Add sunlit shallows site with localized sun shafts
Quality Gate / Quality Gate (pull_request) Successful in 6m55s

New visual test site under game/world/sites: flat sandy floor at
-40 m, calm surface at 0 m, fixed daytime sun ahead of and above
the submarine. Light shafts come from a shadow-only surface
occluder whose alpha-scissor ripples open only inside a pool a few
tens of metres ahead; a subtractive FogVolume cancels the global
volumetric fog above the water, and an unshaded ceiling mesh shows
the lit underside of the surface inside that pool. A composed
world (sunlit_shallows_world.tscn) mounts the submarine, cockpit
and camera rig in it, with the projectors kept out of the fog.

Cockpit: the porthole glass moves to its own render layer with a
rougher material and the porthole fill light excludes that layer,
so interior lamps no longer mirror as hard specular points.

Quality gate: new integration suite for the site (42 checks), three
glass assertions in the foundation suite, and the Input-access
architecture rule now matches both path separators so the gate runs
on Windows. project.godot raises the volumetric fog froxel grid to
128 so the shafts stay readable.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
This commit is contained in:
OlivierandClaude Fable 5.1 committed 2026-10-06 23:18:56 +02:00
1 parent 2c1ea50aba
commit f0072a3e11
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@@ -108,6 +108,10 @@ func practical_light_count() -> int:
return 0 if _practical_lighting == null else _practical_lighting.practical_light_count()
func fill_light_ignores_porthole_glass() -> bool:
return _practical_lighting != null and _practical_lighting.fill_light_ignores_porthole_glass()
func gauges_are_dashboard_mounted() -> bool:
return _analog_gauges != null and _analog_gauges.get_parent() == get_parent().get_node("Dashboard")