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
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[gd_scene load_steps=3 format=3]
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[sub_resource type="Curve" id="Curve_alpha"]
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_data = [Vector2(0, 1), Vector2(1, 0)]
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[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_mist"]
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lifetime_randomness = 0.2
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spread = 180.0
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gravity = Vector3(0, -0.5, 0)
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initial_velocity_min = 0.3
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initial_velocity_max = 0.8
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scale_min = 0.1
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scale_max = 1.5
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color = Color(0.85, 0.95, 0.95, 0.4)
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alpha_curve = SubResource("Curve_alpha")
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emission_shape = 1
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emission_box_extents = Vector3(2.5, 1.0, 0.5)
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[node name="WaterfallMist" type="GpuParticles3D"]
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emitting = true
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amount = 48
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lifetime = 2.5
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one_shot = false
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preprocess = 1.0
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speed_scale = 1.0
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local_coords = true
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draw_order = 0
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process_material = SubResource("ParticleProcessMaterial_mist")
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