feat: add witnessed knowledge and wind ambience
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@@ -1,6 +1,6 @@
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# Simulation Garden 01
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Captured: 2026-07-09
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Captured: 2026-07-11
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## Files
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@@ -10,7 +10,17 @@ Captured: 2026-07-09
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## Capture Command
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Run from the project root with the normal renderer:
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Run from the project root with the normal renderer on macOS:
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```bash
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HOME="$PWD/logs/quality/godot_profile" \
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APPDATA="$PWD/logs/quality/godot_profile" \
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LOCALAPPDATA="$PWD/logs/quality/godot_profile" \
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/Applications/Godot.app/Contents/MacOS/Godot \
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--path "$PWD" --script res://tools/capture_simulation_garden.gd
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```
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On Windows:
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```powershell
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$env:APPDATA = 'C:\Users\Rijad\Documents\Simulation Game\logs\quality\godot_profile'
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@@ -36,17 +46,17 @@ The next presentation pass adds compact silhouette props to the ridge landmark,
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pantry, guard, study, and rest sites so work locations remain identifiable in
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cinematic mode.
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The frame also makes the next presentation risks plain:
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The frame also makes the remaining presentation risks plain:
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- the camera still favors verification over composition;
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- placeholder characters, houses, and work props remain useful but visibly
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- the elevated third-person/top-down camera is intentionally preserved; future
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staging should improve composition within that cozy follow perspective;
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- houses and several work/resource props remain useful but visibly
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prototype-grade;
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- terrain texture variation and path strips read better than the old flat map,
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but landmarks, water, and foreground silhouettes need stronger first-read
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staging;
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- task glyphs and work-site props help, but the cinematic view still needs
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richer water/foreground shapes and stronger authored silhouettes before it
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becomes a strong public-facing shot.
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but terrain/color hierarchy still flattens some village landmarks;
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- task glyphs and work-site props help, but blockout buildings and resource
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props need stronger authored silhouettes before this becomes a polished
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public-facing shot.
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Use this baseline as the first runtime comparison image before adding more
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systems or expanding the terrain.
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@@ -60,4 +70,32 @@ inventory now appears as carried logs. The capture also fixes three effects
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that obscured the simulation on Metal: waterfall mist was incorrectly emitted
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at the village origin, ridge/valley wind systems overlapped, and chimney smoke
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ignored particle transparency. The player capsule and camera composition are
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the next visible presentation gaps.
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the next visible presentation gaps at that checkpoint.
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## July 11 visual follow-up
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The implementation keeps the overlapping valley-wide white stroke/speck fields
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removed: those read as constant scratches or insects. In their place, one
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bounded controller produces sporadic groups of two or three terrain-aware
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calligraphic ribbons. Their tapered sage, warm amber, and pale aqua strokes are
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drawn head-to-tail by the shader, remain below 30% alpha, cannot stack, and
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share the prevailing direction used by deterministic tree-canopy motion and
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chimney smoke. The capture tool stages one gust so the next visual comparison
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does not randomly land during the intended quiet interval.
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The PNGs listed above still predate that gust-controller pass. A fresh Metal
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capture was unavailable when the code and headless mesh/shader checks landed,
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so do not use those images as evidence of the final ribbon opacity or terrain
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contact. Replace both images after running the capture command on the normal
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renderer and reviewing the staged mid-sweep gust.
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The day/night controller also reconnects to the authoritative simulation clock
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after scene startup and uses the correct sunrise/sunset color order, preventing
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lighting drift during speed changes or restoration.
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The player now uses a compact multi-part silhouette with a teal tunic, warm
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scarf/satchel accents, and velocity-driven walk motion. Collision, controls,
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and the elevated staggered follow camera are unchanged. The next visible gains
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should come from replacing remaining blockout architecture, strengthening work
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props, and improving terrain/color hierarchy—not from changing the camera
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language again.
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