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>
31 lines
888 B
GDScript
31 lines
888 B
GDScript
class_name CockpitDashboardDetailing
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extends Node3D
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## The dashboard keeps its hidden digital readouts (their labels still carry the
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## exact values); this hides the placeholder parts the gauge panel replaced.
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func _init() -> void:
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name = "DashboardDetailing"
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func hide_obsolete_elements(cockpit: Node3D) -> void:
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for indicator_name: String in ["CyanIndicator", "AmberIndicator", "RedIndicator"]:
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var indicator := cockpit.get_node_or_null(indicator_name) as MeshInstance3D
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if indicator != null:
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indicator.visible = false
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for readout_name: String in [
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"ResourcesFrame",
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"ResourcesScreen",
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"ResourcesLabel",
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"NavigationFrame",
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"NavigationScreen",
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"NavigationLabel",
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"IntegrityFrame",
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"IntegrityScreen",
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"IntegrityLabel",
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]:
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var readout := cockpit.get_node_or_null("Dashboard/%s" % readout_name) as Node3D
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if readout != null:
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readout.visible = false
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