feat: strengthen water and foreground silhouettes
- Upgrade river shader with multi-layer UV flow, fresnel edges, foam highlights, and specular sparkle - Upgrade waterfall shader with dual-band scrolling, distinct foam contrast, and rim transparency - Widen river (8m) and waterfall (8m) for greater visual presence - Increase waterfall mist particles to 72 with wider spread and longer lifetime - Add fortress crenellations (10), three turrets, and prominent ridge banner for readable skyline silhouette - Remove duplicate banner nodes from JajceWorld instance (now owned by FortressBlockout scene) - Update BUILD_IN_PUBLIC_PLAN and LEARNING_ROADMAP to reflect completion
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@@ -644,10 +644,21 @@ Completed:
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study desk, and rest bench now have compact presentation props that remain
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readable in the runtime cinematic frame.
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Completed:
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15. Water and foreground silhouette strengthening: river/waterfall shaders
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now include multi-layer UV flow, fresnel edges, foam highlights, sparkle
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specular, and better color depth; the waterfall has distinct foam bands
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and rim transparency; mist particle count and spread increased; the river
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and waterfall widened; the fortress ridge landmark now has crenellations,
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a dedicated banner pole with larger banner, and three turrets for a more
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readable silhouette against the sky.
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Next:
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1. Strengthen water and foreground silhouettes without adding new simulation
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mechanics.
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1. Continue growing resource discovery with finite ResourceNode instances
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placed in meaningful contexts (from LEARNING_ROADMAP). See the roadmap
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for the next systems priority.
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Do not start with GIS data, a full city, a large asset pack, or more NPC
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mechanics. The next proof is a beautiful stage for the systems that already
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