Commit Graph
15 Commits
Author SHA1 Message Date
Codex eef7b5c362 Wire Hebat Allah dive into the main game
Quality Gate / Quality Gate (pull_request) Successful in 6m15s
2026-10-07 17:31:10 +02:00
OlivierandClaude Fable 5.1 50b5aac069 Add Hebat Allah wreck to the sunlit shallows site
Quality Gate / Quality Gate (pull_request) Successful in 6m49s
First wreck in the production world layer. A WreckActor (StaticBody3D)
instantiates a two-LOD glTF visual, builds a trimesh collision from a
separate lighter glTF, and carries the sonar metadata (metal, 0.9
reflectivity) so the bathymetry rays echo it. The sunlit shallows site
places the MV Hebat Allah 62 m ahead of the submarine on the floor.

The assets derive from a CC BY 4.0 photogrammetry scan by Holger Buss
(Sketchfab). The raw 274 MB scan stays outside the repo; the committed
GLBs come from a reproducible Blender pipeline under scripts/assets/:
skirt cut, 44 m rescale, merge by distance (the scan is a triangle soup),
fragment removal, 0.4 m voxel remesh, decimation to 58k/14.5k/2.9k
triangles, smart UVs and a 2K albedo rebaked from a luminance-rebuilt
texture (the scan's red channel is dead).

docs/ASSET_LICENSES.md starts the licence registry required by the design
plan and records the attribution owed in the credits. The site suite
gains twelve assertions covering sonar metadata, collision, LOD handover
and triangle budgets. Godot extracts the embedded albedo next to the glb
on import; those PNGs are ignored like the cockpit ones.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-10-07 07:30:21 +02:00
OlivierandClaude Fable 5.1 f0072a3e11 Add sunlit shallows site with localized sun shafts
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>
2026-10-06 23:18:56 +02:00
OlivierandClaude Opus 5.5 2c1ea50aba feat(cockpit): replace procedural cockpit with twelve scripted models
Quality Gate / Quality Gate (pull_request) Successful in 7m6s
Instance twelve Blender-scripted glTF models in the cockpit scene and
rebuild the cabin around them: gauge panel, sonar, switch panel, alert
box, speaker, porthole, hull wall, caged lamps, gas bottle, handrails
and side consoles. Presentation only; no domain, application or world
rule changes beyond enabling glow in the test environment.

- Needles, alert lamps and sonar screen are driven by the existing
  snapshots; the alert box now carries SYS/ATTN/ALRM.
- Depth dial reads percent of certified depth.
- Sonar display restyled as a turquoise holographic relief with a
  shader grid and height scale; SubViewport matches the glass (960x604).
- Cabin lighting retuned: warm pooled lamp light, cool porthole rim,
  lamp shadows, dial backlight.
- Procedural stand-ins removed (bulkhead, tanks, consoles, levers,
  indicator columns, placeholder pipe run, dial face PNGs).
- Tests adapted where nodes disappeared; one assertion removed
  (pipe_segment_count) until the pipe kit is placed.
- Model .glb files are committed without LFS; textures Godot extracts
  next to them at import are ignored.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 21:46:46 +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