Add sunlit shallows site with localized sun shafts
Quality Gate / Quality Gate (pull_request) Successful in 6m55s
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:
1 parent
2c1ea50aba
commit
f0072a3e11
14 files changed
+666
-2
No files matched your search
@@ -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")
|
||||
|
||||
|
||||
Reference in new issue
Block a user