test: harden jajce terrain navigation
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@@ -623,11 +623,16 @@ Completed:
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6. `JajceWorld` runtime integration with bindings and regression coverage.
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7. Bounded Jajce beauty baseline with six terrain layers, water, atmosphere,
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foliage motion, building blockouts, and smoke.
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8. Base Terrain3D collision/navigation guardrails: runtime tests now keep
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Terrain3D collision enabled, keep the old greybox ground out of physics, and
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verify required navigation paths track the authored height field.
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Next:
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1. Capture and visually review “Jajce Lookdev 01.”
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2. Add the cinematic/debug toggle and repeatable demo reset.
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1. Continue replacing the temporary greybox navigation source with baked
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Terrain3D-derived navigation for the sculpted playable loop.
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2. Capture and visually review “Jajce Lookdev 01.”
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3. Capture “Simulation Garden 01.”
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Do not start with GIS data, a full city, a large asset pack, or more NPC
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@@ -670,6 +670,10 @@ Recently completed:
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- Activity-site capacity enforcement for rest, study, and patrol target
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resolution, derived from NPC target claims rather than presentation-only
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counters.
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- Terrain3D collision/navigation hardening began: scaffold and runtime tests
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now assert Terrain3D collision remains enabled, the hidden greybox ground no
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longer provides physics collision, and tested navigation routes stay close to
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the authored Terrain3D height field.
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This order strengthens the simulation while regularly producing visible
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progress suitable for public development updates.
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@@ -193,7 +193,8 @@ study, and patrol target typed activity sites. The migration is documented in
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- **Main scene:** `res://main.tscn`
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- **Terrain:** Terrain3D 1.0.2 is installed and enabled
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- **Jajce runtime:** reusable 512 m Terrain3D seed, greybox landmarks, stable
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ResourceNode placement, lookdev camera, and tested runtime navigation
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ResourceNode placement, lookdev camera, tested runtime navigation, and base
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Terrain3D collision/navigation guardrails
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- **Terrain compatibility floor:** Godot 4.4 according to the bundled extension
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- **Version control:** Git
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- **Primary branch:** `main`
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@@ -328,6 +329,9 @@ distance with resource `safety_risk`, `comfort_distance`, and
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- eight ResourceNodes preserving stable food/wood discovery IDs;
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- typed village pantry storage and typed guard, study, and rest activity sites;
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- a temporary baked navigation loop with 24 tested routes;
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- base collision/navigation guardrails that keep Terrain3D collision enabled,
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keep the hidden greybox ground out of runtime physics, and compare required
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navigation paths against the Terrain3D height field;
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- a look-development scene and camera.
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This is a runtime integration proof, not the final terrain composition.
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@@ -534,6 +538,9 @@ These are expected prototype constraints, not necessarily isolated bugs:
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mutation APIs, but selection, execution, target resolution, and active-world
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queries now have focused collaborators.
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- Path failure and interruption emit a `navigation_failed` signal and send the NPC to wander; this is functional but not yet polished.
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- The old greybox navigation source remains temporary; current tests now guard
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against collision/nav regressions, but the next terrain base phase is a
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Terrain3D-derived bake for the sculpted playable loop.
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- Terrain3D and the bounded Jajce beauty baseline now run in the main game
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scene; final visual review and character/profession readability remain.
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- Combat, companions, factions, politics, trade, rumours, quests, persistence,
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