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>
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[gd_scene load_steps=3 format=3]
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[ext_resource type="Script" path="res://game/world/sites/sunlit_shallows_environment.gd" id="1_environment"]
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[sub_resource type="Environment" id="EnvironmentSunlitShallows"]
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background_mode = 1
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background_color = Color(0.005, 0.03, 0.06, 1)
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ambient_light_source = 3
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ambient_light_color = Color(0.14, 0.32, 0.42, 1)
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ambient_light_energy = 0.22
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tonemap_mode = 2
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tonemap_exposure = 0.75
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glow_enabled = true
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glow_levels/1 = 0.6
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glow_levels/2 = 1.0
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glow_levels/3 = 0.8
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glow_levels/4 = 0.3
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glow_intensity = 0.35
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glow_blend_mode = 0
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glow_hdr_threshold = 1.6
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fog_enabled = true
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fog_light_color = Color(0.04, 0.16, 0.24, 1)
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fog_light_energy = 0.12
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fog_sun_scatter = 0.0
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fog_density = 0.003
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fog_aerial_perspective = 0.6
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fog_sky_affect = 1.0
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volumetric_fog_enabled = true
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volumetric_fog_density = 0.035
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volumetric_fog_albedo = Color(0.26, 0.52, 0.7, 1)
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volumetric_fog_emission_energy = 0.0
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volumetric_fog_anisotropy = 0.55
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volumetric_fog_length = 150.0
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volumetric_fog_detail_spread = 1.6
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volumetric_fog_ambient_inject = 0.015
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volumetric_fog_sky_affect = 1.0
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volumetric_fog_temporal_reprojection_enabled = true
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volumetric_fog_temporal_reprojection_amount = 0.92
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[node name="SunlitShallowsEnvironment" type="Node3D"]
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script = ExtResource("1_environment")
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[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
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environment = SubResource("EnvironmentSunlitShallows")
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[node name="Sun" type="DirectionalLight3D" parent="."]
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rotation_degrees = Vector3(-44, 162, 0)
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light_color = Color(0.86, 0.95, 1, 1)
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light_energy = 1.0
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light_volumetric_fog_energy = 1.4
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shadow_enabled = true
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shadow_bias = 0.04
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shadow_normal_bias = 1.5
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shadow_blur = 2.5
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directional_shadow_mode = 1
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directional_shadow_split_1 = 0.2
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directional_shadow_blend_splits = true
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directional_shadow_max_distance = 160.0
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[node name="ObserverCamera" type="Camera3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 0.9962, 0.0872, 0, -0.0872, 0.9962, 0, -30, 0)
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fov = 72.0
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near = 0.1
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far = 400.0
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