Files
Ransom-s-wake/game/world/sites/vehicle_test_environment.tscn
T
OlivierandClaude Opus 5.5 2c1ea50aba
Quality Gate / Quality Gate (pull_request) Successful in 7m6s
feat(cockpit): replace procedural cockpit with twelve scripted models
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>
2026-10-06 21:46:46 +02:00

84 lines
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[gd_scene load_steps=8 format=3]
[ext_resource type="Script" path="res://game/world/sites/vehicle_test_environment.gd" id="1_environment"]
[sub_resource type="Environment" id="EnvironmentUnderwater"]
background_mode = 1
background_color = Color(0.005, 0.045, 0.065, 1)
ambient_light_source = 3
ambient_light_color = Color(0.12, 0.32, 0.37, 1)
ambient_light_energy = 0.42
glow_enabled = true
glow_levels/1 = 1.0
glow_levels/2 = 1.0
glow_levels/3 = 0.6
glow_levels/4 = 0.2
glow_intensity = 1.0
glow_blend_mode = 0
glow_hdr_threshold = 1.0
fog_enabled = true
fog_light_color = Color(0.07, 0.25, 0.3, 1)
fog_light_energy = 0.48
fog_density = 0.014
fog_height = -4.0
fog_height_density = 0.025
volumetric_fog_enabled = true
volumetric_fog_density = 0.025
volumetric_fog_length = 72.0
[sub_resource type="SphereMesh" id="BeaconMesh"]
radius = 0.55
height = 1.1
[sub_resource type="StandardMaterial3D" id="MetalTargetMaterial"]
albedo_color = Color(0.24, 0.18, 0.08, 1)
metallic = 0.88
roughness = 0.27
[sub_resource type="BoxMesh" id="MetalTargetMesh"]
size = Vector3(8, 5, 7)
[sub_resource type="BoxShape3D" id="MetalTargetShape"]
size = Vector3(8, 5, 7)
[sub_resource type="StandardMaterial3D" id="BeaconMaterial"]
shading_mode = 0
albedo_color = Color(0.2, 0.78, 0.9, 1)
emission_enabled = true
emission = Color(0.2, 0.78, 0.9, 1)
emission_energy_multiplier = 5.0
[node name="VehicleTestEnvironment" type="Node3D"]
script = ExtResource("1_environment")
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = SubResource("EnvironmentUnderwater")
[node name="AmbientDirection" type="DirectionalLight3D" parent="."]
rotation_degrees = Vector3(-52, -24, 0)
light_color = Color(0.39, 0.65, 0.7, 1)
light_energy = 0.38
shadow_enabled = true
[node name="NavigationBeacon" type="MeshInstance3D" parent="."]
position = Vector3(0, -15, -22)
mesh = SubResource("BeaconMesh")
material_override = SubResource("BeaconMaterial")
[node name="BeaconLight" type="OmniLight3D" parent="NavigationBeacon"]
omni_range = 12.0
light_color = Color(0.2, 0.78, 0.9, 1)
light_energy = 4.0
[node name="SonarCalibrationTarget" type="StaticBody3D" parent="."]
position = Vector3(0, -60, -58)
metadata/sonar_material = 2
metadata/sonar_reflectivity = 1.0
[node name="Mesh" type="MeshInstance3D" parent="SonarCalibrationTarget"]
mesh = SubResource("MetalTargetMesh")
material_override = SubResource("MetalTargetMaterial")
[node name="Collision" type="CollisionShape3D" parent="SonarCalibrationTarget"]
shape = SubResource("MetalTargetShape")