WIP: feat(scene) initial beauty baseline — terrain textures, sky, foam, mist, foliage, shadows
- Add 3 Terrain3D texture assets (limestone, valley grass, warm soil) - Sculpt initial Terrain3D heightmap with ridge, valley, waterfall drop - Replace plain water with emissive-tinged material - Add foam mesh, mist spheres, and procedural sky with valley fog - Add 10 StylizedTree instances around village perimeter - Enable directional light shadows with extended cascade range - Add tree height snapping to terrain surface - Add refined scaffold tests for material count, terrain height, foliage, sky, fog - Add terrain texture PNGs and StylizedTree.tscn scene - Add generate_jajce_terrain.gd tool
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[gd_scene load_steps=5 format=3]
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[sub_resource type="StandardMaterial3D" id="Material_trunk"]
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albedo_color = Color(0.27, 0.16, 0.09, 1)
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roughness = 0.95
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[sub_resource type="CylinderMesh" id="Mesh_trunk"]
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material = SubResource("Material_trunk")
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top_radius = 0.22
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bottom_radius = 0.32
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height = 2.8
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[sub_resource type="StandardMaterial3D" id="Material_canopy"]
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albedo_color = Color(0.19, 0.38, 0.17, 1)
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roughness = 0.9
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[sub_resource type="SphereMesh" id="Mesh_canopy"]
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material = SubResource("Material_canopy")
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radius = 1.35
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height = 2.4
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[node name="StylizedTree" type="Node3D"]
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[node name="Trunk" type="MeshInstance3D" parent="."]
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position = Vector3(0, 1.4, 0)
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mesh = SubResource("Mesh_trunk")
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[node name="Canopy" type="MeshInstance3D" parent="."]
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position = Vector3(0, 3.2, 0)
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mesh = SubResource("Mesh_canopy")
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