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