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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@@ -87,3 +87,27 @@ static func add_sphere(
instance.position = position
parent.add_child(instance)
return instance
## Gives an imported mesh instance its own copy of its first surface material,
## so driving a property (emission) never edits the resource shared by the model.
static func own_surface_material(instance: MeshInstance3D) -> BaseMaterial3D:
if instance == null or instance.mesh == null or instance.mesh.get_surface_count() == 0:
return null
var shared := instance.mesh.surface_get_material(0) as BaseMaterial3D
if shared == null:
return null
var owned := shared.duplicate() as BaseMaterial3D
instance.set_surface_override_material(0, owned)
return owned
## Stops every mesh under `root` (root included) from casting shadows.
static func disable_shadow_casting(root: Node) -> void:
if root == null:
return
var meshes: Array[Node] = root.find_children("*", "MeshInstance3D", true, false)
meshes.append(root)
for node: Node in meshes:
if node is MeshInstance3D:
(node as MeshInstance3D).cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF