Quality Gate / Quality Gate (pull_request) Successful in 6m55s
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>
29 lines
666 B
Plaintext
29 lines
666 B
Plaintext
; Ransom's Wake - production vertical slice
|
|
; Generated for Godot 4.7.2.
|
|
|
|
config_version=5
|
|
|
|
[application]
|
|
|
|
config/name="Ransom's Wake"
|
|
run/main_scene="res://game/composition/vertical_slice/vertical_slice_root.tscn"
|
|
config/features=PackedStringArray("4.7", "Forward Plus")
|
|
|
|
[physics]
|
|
|
|
common/physics_ticks_per_second=60
|
|
|
|
[display]
|
|
|
|
window/size/viewport_width=1280
|
|
window/size/viewport_height=720
|
|
window/size/window_width_override=1280
|
|
window/size/window_height_override=720
|
|
window/stretch/mode="canvas_items"
|
|
|
|
[rendering]
|
|
|
|
environment/volumetric_fog/volume_size=128
|
|
environment/volumetric_fog/volume_depth=128
|
|
textures/default_filters/use_nearest_mipmap_filter=false
|