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50b5aac069 |
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@@ -6,3 +6,4 @@ builds/
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# Textures que Godot extrait des .glb a l import : regenerees, non versionnees
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game/presentation/cockpit/assets/models/*.png
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game/world/wrecks/assets/**/*.png
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@@ -0,0 +1,49 @@
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# Registre des licences de ressources externes
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Registre exigé par `GAME_DESIGN_PLAN.md` §19 : chaque ressource tierce (modèle,
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texture, son, police) a une entrée ici avant d'entrer dans le dépôt ou dans une
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build. Une ressource dont la licence interdit la diffusion commerciale est
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marquée `À REMPLACER AVANT COMMERCIALISATION` et doit sortir du projet avant
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toute vente, précommande, financement participatif ou page store payante.
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Statuts possibles : `OK commercial`, `À VÉRIFIER`, `À REMPLACER AVANT
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COMMERCIALISATION`, `RETIRÉ`.
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## Modèles 3D
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### MV Hebat Allah — `OK commercial` (crédit obligatoire)
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- Source : https://sketchfab.com/3d-models/shipwreck-mv-hebat-allah-3a5306f3961146729d054ee42bc063e5
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- Auteur : Holger Buss (`holger.buss`), Sketchfab.
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- Licence : **CC BY 4.0**. Usage commercial et dérivés autorisés à condition de
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créditer l'auteur. Crédit à inscrire dans l'écran des crédits :
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« MV Hebat Allah shipwreck scan by Holger Buss (sketchfab.com), CC BY 4.0,
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modified ».
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- Contenu d'origine : scan photogrammétrique d'un caboteur de 44 m coulé
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volontairement en mer Rouge (2004). 2 375 184 triangles, 109 morceaux, une
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texture 8K. Fichier brut conservé hors dépôt dans
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`C:\Users\olivi\Assets\hebat_allah\raw\`, jamais committé.
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- Dérivés committés (`game/world/wrecks/assets/hebat_allah/`) : coque remise à
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l'échelle sur 44 m, jupe de sédiment coupée à 3 m, soupe de triangles fusionnée
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par distance, fragments isolés retirés, surface refermée par remesh voxel
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0,4 m, LOD0 58 k triangles et LOD1 14,5 k avec UV refaits, albédo rebaké en 2K
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puis neutralisé (le canal rouge du scan est inexploitable, la teinte est
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reconstruite depuis la luminance), collision trimesh séparée de 2,9 k
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triangles. Pipeline reproductible : `scripts/assets/hebat_allah_prepare_albedo.py`
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puis `scripts/assets/hebat_allah_blender_pipeline.py`.
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- Usage dans le projet : kit « acier du XXe siècle », site des hauts-fonds
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ensoleillés (`game/world/sites/sunlit_shallows_environment.tscn`).
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## Modèles du cockpit — `À VÉRIFIER` (polices seulement)
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- `game/presentation/cockpit/assets/models/*.glb` : générés par scripts Blender
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écrits pour le projet, aucune ressource tierce (voir
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`docs/briefs/cockpit-modeles-integration.md`). Modèles : `OK commercial`.
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- Polices rendues en texture dans les cadrans et étiquettes : Arial et Impact,
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polices système Windows. Point de licence à vérifier avant diffusion ; prévoir
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une police libre (SIL OFL) en remplacement si nécessaire.
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## Images de référence
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- `docs/visual_targets/cockpit-objective-v1.jpg` : générée pour le projet,
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référence interne non distribuée dans les builds. Pas de contrainte.
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@@ -1,6 +1,7 @@
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[gd_scene load_steps=3 format=3]
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[gd_scene load_steps=4 format=3]
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[ext_resource type="Script" path="res://game/world/sites/sunlit_shallows_environment.gd" id="1_environment"]
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[ext_resource type="PackedScene" path="res://game/world/wrecks/hebat_allah_wreck.tscn" id="2_wreck"]
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[sub_resource type="Environment" id="EnvironmentSunlitShallows"]
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background_mode = 1
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@@ -62,3 +63,7 @@ transform = Transform3D(1, 0, 0, 0, 0.9962, 0.0872, 0, -0.0872, 0.9962, 0, -30,
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fov = 72.0
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near = 0.1
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far = 400.0
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[node name="HebatAllahWreck" parent="." instance=ExtResource("2_wreck")]
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position = Vector3(-8, -41, -62)
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rotation_degrees = Vector3(0, 55, 3)
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@@ -0,0 +1,12 @@
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[gd_scene load_steps=4 format=3]
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[ext_resource type="Script" path="res://game/world/wrecks/wreck_actor.gd" id="1_wreck_actor"]
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[ext_resource type="PackedScene" path="res://game/world/wrecks/assets/hebat_allah/hebat_allah_visual.glb" id="2_visual"]
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[ext_resource type="PackedScene" path="res://game/world/wrecks/assets/hebat_allah/hebat_allah_collision.glb" id="3_collision"]
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[node name="HebatAllahWreck" type="StaticBody3D"]
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script = ExtResource("1_wreck_actor")
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visual_scene = ExtResource("2_visual")
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collision_scene = ExtResource("3_collision")
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lod_switch_distance_m = 45.0
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sonar_reflectivity = 0.9
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@@ -0,0 +1,65 @@
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class_name WreckActor
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extends StaticBody3D
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## A wreck resting on a site: two visual levels of detail from one glTF and a
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## separate, much lighter trimesh collision. The sonar reads the body's
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## metadata, so this node is the one owner of how a wreck echoes.
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const LOD0_NODE_NAME := "WreckLOD0"
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const LOD1_NODE_NAME := "WreckLOD1"
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const COLLISION_NODE_NAME := "WreckCollision"
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const COLLISION_SHAPE_NAME := "Collision"
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const VISUAL_NAME := "Visual"
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## Hysteresis around the LOD handover so a hovering submarine never flickers.
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const LOD_MARGIN_M := 4.0
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@export var visual_scene: PackedScene
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@export var collision_scene: PackedScene
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## Beyond this distance the coarse LOD is drawn instead of the detailed one.
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@export_range(10.0, 400.0, 1.0) var lod_switch_distance_m := 45.0
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@export_range(0.0, 1.0, 0.01) var sonar_reflectivity := 0.9
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func _ready() -> void:
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set_meta("sonar_material", SonarMaterial.Value.METAL)
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set_meta("sonar_reflectivity", sonar_reflectivity)
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_build_visual()
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_build_collision()
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func _build_visual() -> void:
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if visual_scene == null:
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push_error("WreckActor %s has no visual scene" % name)
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return
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var visual := visual_scene.instantiate() as Node3D
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visual.name = VISUAL_NAME
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add_child(visual)
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var lod0 := visual.find_child(LOD0_NODE_NAME, true, false) as MeshInstance3D
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var lod1 := visual.find_child(LOD1_NODE_NAME, true, false) as MeshInstance3D
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if lod0 == null or lod1 == null:
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push_error("WreckActor %s visual scene lacks %s or %s" % [
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name, LOD0_NODE_NAME, LOD1_NODE_NAME
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])
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return
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lod0.visibility_range_end = lod_switch_distance_m
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lod0.visibility_range_end_margin = LOD_MARGIN_M
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lod1.visibility_range_begin = lod_switch_distance_m
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lod1.visibility_range_begin_margin = LOD_MARGIN_M
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func _build_collision() -> void:
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if collision_scene == null:
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push_error("WreckActor %s has no collision scene" % name)
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return
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var source := collision_scene.instantiate() as Node3D
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var collision_mesh := source.find_child(COLLISION_NODE_NAME, true, false) as MeshInstance3D
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if collision_mesh == null or collision_mesh.mesh == null:
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push_error("WreckActor %s collision scene lacks %s" % [name, COLLISION_NODE_NAME])
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source.free()
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return
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var shape := CollisionShape3D.new()
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shape.name = COLLISION_SHAPE_NAME
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shape.shape = collision_mesh.mesh.create_trimesh_shape()
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shape.transform = collision_mesh.transform
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source.free()
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add_child(shape)
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@@ -0,0 +1,272 @@
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"""Blender pipeline turning the raw MV Hebat Allah photogrammetry scan into the
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game-ready wreck assets committed under game/world/wrecks/assets/hebat_allah/.
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Run headless with Blender 5.2:
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WRECK_RAW_DIR=<dir with wreck_raw_joined.blend and albedo_2k_balanced.png>
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WRECK_OUT_DIR=<output dir>
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WRECK_VOXEL=0.4
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blender -b --python scripts/assets/hebat_allah_blender_pipeline.py
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Steps: apply transforms, cut the sediment skirt 3 m around the hull, scale the
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hull to its real 44 m, merge the triangle soup by distance, drop isolated
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fragments, voxel remesh to a closed surface, decimate LOD0, smart-project UVs,
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bake the albedo from the scan, derive LOD1 and a UV-less collision mesh, export
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two GLBs. Licence: see docs/ASSET_LICENSES.md (CC BY 4.0, Holger Buss).
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"""
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import bpy, bmesh, math, json, os, time
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from mathutils import Vector, Matrix
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T0 = time.time()
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RAW = os.environ.get("WRECK_RAW_DIR", r"C:\Users\olivi\Assets\hebat_allah\raw")
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VOXEL_TAG = os.environ.get("WRECK_VOXEL", "0.4")
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VOXEL = float(VOXEL_TAG)
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OUT = os.environ.get("WRECK_OUT_DIR", r"C:\Users\olivi\Assets\hebat_allah\out\v" + VOXEL_TAG)
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os.makedirs(OUT, exist_ok=True)
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CHK = os.path.join(OUT, "check")
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os.makedirs(CHK, exist_ok=True)
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log = {}
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def mark(k):
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log[k] = round(time.time() - T0, 1)
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print("STEP", k, log[k], flush=True)
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def activate(o):
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bpy.ops.object.select_all(action='DESELECT')
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o.select_set(True)
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bpy.context.view_layer.objects.active = o
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bpy.ops.wm.open_mainfile(filepath=RAW + r"\wreck_raw_joined.blend")
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src = bpy.data.objects["wreck_raw"]
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activate(src)
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bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)
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co = [v.co for v in src.data.vertices if v.co.z > 3.0]
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fx = (min(c.x for c in co), max(c.x for c in co))
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fy = (min(c.y for c in co), max(c.y for c in co))
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MARGIN = 3.0
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bpy.ops.object.mode_set(mode='EDIT')
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for pno, pco in [((1, 0, 0), (fx[1] + MARGIN, 0, 0)), ((-1, 0, 0), (fx[0] - MARGIN, 0, 0)),
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((0, 1, 0), (0, fy[1] + MARGIN, 0)), ((0, -1, 0), (0, fy[0] - MARGIN, 0))]:
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bpy.ops.mesh.select_all(action='SELECT')
|
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bpy.ops.mesh.bisect(plane_co=pco, plane_no=pno, clear_outer=True, clear_inner=False)
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bpy.ops.object.mode_set(mode='OBJECT')
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cx, cy = (fx[0] + fx[1]) / 2, (fy[0] + fy[1]) / 2
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zmin = min(v.co.z for v in src.data.vertices)
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SCALE = 44.0 / (fx[1] - fx[0])
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src.data.transform(Matrix.Scale(SCALE, 4) @ Matrix.Rotation(math.radians(90), 4, 'Z') @ Matrix.Translation((-cx, -cy, -zmin)))
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src.data.update()
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mark("cut_scaled")
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bpy.ops.object.mode_set(mode='EDIT')
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bpy.ops.mesh.select_all(action='SELECT')
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bpy.ops.mesh.remove_doubles(threshold=0.003)
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bpy.ops.object.mode_set(mode='OBJECT')
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src.data.calc_loop_triangles()
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log["verts_after_merge"] = len(src.data.vertices)
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mark("merged")
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print("DBG", log, flush=True)
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def drop_small_components(obj, min_faces):
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import numpy as np
|
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me = obj.data
|
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nv = len(me.vertices)
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ev = np.empty(len(me.edges) * 2, dtype=np.int64)
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me.edges.foreach_get("vertices", ev)
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ev = ev.reshape(-1, 2)
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label = np.arange(nv, dtype=np.int64)
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for _ in range(10000):
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m = np.minimum(label[ev[:, 0]], label[ev[:, 1]])
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new = label.copy()
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np.minimum.at(new, ev[:, 0], m)
|
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np.minimum.at(new, ev[:, 1], m)
|
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for _ in range(4):
|
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new = new[new]
|
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if np.array_equal(new, label):
|
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break
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label = new
|
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nf = len(me.polygons)
|
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loop_start = np.empty(nf, dtype=np.int64)
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me.polygons.foreach_get("loop_start", loop_start)
|
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loop_vert = np.empty(len(me.loops), dtype=np.int64)
|
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me.loops.foreach_get("vertex_index", loop_vert)
|
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flab = label[loop_vert[loop_start]]
|
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counts = np.bincount(flab, minlength=nv)
|
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small = counts[flab] < min_faces
|
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removed = int(np.unique(flab[small]).size)
|
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kept = int(np.unique(flab[~small]).size)
|
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bm = bmesh.new()
|
||||
bm.from_mesh(me)
|
||||
bm.faces.ensure_lookup_table()
|
||||
geom = [bm.faces[int(i)] for i in np.nonzero(small)[0]]
|
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if geom:
|
||||
bmesh.ops.delete(bm, geom=geom, context='FACES')
|
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bm.to_mesh(me)
|
||||
bm.free()
|
||||
me.update()
|
||||
return removed, kept
|
||||
|
||||
|
||||
log["frag_removed_kept"] = drop_small_components(src, 400)
|
||||
mark("fragments")
|
||||
print("DBG", log, flush=True)
|
||||
src.data.calc_loop_triangles()
|
||||
log["tris_after_clean"] = len(src.data.loop_triangles)
|
||||
|
||||
mat_src = bpy.data.materials.new("src_mat")
|
||||
mat_src.use_nodes = True
|
||||
nt = mat_src.node_tree
|
||||
tex = nt.nodes.new("ShaderNodeTexImage")
|
||||
tex.image = bpy.data.images.load(RAW + r"\albedo_2k_balanced.png")
|
||||
nt.links.new(tex.outputs["Color"], nt.nodes["Principled BSDF"].inputs["Base Color"])
|
||||
src.data.materials.clear()
|
||||
src.data.materials.append(mat_src)
|
||||
|
||||
rm = src.copy()
|
||||
rm.data = src.data.copy()
|
||||
rm.name = "remeshed"
|
||||
bpy.context.scene.collection.objects.link(rm)
|
||||
activate(rm)
|
||||
rm.data.remesh_voxel_size = VOXEL
|
||||
rm.data.remesh_voxel_adaptivity = 0.0
|
||||
rm.data.use_remesh_fix_poles = False
|
||||
rm.data.use_remesh_preserve_volume = True
|
||||
bpy.ops.object.voxel_remesh()
|
||||
rm.data.calc_loop_triangles()
|
||||
log["tris_after_remesh"] = len(rm.data.loop_triangles)
|
||||
mark("remesh")
|
||||
print("DBG", log, flush=True)
|
||||
log["remesh_frag_removed_kept"] = drop_small_components(rm, 300)
|
||||
rm.data.calc_loop_triangles()
|
||||
n_rm = len(rm.data.loop_triangles)
|
||||
|
||||
lod0 = rm
|
||||
lod0.name = "WreckLOD0"
|
||||
lod0.data.name = "WreckLOD0"
|
||||
m = lod0.modifiers.new("dec", 'DECIMATE')
|
||||
m.ratio = min(1.0, 60000 / n_rm)
|
||||
m.use_collapse_triangulate = True
|
||||
bpy.ops.object.modifier_apply(modifier="dec")
|
||||
bpy.ops.object.mode_set(mode='EDIT')
|
||||
bpy.ops.mesh.select_all(action='SELECT')
|
||||
bpy.ops.uv.smart_project(angle_limit=math.radians(66), island_margin=0.003, correct_aspect=True, scale_to_bounds=False)
|
||||
bpy.ops.object.mode_set(mode='OBJECT')
|
||||
bpy.ops.object.shade_smooth()
|
||||
mark("lod0_uv")
|
||||
|
||||
baked = bpy.data.images.new("wreck_hebat_allah_albedo", 2048, 2048)
|
||||
baked.generated_color = (0.3, 0.3, 0.3, 1)
|
||||
mat = bpy.data.materials.new("wreck_hebat_allah")
|
||||
mat.use_nodes = True
|
||||
nt = mat.node_tree
|
||||
tn = nt.nodes.new("ShaderNodeTexImage")
|
||||
tn.image = baked
|
||||
nt.links.new(tn.outputs["Color"], nt.nodes["Principled BSDF"].inputs["Base Color"])
|
||||
nt.nodes["Principled BSDF"].inputs["Roughness"].default_value = 0.85
|
||||
nt.nodes["Principled BSDF"].inputs["Metallic"].default_value = 0.0
|
||||
nt.nodes.active = tn
|
||||
lod0.data.materials.clear()
|
||||
lod0.data.materials.append(mat)
|
||||
sc = bpy.context.scene
|
||||
sc.render.engine = 'CYCLES'
|
||||
sc.cycles.device = 'CPU'
|
||||
sc.cycles.samples = 4
|
||||
sc.render.bake.use_selected_to_active = True
|
||||
sc.render.bake.cage_extrusion = 0.6
|
||||
sc.render.bake.max_ray_distance = 1.6
|
||||
sc.render.bake.margin = 8
|
||||
sc.render.bake.use_pass_direct = False
|
||||
sc.render.bake.use_pass_indirect = False
|
||||
sc.render.bake.use_pass_color = True
|
||||
bpy.ops.object.select_all(action='DESELECT')
|
||||
src.select_set(True)
|
||||
lod0.select_set(True)
|
||||
bpy.context.view_layer.objects.active = lod0
|
||||
bpy.ops.object.bake(type='DIFFUSE')
|
||||
baked.filepath_raw = OUT + r"\hebat_allah_albedo_2k.png"
|
||||
baked.file_format = 'PNG'
|
||||
baked.save()
|
||||
mark("bake")
|
||||
|
||||
|
||||
def derive(name, ratio, keep_mat):
|
||||
o = lod0.copy()
|
||||
o.data = lod0.data.copy()
|
||||
o.name = name
|
||||
o.data.name = name
|
||||
bpy.context.scene.collection.objects.link(o)
|
||||
activate(o)
|
||||
if not keep_mat:
|
||||
while o.data.uv_layers:
|
||||
o.data.uv_layers.remove(o.data.uv_layers[0])
|
||||
m = o.modifiers.new("dec", 'DECIMATE')
|
||||
m.ratio = ratio
|
||||
m.use_collapse_triangulate = True
|
||||
bpy.ops.object.modifier_apply(modifier="dec")
|
||||
if not keep_mat:
|
||||
o.data.materials.clear()
|
||||
o.data.calc_loop_triangles()
|
||||
return o, len(o.data.loop_triangles)
|
||||
|
||||
|
||||
lod1, t1 = derive("WreckLOD1", 0.25, True)
|
||||
col, tc = derive("WreckCollision", 0.05, False)
|
||||
lod0.data.calc_loop_triangles()
|
||||
t0 = len(lod0.data.loop_triangles)
|
||||
bpy.data.objects.remove(src)
|
||||
|
||||
|
||||
def export(objs, path):
|
||||
bpy.ops.object.select_all(action='DESELECT')
|
||||
for o in objs:
|
||||
o.select_set(True)
|
||||
bpy.ops.export_scene.gltf(filepath=path, export_format='GLB', use_selection=True, export_apply=True,
|
||||
export_yup=True, export_image_format='AUTO', export_materials='EXPORT')
|
||||
|
||||
|
||||
export([lod0, lod1], OUT + r"\hebat_allah_visual.glb")
|
||||
export([col], OUT + r"\hebat_allah_collision.glb")
|
||||
bpy.ops.wm.save_as_mainfile(filepath=OUT + r"\hebat_allah_work.blend")
|
||||
mark("export")
|
||||
|
||||
sc.render.engine = 'BLENDER_WORKBENCH'
|
||||
sc.display.shading.light = 'STUDIO'
|
||||
sc.display.shading.color_type = 'TEXTURE'
|
||||
sc.render.resolution_x = 1600
|
||||
sc.render.resolution_y = 900
|
||||
sc.world = bpy.data.worlds.new("W")
|
||||
sc.world.color = (0.08, 0.1, 0.12)
|
||||
cam = bpy.data.cameras.new("C")
|
||||
cam.lens = 35
|
||||
cob = bpy.data.objects.new("Cam", cam)
|
||||
sc.collection.objects.link(cob)
|
||||
sc.camera = cob
|
||||
|
||||
|
||||
def look(loc, target):
|
||||
cob.location = loc
|
||||
cob.rotation_euler = (Vector(target) - Vector(loc)).to_track_quat('-Z', 'Y').to_euler()
|
||||
|
||||
|
||||
def shot(name, vis):
|
||||
for o in (lod0, lod1, col):
|
||||
o.hide_render = o is not vis
|
||||
sc.render.filepath = os.path.join(CHK, name + ".png")
|
||||
bpy.ops.render.render(write_still=True)
|
||||
|
||||
|
||||
look((-30, -45, 18), (0, 0, 5))
|
||||
shot("lod0_bow_quarter", lod0)
|
||||
shot("lod1_bow_quarter", lod1)
|
||||
shot("collision_bow_quarter", col)
|
||||
look((28, 40, 14), (0, 0, 5))
|
||||
shot("lod0_stern_quarter", lod0)
|
||||
look((-14, -6, 3.5), (0, -8, 4))
|
||||
shot("lod0_from_12m", lod0)
|
||||
look((0, 0, 70), (0, 0, 0))
|
||||
shot("lod0_top", lod0)
|
||||
log.update({"scale": SCALE, "lod0_tris": t0, "lod1_tris": t1, "collision_tris": tc,
|
||||
"dims": [round(v, 2) for v in lod0.dimensions],
|
||||
"sizes_MB": {f: round(os.path.getsize(os.path.join(OUT, f)) / 1e6, 1) for f in os.listdir(OUT)}})
|
||||
print("RESULT" + json.dumps(log), flush=True)
|
||||
@@ -0,0 +1,42 @@
|
||||
"""Rebuild a neutral 2K albedo from the raw MV Hebat Allah scan texture.
|
||||
|
||||
The underwater scan has a dead red channel (mean 17/255) and a strong blue
|
||||
cast, so a white balance only produces magenta noise. This script keeps the
|
||||
luminance of the two live channels, stretches it, and tints it with a rust /
|
||||
algae palette driven by the green-to-blue ratio. The game's fog adds the water
|
||||
colour at runtime.
|
||||
|
||||
python scripts/assets/hebat_allah_prepare_albedo.py <albedo_8k.png> <out_dir>
|
||||
|
||||
Writes albedo_2k_balanced.png and albedo_1k_balanced.png into <out_dir>.
|
||||
Requires Pillow and numpy. Licence: see docs/ASSET_LICENSES.md.
|
||||
"""
|
||||
import sys
|
||||
from pathlib import Path
|
||||
|
||||
import numpy as np
|
||||
from PIL import Image
|
||||
|
||||
|
||||
def balance(source: Path, out_dir: Path) -> None:
|
||||
image = Image.open(source).convert("RGB").resize((2048, 2048), Image.LANCZOS)
|
||||
rgb = np.asarray(image).astype(np.float32) / 255.0
|
||||
luminance = 0.55 * rgb[..., 1] + 0.45 * rgb[..., 2]
|
||||
low, high = np.percentile(luminance, 1), np.percentile(luminance, 99)
|
||||
luminance = np.clip((luminance - low) / (high - low), 0.0, 1.0)
|
||||
luminance = luminance ** 0.9 * 0.75 + 0.08
|
||||
algae_ratio = np.clip((rgb[..., 1] - rgb[..., 2] * 0.68) * 3.0, 0.0, 1.0)
|
||||
rust = np.array([0.62, 0.52, 0.44])
|
||||
algae = np.array([0.50, 0.58, 0.46])
|
||||
tint = rust[None, None, :] * (1.0 - algae_ratio[..., None]) + algae[None, None, :] * algae_ratio[..., None]
|
||||
out = np.clip(luminance[..., None] * tint / 0.55, 0.0, 1.0)
|
||||
result = Image.fromarray((out * 255).astype(np.uint8))
|
||||
out_dir.mkdir(parents=True, exist_ok=True)
|
||||
result.save(out_dir / "albedo_2k_balanced.png")
|
||||
result.resize((1024, 1024), Image.LANCZOS).save(out_dir / "albedo_1k_balanced.png")
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
if len(sys.argv) != 3:
|
||||
sys.exit(__doc__)
|
||||
balance(Path(sys.argv[1]), Path(sys.argv[2]))
|
||||
@@ -38,6 +38,7 @@ func _run() -> void:
|
||||
_test_scattering_environment(site)
|
||||
_test_air_fog_cut(site)
|
||||
_test_surface_ceiling(site)
|
||||
_test_wreck(site)
|
||||
|
||||
site.queue_free()
|
||||
await process_frame
|
||||
@@ -231,6 +232,70 @@ func _test_air_fog_cut(site: SunlitShallowsEnvironment) -> void:
|
||||
)
|
||||
|
||||
|
||||
func _test_wreck(site: SunlitShallowsEnvironment) -> void:
|
||||
var wreck := site.get_node_or_null("HebatAllahWreck") as WreckActor
|
||||
_expect(wreck != null, "site places the Hebat Allah wreck")
|
||||
if wreck == null:
|
||||
return
|
||||
_expect(
|
||||
int(wreck.get_meta("sonar_material", SonarMaterial.Value.UNKNOWN))
|
||||
== SonarMaterial.Value.METAL,
|
||||
"wreck echoes as metal on the sonar"
|
||||
)
|
||||
_expect((wreck.collision_layer & 1) == 1, "wreck sits on the sonar collision layer")
|
||||
_expect(
|
||||
wreck.position.y < SunlitShallowsEnvironment.SURFACE_LEVEL_M
|
||||
and absf(wreck.position.y - SunlitShallowsEnvironment.FLOOR_DEPTH_M) < 3.0,
|
||||
"wreck rests on the site floor"
|
||||
)
|
||||
var collision := wreck.get_node_or_null(WreckActor.COLLISION_SHAPE_NAME) as CollisionShape3D
|
||||
_expect(
|
||||
collision != null and collision.shape is ConcavePolygonShape3D,
|
||||
"wreck has a trimesh collision separate from its visuals"
|
||||
)
|
||||
if collision != null and collision.shape is ConcavePolygonShape3D:
|
||||
var faces := (collision.shape as ConcavePolygonShape3D).get_faces()
|
||||
_expect(faces.size() >= 3 * 500, "wreck collision mesh is not empty")
|
||||
_expect(faces.size() <= 3 * 6000, "wreck collision mesh stays light")
|
||||
var lod0 := wreck.find_child(WreckActor.LOD0_NODE_NAME, true, false) as MeshInstance3D
|
||||
var lod1 := wreck.find_child(WreckActor.LOD1_NODE_NAME, true, false) as MeshInstance3D
|
||||
_expect(lod0 != null and lod1 != null, "wreck carries two visual LODs")
|
||||
if lod0 == null or lod1 == null:
|
||||
return
|
||||
_expect(
|
||||
lod0.visibility_range_end > 0.0
|
||||
and is_equal_approx(lod1.visibility_range_begin, lod0.visibility_range_end),
|
||||
"wreck LODs hand over at one distance"
|
||||
)
|
||||
var lod0_triangles := _triangle_count(lod0.mesh)
|
||||
var lod1_triangles := _triangle_count(lod1.mesh)
|
||||
_expect(
|
||||
lod0_triangles > 0 and lod0_triangles <= 120000,
|
||||
"wreck LOD0 stays within the triangle budget"
|
||||
)
|
||||
_expect(lod1_triangles > 0 and lod1_triangles < lod0_triangles / 2, "wreck LOD1 is far lighter")
|
||||
_expect(
|
||||
lod0.mesh.surface_get_material(0) != null
|
||||
or lod0.get_surface_override_material(0) != null,
|
||||
"wreck LOD0 carries a material"
|
||||
)
|
||||
|
||||
|
||||
func _triangle_count(mesh: Mesh) -> int:
|
||||
if mesh == null:
|
||||
return 0
|
||||
var triangles := 0
|
||||
for surface in mesh.get_surface_count():
|
||||
var arrays := mesh.surface_get_arrays(surface)
|
||||
var indices: PackedInt32Array = arrays[Mesh.ARRAY_INDEX]
|
||||
if indices.is_empty():
|
||||
var vertices: PackedVector3Array = arrays[Mesh.ARRAY_VERTEX]
|
||||
triangles += vertices.size() / 3
|
||||
else:
|
||||
triangles += indices.size() / 3
|
||||
return triangles
|
||||
|
||||
|
||||
func _expect(condition: bool, label: String) -> void:
|
||||
_checks += 1
|
||||
if not condition:
|
||||
|
||||
Reference in new issue
Block a user