Visual test site (flat floor at -40 m, calm surface, fixed daytime sun ahead of the submarine) with light shafts from a shadow-only alpha-scissor surface occluder opened only in a pool ~31 m ahead, a subtractive FogVolume above the water and a lit surface ceiling; composed world sunlit_shallows_world.tscn mounts submarine + cockpit + camera rig with projectors kept out of the fog. Cockpit: porthole glass on its own render layer, rougher, excluded from the PortholeFill cull mask (removes the blue/orange specular dots). Gate: new site integration suite (42 checks), 3 glass assertions in the foundation suite, Input-access architecture rule portable to Windows paths, volumetric fog froxel grid 128 in project.godot. Stacked on feat/cockpit-models (PR #1). Full write-up: docs/briefs/pr-sunlit-shallows-site.md on branch feat/sunlit-shallows is not included; see commit message. Generated with Claude Code.
Visual test site (flat floor at -40 m, calm surface, fixed daytime sun ahead of the submarine) with light shafts from a shadow-only alpha-scissor surface occluder opened only in a pool ~31 m ahead, a subtractive FogVolume above the water and a lit surface ceiling; composed world sunlit_shallows_world.tscn mounts submarine + cockpit + camera rig with projectors kept out of the fog. Cockpit: porthole glass on its own render layer, rougher, excluded from the PortholeFill cull mask (removes the blue/orange specular dots). Gate: new site integration suite (42 checks), 3 glass assertions in the foundation suite, Input-access architecture rule portable to Windows paths, volumetric fog froxel grid 128 in project.godot. Stacked on feat/cockpit-models (PR #1). Full write-up: docs/briefs/pr-sunlit-shallows-site.md on branch feat/sunlit-shallows is not included; see commit message. Generated with Claude Code.
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>
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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Visual test site (flat floor at -40 m, calm surface, fixed daytime sun ahead of the submarine) with light shafts from a shadow-only alpha-scissor surface occluder opened only in a pool ~31 m ahead, a subtractive FogVolume above the water and a lit surface ceiling; composed world sunlit_shallows_world.tscn mounts submarine + cockpit + camera rig with projectors kept out of the fog. Cockpit: porthole glass on its own render layer, rougher, excluded from the PortholeFill cull mask (removes the blue/orange specular dots). Gate: new site integration suite (42 checks), 3 glass assertions in the foundation suite, Input-access architecture rule portable to Windows paths, volumetric fog froxel grid 128 in project.godot. Stacked on feat/cockpit-models (PR #1). Full write-up: docs/briefs/pr-sunlit-shallows-site.md on branch feat/sunlit-shallows is not included; see commit message. Generated with Claude Code.