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admin 4054e2c0dd feat: strengthen water and foreground silhouettes
- 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
2026-07-08 17:17:34 +02:00

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[gd_scene load_steps=4 format=3]
[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_mist"]
lifetime_randomness = 0.35
spread = 180.0
gravity = Vector3(0, -0.35, 0)
initial_velocity_min = 0.25
initial_velocity_max = 1.2
scale_min = 0.08
scale_max = 2.0
color = Color(0.82, 0.94, 0.96, 0.35)
emission_shape = 1
emission_box_extents = Vector3(4.5, 1.5, 1.0)
[sub_resource type="StandardMaterial3D" id="Material_mist"]
albedo_color = Color(0.82, 0.94, 0.96, 0.28)
transparency = 1
shading_mode = 0
billboard_mode = 1
cull_mode = 0
[sub_resource type="QuadMesh" id="Mesh_mist"]
material = SubResource("Material_mist")
size = Vector2(1.8, 1.8)
[node name="WaterfallMist" type="GPUParticles3D"]
emitting = true
amount = 72
lifetime = 3.0
one_shot = false
preprocess = 1.5
speed_scale = 1.0
local_coords = true
draw_order = 0
process_material = SubResource("ParticleProcessMaterial_mist")
draw_pass_1 = SubResource("Mesh_mist")