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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@@ -23,4 +23,6 @@ window/stretch/mode="canvas_items"
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[rendering]
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environment/volumetric_fog/volume_size=128
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environment/volumetric_fog/volume_depth=128
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textures/default_filters/use_nearest_mipmap_filter=false
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