Wood now follows the same gather-carry-deposit pattern as food. NPCs put harvested wood into inventory, walk to the VillageWoodpile StorageNode, and deposit it. Village wood syncs from storage. Player harvesting also routes wood to the woodpile. ActiveWorldAdapter exposes woodpile routing for DEPOSIT_WOOD action targeting. WorldViewManager recognizes wood inventory changes. Tests verify woodpile node existence, storage ID, navigation reachability, and adapter routing.
- Wind strokes now flow in a single prevailing direction (left-to-right breeze)
with gentle flatness, narrow spread, and subtle tangential sway
- Added floating white specks (WindSpecks) as sunlight pollen/dust motes
- Two of each emitter (valley + ridge) for layered atmosphere
- Terrain: disabled auto_base_texture for flatter painted look, enabled
overlay texture, bolder macro-variation (yellow-green 0.78/0.90/0.42
and emerald 0.55/0.75/0.38), sharper material blends
- Reduce hunger rate to 0.125/tick (~25/day) for ~6-7 day death timeline
- Slow energy drain: idle 0.125, travel 0.5, work 0.5, complete 0.0625/tick
- Use exact binary fractions for all rates to preserve float precision in save/load
- Starving/critically-hungry NPCs always override sleep to seek food first
- Extend starvation death threshold from 20 to 600 ticks (~3 days of starvation)
- Add calligraphy-style wind stroke particles (WindStrokes scene + shader)
- Two wind stroke emitters in valley and ridge for Ghibli atmosphere
- Rework terrain macro-variation colors for vibrant warm-green palette
- Enhance environment: stronger glow/bloom, higher saturation, warmer sky/fog/ambient
DayNightCycle now reads time_of_day from SimulationManager group node, falling back to self-tracked elapsed for lookdev scenes. Simulation starts at 06:00 morning (tick 50) by default. TimeDial reads directly from SimulationManager and displays HH:MM format with a 24-hour dial arc. Removed initial_cycle override from JajceLookdev.
- Upgrade river shader with multi-layer UV flow, fresnel edges, foam highlights, and specular sparkle
- Upgrade waterfall shader with dual-band scrolling, distinct foam contrast, and rim transparency
- Widen river (8m) and waterfall (8m) for greater visual presence
- Increase waterfall mist particles to 72 with wider spread and longer lifetime
- Add fortress crenellations (10), three turrets, and prominent ridge banner for readable skyline silhouette
- Remove duplicate banner nodes from JajceWorld instance (now owned by FortressBlockout scene)
- Update BUILD_IN_PUBLIC_PLAN and LEARNING_ROADMAP to reflect completion
Camera: desired_focus_position.y now directly tracks the player's global Y. The existing smooth lerp on focus_position handles interpolation, so the camera follows the player up hills and down slopes without losing vertical sight. Previously only horizontally-deadzoned XZ was tracked.
jajce_world.gd: expanded terrain-snapping coverage to include all nodes under WorldObjects (ResourceNodes, StorageSites, ActivitySites) and the FortressBlockout's children. Added a type guard so non-Node3D children are safely skipped. This prevents houses, activity props, storage crates, and resource nodes from floating above or sinking below the sculpted terrain surface.
Enable Terrain3D collision_mode=1 so the sculpted landscape provides real physical ground for player and NPCs. Disable GreyboxGround collision (layer/mask = 0) -- it is no longer the active physical floor.
NpcVisual no longer flattens nav waypoint Y to its current elevation. It now follows 3D path points and uses gravity (30 m/s^2) like the player, settling to terrain surface via is_on_floor() + Terrain3D collision. The flat NavigationMesh_greybox still provides correct lateral guidance; physics handles vertical grounding on slopes.
This fixes the player-walking-through-slopes bug and makes NPC movement follow actual terrain elevation for the village area (gentle slopes, ~2.4m noise amplitude). All 10 scenarios pass.
DayNightCycle.gd smoothly rotates DirectionalLight3D and interpolates sky colors, ambient light, fog, and procedural sky material across a configurable 240-second cycle with warm sunset/sunrise peaks and deep night ambiance. No simulation dependency — purely visual.
JajceWorld.tscn now includes visible workplace structures replacing the invisible Marker3Ds: wooden pantry crate, guard tower post, study desk, and rest bench. Each has a distinct material color matching the profession palette.
The DayNightCycle node is added to JajceWorld.tscn with node_paths wired to DirectionalLight3D and WorldEnvironment. Script reference uses path-based ext_resource (uid generation deferred to editor first load).
- WaterBody.tscn, WaterfallBody.tscn: gdshader files were referenced
with type="Material" instead of type="Shader". Wrapped each
shader in a ShaderMaterial sub-resource so Godot can load them.
- ChimneySmoke.tscn: reordered sub-resources so StandardMaterial3D
is defined before QuadMesh that references it.
- WaterfallMist.tscn: fixed node type GpuParticles3D -> GPUParticles3D
(case-sensitive class name in Godot 4.7).
- jajce_world.gd: added explicit Vector3 type annotation to fix
'Cannot infer the type of pos variable' parse error.
- main.tscn.uid: created missing UID mapping file. The scene header
declared uid="uid://rs3hv73svbpa" but no .uid file existed,
causing Godot to reject the scene as unsupported format.
Auto-format all GDScript files using gdformat from gdtoolkit.
This is a baseline formatting pass to ensure consistent style:
- Normalizes indentation and spacing
- Wraps long lines to 100 characters
- Removes trailing whitespace
- Standardizes blank lines between functions
68 files reformatted, 8 files left unchanged (3rd-party addon files
with parse errors excluded).
- 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