018), 0.0, 0.92)
oxygen_gauge_face = _dedicated_gauge_material(OXYGEN_GAUGE_FACE_TEXTURE_PATH)
battery_gauge_face = _dedicated_gauge_material(BATTERY_GAUGE_FACE_TEXTURE_PATH)
hull_gauge_face = _dedicated_gauge_material(HULL_GAUGE_FACE_TEXTURE_PATH)
depth_gauge_face = _dedicated_gauge_material(DEPTH_GAUGE_FACE_TEXTURE_PATH)
gauge_glass = _glass_material()
needle_paint = _plain_material(Color(0.68, 0.055, 0.022), 0.12, 0.44)
instrument_screen = _screen_material()
warm_emission = _emissive_material(Color(0.96, 0.52, 0.18), 2.4)
safety_yellow = _plain_material(Color(0.48, 0.31, 0.035), 0.48, 0.53)
signal_red = _plain_material(Color(0.42, 0.025, 0.015), 0.38, 0.48)
indicator_green = _emissive_material(Color(0.05, 0.82, 0.24), 2.8)
indicator_amber = _emissive_material(Color(1.0, 0.43, 0.035), 2.8)
indicator_red = _emissive_material(Color(0.9, 0.045, 0.018), 2.8)
sonar_grid = _emissive_material(Color(0.02, 0.20, 0.22), 0.55)
warm_glass = _warm_glass_material()
func _weathered_material(
@@ -185,27 +147,6 @@ func _load_texture(resource_path: String) -> Texture2D:
return texture
func _dedicated_gauge_material(resource_path: String) -> StandardMaterial3D:
var material := _textured_material(
_load_texture(resource_path),
Color(0.94, 0.92, 0.86),
0.02,
0.66
)
material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
return material
func _glass_material() -> StandardMaterial3D:
var material := StandardMaterial3D.new()
material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
material.albedo_color = Color(0.42, 0.68, 0.66, 0.13)
material.metallic = 0.12
material.roughness = 0.08
material.cull_mode = BaseMaterial3D.CULL_DISABLED
return material
func _screen_material() -> ShaderMaterial:
var shader := Shader.new()
shader.code = """
@@ -238,14 +179,3 @@ func _emissive_material(color: Color, energy: float) -> StandardMaterial3D:
material.emission = color
material.emission_energy_multiplier = energy
return material
func _warm_glass_material() -> StandardMaterial3D:
var material := StandardMaterial3D.new()
material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
material.albedo_color = Color(1.0, 0.48, 0.12, 0.72)
material.roughness = 0.18
material.emission_enabled = true
material.emission = Color(1.0, 0.28, 0.045)
material.emission_energy_multiplier = 2.6
return material