fix: repair jajce beauty asset pipeline
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@@ -11,6 +11,8 @@ func _run() -> void:
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var camera := Camera3D.new()
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camera.current = true
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root.add_child(camera)
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var configured_assets: Terrain3DAssets = load("res://terrain/jajce/assets.tres")
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var configured_texture_count := configured_assets.get_texture_count()
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var world: Node3D = load("res://world/jajce/JajceWorld.tscn").instantiate()
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root.add_child(world)
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@@ -25,12 +27,26 @@ func _run() -> void:
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"Terrain3D should use dedicated Jajce data"
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)
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_check(
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terrain.assets.get_texture_count() >= 3,
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configured_texture_count == 6,
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(
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"Jajce terrain should expose at least three materials (found %s)"
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% terrain.assets.get_texture_count()
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"Jajce terrain should define the bounded six-material palette (found %s)"
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% configured_texture_count
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)
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)
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var texture_contract_valid := true
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for texture_index in configured_texture_count:
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var texture_asset: Terrain3DTextureAsset = configured_assets.get_texture(texture_index)
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texture_contract_valid = (
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texture_contract_valid
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and texture_asset.albedo_texture != null
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and texture_asset.normal_texture != null
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and texture_asset.albedo_texture.get_image().has_mipmaps()
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and texture_asset.normal_texture.get_image().has_mipmaps()
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)
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_check(
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texture_contract_valid,
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"All Terrain3D texture assets should provide matching mipmapped maps"
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)
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_check(
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absf(terrain.data.get_height(Vector3.ZERO)) < 0.1,
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"Central gameplay area should remain level for current navigation"
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@@ -52,6 +68,11 @@ func _run() -> void:
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world.has_node("WaterRoot/WaterfallMist"),
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"WaterRoot should include waterfall mist particles"
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)
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var waterfall_mist: GPUParticles3D = world.get_node("WaterRoot/WaterfallMist")
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_check(
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waterfall_mist.draw_pass_1 != null,
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"Waterfall mist particles should have visible billboard geometry"
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)
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_check(world.has_node("WaterRoot/RiverSurface"), "WaterRoot should include a river surface")
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var environment: Environment = (
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(world.get_node("WorldEnvironment") as WorldEnvironment).environment
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@@ -67,6 +88,9 @@ func _run() -> void:
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var smoke_count := 0
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for suffix in ["House_01", "House_02", "House_03"]:
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if world.has_node("VillageRoot/%s/Smoke" % suffix):
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var smoke: GPUParticles3D = world.get_node("VillageRoot/%s/Smoke" % suffix)
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if smoke.draw_pass_1 == null:
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continue
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smoke_count += 1
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_check(
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smoke_count >= 2,
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