Quality Gate / Quality Gate (pull_request) Failing after 2m58s
SeabedFloraActor scatters seagrass tufts on flat sand in the lit band and sea fans on rock between 15 and 60 m, deterministically from the site id, one MultiMesh per tile and kind, with procedural alpha-cut meshes and textures (SeabedFloraAssets), vertex sway and wrapped lighting, no collision and no sonar presence. Placement reads the field arrays directly and runs on the worker thread pool. The seabed shader grows turf algae on sunlit rock, coralline crusts in patches and encrusting sponges in the shade, fading out between 40 and 75 m. The water-column optics move to a shared shader include. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
106 lines
3.2 KiB
Plaintext
106 lines
3.2 KiB
Plaintext
[gd_scene load_steps=10 format=3]
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[ext_resource type="Script" path="res://game/world/sites/dive_site.gd" id="1_site"]
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[ext_resource type="Script" path="res://game/world/sites/bathymetric_terrain_actor.gd" id="2_terrain"]
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[ext_resource type="Shader" path="res://game/world/sites/water_column_fog.gdshader" id="3_water_column"]
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[ext_resource type="Script" path="res://game/world/sites/seabed_flora_actor.gd" id="4_flora"]
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[sub_resource type="ShaderMaterial" id="WaterColumnMaterial"]
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shader = ExtResource("3_water_column")
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[sub_resource type="ProceduralSkyMaterial" id="SkyUnderwater"]
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sky_top_color = Color(0.22, 0.52, 0.66, 1)
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sky_horizon_color = Color(0.09, 0.28, 0.4, 1)
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sky_curve = 0.2
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sky_energy_multiplier = 1.0
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ground_horizon_color = Color(0.05, 0.17, 0.27, 1)
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ground_bottom_color = Color(0.01, 0.03, 0.07, 1)
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ground_curve = 0.1
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ground_energy_multiplier = 0.6
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sun_angle_max = 40.0
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sun_curve = 0.3
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use_debanding = true
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[sub_resource type="Sky" id="SkyResource"]
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sky_material = SubResource("SkyUnderwater")
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process_mode = 2
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radiance_size = 2
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[sub_resource type="Environment" id="EnvironmentUnderwater"]
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background_mode = 2
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sky = SubResource("SkyResource")
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ambient_light_source = 3
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ambient_light_sky_contribution = 1.0
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ambient_light_energy = 1.3
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reflected_light_source = 1
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tonemap_mode = 2
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tonemap_exposure = 1.15
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tonemap_white = 4.0
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ssao_enabled = true
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ssao_radius = 2.5
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ssao_intensity = 2.2
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ssao_power = 1.6
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ssao_detail = 0.6
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ssao_horizon = 0.08
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ssao_light_affect = 0.25
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ssao_ao_channel_affect = 0.4
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glow_enabled = true
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glow_levels/1 = 1.0
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glow_levels/2 = 1.0
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glow_levels/3 = 0.6
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glow_levels/4 = 0.2
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glow_intensity = 0.8
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glow_blend_mode = 0
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glow_hdr_threshold = 1.2
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fog_enabled = true
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fog_light_color = Color(0.05, 0.18, 0.29, 1)
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fog_light_energy = 0.38
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fog_sun_scatter = 0.15
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fog_density = 0.0045
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fog_aerial_perspective = 0.5
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fog_height = -4.0
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fog_height_density = 0.025
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volumetric_fog_enabled = true
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volumetric_fog_density = 0.0
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volumetric_fog_albedo = Color(0.5, 0.78, 0.92, 1)
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volumetric_fog_anisotropy = 0.45
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volumetric_fog_length = 128.0
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volumetric_fog_detail_spread = 1.6
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volumetric_fog_ambient_inject = 0.5
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adjustment_enabled = true
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adjustment_contrast = 1.06
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adjustment_saturation = 1.08
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[node name="DiveSite" type="Node3D"]
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script = ExtResource("1_site")
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[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
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environment = SubResource("EnvironmentUnderwater")
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[node name="AmbientDirection" type="DirectionalLight3D" parent="."]
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rotation_degrees = Vector3(-62, -28, 0)
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light_color = Color(0.5, 0.78, 0.88, 1)
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light_energy = 0.9
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light_angular_distance = 3.0
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shadow_enabled = true
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shadow_opacity = 0.45
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shadow_blur = 2.0
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directional_shadow_max_distance = 160.0
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directional_shadow_fade_start = 0.75
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[node name="WaterColumn" type="FogVolume" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -110, 0)
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size = Vector3(1800, 260, 1800)
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material = SubResource("WaterColumnMaterial")
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[node name="Terrain" type="StaticBody3D" parent="."]
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unique_name_in_owner = true
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script = ExtResource("2_terrain")
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[node name="Flora" type="Node3D" parent="."]
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unique_name_in_owner = true
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script = ExtResource("4_flora")
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[node name="Placements" type="Node3D" parent="."]
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unique_name_in_owner = true
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