Stacked on feat/sunlit-shallows (PR #2). First wreck in the production world layer: WreckActor (StaticBody3D) with two glTF LODs handing over at 45 m, a separate 2.9k-triangle trimesh collision, and sonar metadata (metal, 0.9 reflectivity). The MV Hebat Allah sits 62 m ahead of the submarine in sunlit_shallows_environment.tscn. Assets derive from Holger Buss's CC BY 4.0 Sketchfab scan through a reproducible Blender pipeline (scripts/assets/): skirt cut, 44 m rescale, merge by distance, fragment removal, 0.4 m voxel remesh, 58k/14.5k LODs, smart UVs, 2K albedo rebaked from a luminance-rebuilt texture. docs/ASSET_LICENSES.md starts the licence registry and records the credit owed. Site suite +12 assertions (54 total); quality gate green on Windows. Raw 274 MB scan stays outside the repo. 🤖 Generated with Claude Code
Stacked on feat/sunlit-shallows (PR #2). First wreck in the production world layer: WreckActor (StaticBody3D) with two glTF LODs handing over at 45 m, a separate 2.9k-triangle trimesh collision, and sonar metadata (metal, 0.9 reflectivity). The MV Hebat Allah sits 62 m ahead of the submarine in sunlit_shallows_environment.tscn. Assets derive from Holger Buss's CC BY 4.0 Sketchfab scan through a reproducible Blender pipeline (scripts/assets/): skirt cut, 44 m rescale, merge by distance, fragment removal, 0.4 m voxel remesh, 58k/14.5k LODs, smart UVs, 2K albedo rebaked from a luminance-rebuilt texture. docs/ASSET_LICENSES.md starts the licence registry and records the credit owed. Site suite +12 assertions (54 total); quality gate green on Windows. Raw 274 MB scan stays outside the repo. 🤖 Generated with [Claude Code](https://claude.com/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>
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>
chindit
merged commit a8d913a320 into main2026-10-07 17:30:07 +02:00
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Stacked on feat/sunlit-shallows (PR #2). First wreck in the production world layer: WreckActor (StaticBody3D) with two glTF LODs handing over at 45 m, a separate 2.9k-triangle trimesh collision, and sonar metadata (metal, 0.9 reflectivity). The MV Hebat Allah sits 62 m ahead of the submarine in sunlit_shallows_environment.tscn. Assets derive from Holger Buss's CC BY 4.0 Sketchfab scan through a reproducible Blender pipeline (scripts/assets/): skirt cut, 44 m rescale, merge by distance, fragment removal, 0.4 m voxel remesh, 58k/14.5k LODs, smart UVs, 2K albedo rebaked from a luminance-rebuilt texture. docs/ASSET_LICENSES.md starts the licence registry and records the credit owed. Site suite +12 assertions (54 total); quality gate green on Windows. Raw 274 MB scan stays outside the repo. 🤖 Generated with Claude Code