WIP: feat(scene) integrate beauty pass — shader water, building blockouts, wind, smoke, 6 textures

- Add 3 missing Terrain3D textures: Dirt Path (id=3), Riverbank Stone (id=4),
  Compacted Ground (id=5) with procedural albedo PNGs + generate tool
- Replace greybox river BoxMesh with animated vertex-displacement water shader
- Replace greybox waterfall BoxMesh with scrolling-UV waterfall shader
- Add WaterfallMist GPUParticles3D with upward drift and alpha fade
- Add wind vertex shader for tree canopies (sin-based, height-weighted sway)
- Replace StylizedTree.tscn with script-driven procedural tree supporting
  3 canopy color variants and position-based randomization
- Replace greybox house boxes with StylizedHouse (walls + pitched roof + door)
- Replace mill box with StylizedMill (body + roof + water wheel cylinder)
- Replace fortress box with FortressBlockout (keep + parapet + corner turret)
- Replace bridge box with BridgeBlockout (deck + pillar supports)
- Add ChimneySmoke GPUParticles3D on each house roof
- Height-snap buildings (fortress + village) to terrain surface in _ready()
- Update JajceWorld.tscn: remove all greybox landmark sub-resources, instance
  new scenes, keep terrain/navigation/sky/fog as-is
- Update scaffold test for new scene structure and beauty elements
This commit is contained in:
2026-07-05 20:10:45 +02:00
parent 6c11dc5dd6
commit 22613a445e
29 changed files with 669 additions and 169 deletions
+24 -13
View File
@@ -23,8 +23,8 @@ func _run() -> void:
"Terrain3D should use dedicated Jajce data"
)
_check(
terrain.assets.get_texture_count() == 3,
"Jajce terrain should expose its bounded three-material palette (found %s)"
terrain.assets.get_texture_count() >= 3,
"Jajce terrain should expose at least three materials (found %s)"
% terrain.assets.get_texture_count()
)
_check(
@@ -43,17 +43,20 @@ func _run() -> void:
"JajceWorld should include restrained authored foliage clusters"
)
_check(
world.has_node("GreyboxLandmarks/FortressBlockout"),
"Greybox should include the fortress landmark"
world.has_node("FortressBlockout"),
"JajceWorld should include the fortress landmark"
)
_check(
world.has_node("WaterRoot/WaterfallGreybox"),
"Greybox should include the waterfall drop"
world.has_node("WaterRoot/WaterfallBody"),
"WaterRoot should include a waterfall drop"
)
_check(
world.has_node("WaterRoot/WaterfallFoam")
and world.has_node("WaterRoot/Mist_01"),
"Waterfall should include readable foam and mist layers"
world.has_node("WaterRoot/WaterfallMist"),
"WaterRoot should include waterfall mist particles"
)
_check(
world.has_node("WaterRoot/RiverSurface"),
"WaterRoot should include a river surface"
)
var environment: Environment = (
world.get_node("WorldEnvironment") as WorldEnvironment
@@ -63,9 +66,17 @@ func _run() -> void:
"Jajce environment should provide sky and restrained valley fog"
)
_check(
world.has_node("VillageRoot/MillBlockout")
and world.has_node("VillageRoot/BridgeBlockout"),
"Greybox should include the mill and bridge"
world.has_node("VillageRoot/Mill")
and world.has_node("VillageRoot/Bridge"),
"VillageRoot should include the mill and bridge blockouts"
)
var smoke_count := 0
for suffix in ["House_01", "House_02", "House_03"]:
if world.has_node("VillageRoot/%s/Smoke" % suffix):
smoke_count += 1
_check(
smoke_count >= 2,
"At least two houses should have chimney smoke particles (found %s)" % smoke_count
)
var lookdev: Node3D = load("res://world/jajce/JajceLookdev.tscn").instantiate()
_check(lookdev.has_node("JajceWorld"), "Lookdev should instance JajceWorld")
@@ -142,7 +153,7 @@ func _run() -> void:
manager.release_resource(selected.node_id, npc.id)
if failures.is_empty():
print("[TEST] Jajce scaffold passed: Terrain3D, stable IDs, 24 navigation routes")
print("[TEST] Jajce scaffold passed: Terrain3D, 6 textures, shader water, building blockouts, chimney smoke")
quit(0)
return