Files
Ransom-s-wake/game/composition/vertical_slice/sunlit_shallows_world.tscn
OlivierandClaude Fable 5.1 f0072a3e11
Quality Gate / Quality Gate (pull_request) Successful in 6m55s
Add sunlit shallows site with localized sun shafts
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

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[gd_scene load_steps=5 format=3]
[ext_resource type="PackedScene" path="res://game/world/sites/sunlit_shallows_environment.tscn" id="1_environment"]
[ext_resource type="PackedScene" path="res://game/world/submarine/submarine_actor.tscn" id="2_submarine"]
[ext_resource type="PackedScene" path="res://game/presentation/cockpit/cockpit_camera_rig.tscn" id="3_camera"]
[ext_resource type="PackedScene" path="res://game/presentation/cockpit/cockpit_interior.tscn" id="4_cockpit"]
[node name="SunlitShallowsWorld" type="Node3D"]
[node name="Environment" parent="." instance=ExtResource("1_environment")]
[node name="SubmarineActor" parent="." instance=ExtResource("2_submarine")]
unique_name_in_owner = true
position = Vector3(0, -30, 0)
[node name="CockpitInterior" parent="SubmarineActor" instance=ExtResource("4_cockpit")]
unique_name_in_owner = true
[node name="CockpitCameraRig" parent="SubmarineActor" instance=ExtResource("3_camera")]
unique_name_in_owner = true
[node name="LeftProjector" parent="SubmarineActor" index="0"]
light_energy = 3.0
light_volumetric_fog_energy = 0.15
[node name="RightProjector" parent="SubmarineActor" index="1"]
light_energy = 3.0
light_volumetric_fog_energy = 0.15