Quality Gate / Quality Gate (pull_request) Successful in 9m4s
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>
84 lines
2.5 KiB
Plaintext
84 lines
2.5 KiB
Plaintext
[gd_scene load_steps=8 format=3]
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[ext_resource type="Script" path="res://game/world/sites/vehicle_test_environment.gd" id="1_environment"]
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[sub_resource type="Environment" id="EnvironmentUnderwater"]
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background_mode = 1
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background_color = Color(0.005, 0.045, 0.065, 1)
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ambient_light_source = 3
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ambient_light_color = Color(0.12, 0.32, 0.37, 1)
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ambient_light_energy = 0.42
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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 = 1.0
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glow_blend_mode = 0
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glow_hdr_threshold = 1.0
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fog_enabled = true
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fog_light_color = Color(0.07, 0.25, 0.3, 1)
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fog_light_energy = 0.48
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fog_density = 0.014
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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 = 0.025
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volumetric_fog_length = 72.0
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[sub_resource type="SphereMesh" id="BeaconMesh"]
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radius = 0.55
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height = 1.1
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[sub_resource type="StandardMaterial3D" id="MetalTargetMaterial"]
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albedo_color = Color(0.24, 0.18, 0.08, 1)
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metallic = 0.88
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roughness = 0.27
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[sub_resource type="BoxMesh" id="MetalTargetMesh"]
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size = Vector3(8, 5, 7)
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[sub_resource type="BoxShape3D" id="MetalTargetShape"]
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size = Vector3(8, 5, 7)
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[sub_resource type="StandardMaterial3D" id="BeaconMaterial"]
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shading_mode = 0
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albedo_color = Color(0.2, 0.78, 0.9, 1)
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emission_enabled = true
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emission = Color(0.2, 0.78, 0.9, 1)
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emission_energy_multiplier = 5.0
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[node name="VehicleTestEnvironment" type="Node3D"]
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script = ExtResource("1_environment")
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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(-52, -24, 0)
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light_color = Color(0.39, 0.65, 0.7, 1)
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light_energy = 0.38
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shadow_enabled = true
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[node name="NavigationBeacon" type="MeshInstance3D" parent="."]
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position = Vector3(0, -15, -22)
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mesh = SubResource("BeaconMesh")
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material_override = SubResource("BeaconMaterial")
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[node name="BeaconLight" type="OmniLight3D" parent="NavigationBeacon"]
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omni_range = 12.0
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light_color = Color(0.2, 0.78, 0.9, 1)
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light_energy = 4.0
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[node name="SonarCalibrationTarget" type="StaticBody3D" parent="."]
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position = Vector3(0, -60, -58)
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metadata/sonar_material = 2
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metadata/sonar_reflectivity = 1.0
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[node name="Mesh" type="MeshInstance3D" parent="SonarCalibrationTarget"]
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mesh = SubResource("MetalTargetMesh")
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material_override = SubResource("MetalTargetMaterial")
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[node name="Collision" type="CollisionShape3D" parent="SonarCalibrationTarget"]
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shape = SubResource("MetalTargetShape")
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