Reframe cockpit around industrial reference
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@@ -14,7 +14,6 @@ const CockpitMeshFactory = preload("res://game/presentation/cockpit/cockpit_mesh
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var _materials: CockpitMaterialPalette
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var _painted_steel: Material
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var _dark_steel: Material
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var _overhead_steel: Material
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var _brass: Material
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var _copper: Material
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var _analog_gauges: CockpitAnalogGauges
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@@ -39,10 +38,12 @@ func present(update: DiveUpdate, telemetry: VehicleTelemetry) -> void:
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return
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var snapshot = update.snapshot
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_analog_gauges.present(
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snapshot.oxygen.ratio,
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snapshot.battery.ratio,
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snapshot.hull.ratio,
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clampf(
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snapshot.hull.exterior_pressure_bar
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/ maxf(snapshot.hull.certified_pressure_bar, 0.001),
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snapshot.depth.current_m
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/ maxf(snapshot.depth.certified_m, 0.001),
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0.0,
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1.0
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),
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@@ -89,7 +90,6 @@ func _create_materials() -> void:
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_materials = CockpitMaterialPalette.new()
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_painted_steel = _materials.painted_steel
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_dark_steel = _materials.dark_steel
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_overhead_steel = _materials.overhead_steel
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_brass = _materials.brass
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_copper = _materials.copper
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@@ -116,7 +116,7 @@ func _apply_materials_to_existing_cockpit() -> void:
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]
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)
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_apply_material_to_paths(
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_overhead_steel,
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_materials.overhead_steel,
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[
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"CabinShell/Ceiling",
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"PortholeAssembly/TopBulkhead",
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@@ -240,7 +240,7 @@ func _build_overhead_console() -> void:
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root,
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Vector3(0.0, 0.94, -1.06),
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Vector3(0.30, 0.09, 0.12),
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_overhead_steel,
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_materials.overhead_steel,
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Vector3(-8.0, 0.0, 0.0)
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)
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CockpitMeshFactory.add_box(
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