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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@@ -8,6 +8,14 @@ background_color = Color(0.005, 0.045, 0.065, 1)
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ambient_light_source = 3
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ambient_light_color = Color(0.12, 0.32, 0.37, 1)
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ambient_light_energy = 0.42
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glow_enabled = true
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glow_levels/1 = 1.0
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glow_levels/2 = 1.0
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glow_levels/3 = 0.6
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glow_levels/4 = 0.2
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glow_intensity = 1.0
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glow_blend_mode = 0
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glow_hdr_threshold = 1.0
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fog_enabled = true
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fog_light_color = Color(0.07, 0.25, 0.3, 1)
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fog_light_energy = 0.48
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