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>
Production game code
Ce dossier est réservé à la verticale et au jeu de production. Il ne doit pas
dépendre de src/ ou scenes/, qui contiennent les POC jetables.
Les sous-dossiers autorisés sont :
domain/: règles pures et données typées ;application/: cas d'usage et ports ;world/: acteurs et physique Godot ;presentation/: HUD et rendu ;infrastructure/: sauvegarde, audio, entrées et plateforme ;composition/: assemblage concret.
Créer un sous-dossier seulement avec sa première responsabilité réelle. Les
règles complètes se trouvent dans docs/ENGINEERING_GUARDRAILS.md.