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
+11 -4
View File
@@ -9,7 +9,14 @@ func _initialize_world_presentation() -> void:
var active_camera := get_viewport().get_camera_3d()
if active_camera != null:
terrain.set_camera(active_camera)
for tree in $FoliageRoot.get_children():
var terrain_height: float = terrain.data.get_height(tree.global_position)
if not is_nan(terrain_height):
tree.global_position.y = terrain_height
var groups_to_snap: Array[Node] = []
groups_to_snap.append_array($FoliageRoot.get_children())
if has_node("FortressBlockout"):
groups_to_snap.append($FortressBlockout)
for child in $VillageRoot.get_children():
groups_to_snap.append(child)
for item in groups_to_snap:
var pos := item.global_position
var h: float = terrain.data.get_height(pos)
if not is_nan(h):
item.global_position.y = h