Rock is normal-mapped triplanar in world space at two scales, sand carries an
oriented ripple normal map on the xz plane, and a grain map drives detail
occlusion, albedo mottling and roughness. The three maps are seamless,
seeded, mipmapped textures built synchronously by SeabedDetailTextures, so
no asset is needed and builds are deterministic. The mesh has no tangents:
perturbed normals are computed in world space and written to NORMAL.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Drop a dead initial value in PlayableBoundsRule, guard
DiveSite.configure() when called before the node is in the tree, and
align the zone 1 brief with what was built: generic dive_site.tscn,
the resolved collision check, and the graybox shader deviation.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Lighter fog and volumetric fog, brighter key and ambient light, terrain
tiles visible to 420 m (60 m fade), and a background colour equal to
the fog colour times its energy so culled tiles never read as a dark
band. The seabed shader culls back faces again now that the tiles are
wound front-face up.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Building the 64 tiles of the Banc du Vigilant cost about 1.9 s through
per-vertex cell_world_position/normal_at_cell calls, leaving the 3 s
load budget with too little headroom (2.1-2.9 s measured, one 4.8 s
outlier). TerrainHeightField now returns positions and normals of a
cell block in one call, with normal_at_cell sharing the same formula;
the tile build drops to about 0.5 s.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
DiveSite.configure() builds the height field once (TerrainHeightField
validates the data) instead of running the definition validation and
then the field construction again; the composition root relies on the
error returned by configure(). The collision shape takes the field's
row-major elevations directly instead of copying 263k cells one by one.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Zone 1 becomes the default dive site; the foundation suite still selects the
calibration site explicitly. Documents the site suites, the site content
workflow and the authored heightfield terrain (ADR 0012), and aligns the zone 1
brief with the baked data (storage format, route lengths, 6 m ridge and
pinnacles).
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
The calibration site spawn sat 16 m from the south bounds edge, inside the
40 m warning margin. The vehicle_test recipe now extends the terrain and
playable bounds 42 m to the south so the spawn is inside the zone.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>