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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@@ -108,7 +108,7 @@ if [ -d game ]; then
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input_violations="$(
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rg -n '\bInput\.' game --glob '*.gd' \
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| rg -v '^game/infrastructure/input/' \
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| rg -v '^game[/\\]infrastructure[/\\]input[/\\]' \
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|| true
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)"
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fail_with_matches "direct Input access outside infrastructure/input" "$input_violations"
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