Gate library prop collision coverage across venues
Full build / Import + headless tests (push) Successful in 37s
Full build / Full desktop build + optional release (push) Skipped

This commit is contained in:
zwitschi committed 2026-11-03 11:58:00 +01:00
1 parent fe3ba3054e
commit 5dec59355a
4 files changed
+84 -1

No files matched your search

+11
View File
@@ -41,6 +41,11 @@ const LIBRARY_PROPS := ["bollard", "bench", "trash_bin", "planter_box",
"newspaper_box", "fire_hydrant", "street_lamp", "street_tree", "traffic_cone",
"palm_tree", "round_planter", "a_frame_sign", "crowd_barrier", "stanchion",
"security_podium"]
## Library pieces that are mounted above head height, part of the building shell or
## purely decorative, so they intentionally publish no walk-blocking body. Anything
## else in `library_nodes` must carry a `StaticBody3D` + `NavigationObstacle3D`
## (guarded by `test_library_dressing_collision_matches_the_documented_exemptions`).
const NON_BLOCKING_LIBRARY := ["marquee", "wall_lantern", "handrail", "double_door"]
var root: Node3D = null
## Door lock indicator mesh near the handle; toggled by GameManager.
@@ -336,6 +341,7 @@ func _build_building() -> void:
door_model.position = Vector3(0, 0.0, front + 0.16)
building.add_child(door_model)
library_nodes.append(door_model)
door_model.set_meta("library_prop", "double_door")
_apply_library_ao(door_model, "double_door")
for material in _emissive_materials(door_model):
if not _lamp_bulb_mats.has(material):
@@ -1674,6 +1680,7 @@ func _build_marquee() -> void:
library.position = Vector3(0, 5.62, -3.9)
root.add_child(library)
library_nodes.append(library)
library.set_meta("library_prop", "marquee")
_apply_library_ao(library, "marquee")
for material in _emissive_materials(library):
if not _marquee_emissive.has(material):
@@ -1714,6 +1721,7 @@ func _build_library_dressing() -> void:
rail.rotation_degrees.y = 90.0
root.add_child(rail)
library_nodes.append(rail)
rail.set_meta("library_prop", "handrail")
_apply_library_ao(rail, "handrail")
if _feature("sedan") and ResourceLoader.exists(BLENDER_PROP_DIR + "sedan.glb"):
var sedan_pos: Vector3 = spec.get("sedan_position", Vector3(6.0, 0.1, 17.0))
@@ -1724,6 +1732,7 @@ func _build_library_dressing() -> void:
_apply_car_paint(sedan)
if not library_nodes.has(sedan):
library_nodes.append(sedan)
sedan.set_meta("library_prop", "sedan")
for material in _emissive_materials(sedan):
if not _lamp_bulb_mats.has(material):
_lamp_bulb_mats.append(material)
@@ -1795,6 +1804,7 @@ func _add_wall_lantern(pos: Vector3, with_light: bool) -> void:
lantern.position = pos
root.add_child(lantern)
library_nodes.append(lantern)
lantern.set_meta("library_prop", "wall_lantern")
_apply_library_ao(lantern, "wall_lantern")
for material in _emissive_materials(lantern):
if not _lamp_bulb_mats.has(material):
@@ -2095,6 +2105,7 @@ func _add_prop_model(parent: Node3D, prop: String, pos: Vector3,
if ResourceLoader.exists(BLENDER_PROP_DIR + prop + ".glb"):
library_props.append(prop)
library_nodes.append(holder)
holder.set_meta("library_prop", prop)
_apply_library_ao(model, prop)
else:
var fallback := _fallback_prop(prop)