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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@@ -3,9 +3,13 @@ extends Node3D
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@onready var terrain: Terrain3D = $TerrainRoot/Terrain3D
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func _ready() -> void:
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call_deferred("_bind_active_camera")
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call_deferred("_initialize_world_presentation")
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func _bind_active_camera() -> void:
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func _initialize_world_presentation() -> void:
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var active_camera := get_viewport().get_camera_3d()
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if active_camera != null:
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terrain.set_camera(active_camera)
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for tree in $FoliageRoot.get_children():
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var terrain_height: float = terrain.data.get_height(tree.global_position)
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if not is_nan(terrain_height):
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tree.global_position.y = terrain_height
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