Commit Graph
28 Commits
Author SHA1 Message Date
OlivierandClaude Fable 5.1 34b39a8dbc feat(world): depth-attenuated daylight and cold-water palette for the seabed
The seabed shader applies per-channel Beer-Lambert transmittance relative
to a 24 m reference depth: the scalar part dims the directional light in a
custom light() function and the sky ambient through AO, the chroma part
tints the albedo, and artificial lights are left untouched for the
submarine's projectors. Sky, fog and sun are cooled and the sun softened
so the plateau reads green-blue, the canyon floor cold blue and the
drop-off foot near-indigo.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-10-06 23:21:14 +02:00
OlivierandClaude Fable 5.1 26a7dfc4f7 feat(world): underwater sky ambient, soft shadows and SSAO for the dive site
The environment declared the sky as its ambient source without a sky, so
shadowed faces received no ambient light. A procedural underwater sky now
feeds ambient and reflections; the directional light is steeper and
stronger with 70 % soft shadows; SSAO, filmic tonemapping, aerial
perspective and tinted volumetric fog complete the pass.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-10-06 23:14:22 +02:00
OlivierandClaude Fable 5.1 17f58912c1 feat(world): triplanar seabed shader with procedural normal maps and detail shading
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>
2026-10-06 23:05:33 +02:00
OlivierandClaude Opus 5.5 d1a94f05b1 chore(sites): small cleanups and brief alignment
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>
2026-10-06 20:58:15 +02:00
OlivierandClaude Opus 5.5 4470450dfd feat(world): open up the dive site fog and match the horizon colour
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>
2026-10-06 20:57:22 +02:00
OlivierandClaude Opus 5.5 ce3b75989e perf(sites): build terrain tiles from bulk field blocks
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>
2026-10-06 20:55:35 +02:00
OlivierandClaude Opus 5.5 682e1f18e5 perf(sites): validate the site once and hand collision the field array
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>
2026-10-06 20:52:04 +02:00
OlivierandClaude Sonnet 5.5 e00c97091b feat(sites): dive on the Banc du Vigilant by default
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>
2026-10-06 20:25:19 +02:00
OlivierandClaude Sonnet 5.5 51634820bd feat(composition): dive world assembled from a selected site definition
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>
2026-10-06 20:16:45 +02:00
OlivierandClaude Sonnet 5.5 bbf1dc9990 fix(world): wind terrain triangles clockwise so the seabed is a front face
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-06 20:09:46 +02:00
OlivierandClaude Sonnet 5.5 b1d32f7d81 feat(world): generic dive site scene fed by a baked site definition
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-06 20:08:07 +02:00
OlivierandClaude Sonnet 5.5 0e590f2bc7 feat(world): tiled heightfield terrain actor with per-cell sonar materials
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-06 20:04:13 +02:00
OlivierandClaude Haiku 4.5 84e66d304a fix(sites): construct TerrainHeightField with new() in from_data
Co-Authored-By: Claude Haiku 4.5 <noreply@anthropic.com>
2026-10-06 19:57:11 +02:00
OlivierandClaude Haiku 4.5 084b663d63 feat(sites): playable bounds rule with typed status
Co-Authored-By: Claude Haiku 4.5 <noreply@anthropic.com>
2026-10-06 19:55:19 +02:00
OlivierandClaude Haiku 4.5 506f6dd0c8 feat(sites): typed dive site definition with placements and routes
Co-Authored-By: Claude Haiku 4.5 <noreply@anthropic.com>
2026-10-06 19:52:24 +02:00
OlivierandClaude Haiku 4.5 1c1f0b87da feat(sites): typed terrain data and height field sampler
Co-Authored-By: Claude Haiku 4.5 <noreply@anthropic.com>
2026-10-06 19:45:21 +02:00
OlivierandClaude Haiku 4.5 fdbfd773e2 feat(sonar): add SAND terrain material
Co-Authored-By: Claude Haiku 4.5 <noreply@anthropic.com>
2026-10-06 19:40:10 +02:00
chindit 912123087f Initialize Godot imports in quality gate
Quality Gate / Quality Gate (push) Successful in 2m55s
2026-10-06 08:43:39 +02:00
chindit b6f6b53a70 Render bathymetric sonar surface 2026-10-06 07:59:50 +02:00
chindit fdebbafeae Build validated industrial submarine cockpit 2026-10-04 10:39:56 +02:00
chindit dffe790926 Reframe cockpit around industrial reference 2026-10-04 09:50:41 +02:00
chindit c2b3ac42a3 Refine cockpit porthole and indicators 2026-10-04 09:30:12 +02:00
chindit 53288b48c8 Integrate gauges into cockpit dashboard 2026-10-03 09:40:36 +02:00
chindit 0b79bf9b82 Add realistic cockpit surface textures 2026-10-03 09:30:56 +02:00
chindit 5455ae7928 Improve production cockpit realism 2026-10-03 09:17:27 +02:00
chindit 7613daee84 Add production bathymetric sonar slice 2026-10-02 15:52:11 +02:00
chindit a18e82eb44 Implement production vertical slice foundation 2026-10-02 15:27:48 +02:00
chindit c38e09a663 Validate POC A and POC B foundations 2026-08-07 13:31:21 +02:00