feat(cockpit): replace procedural cockpit with twelve scripted models
Quality Gate / Quality Gate (pull_request) Successful in 7m6s
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>
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@@ -27,7 +27,7 @@ script = ExtResource("1_display")
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[node name="SonarReliefRenderer" type="SubViewport" parent="."]
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unique_name_in_owner = true
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size = Vector2i(960, 540)
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size = Vector2i(960, 604)
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render_target_update_mode = 4
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script = ExtResource("2_renderer")
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@@ -77,4 +77,4 @@ text = "SONAR PRÊT · F POUR ÉMETTRE"
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[node name="Legend" type="Label" parent="ExpandedPanel/Layout"]
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layout_mode = 2
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theme_override_colors/font_color = Color(0.58, 0.7, 0.71, 1)
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text = "BLEU PROFOND · VERT/JAUNE HAUTEUR · ORANGE ANOMALIE · NOIR INCONNU · TAB FERMER"
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text = "TURQUOISE SOMBRE PROFOND · CYAN CLAIR HAUTEUR · ORANGE ANOMALIE · NOIR INCONNU · TAB FERMER"
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