Map 1: rebuild Hollywood as the El Capitan landmark
Full build / Import + headless tests (push) Successful in 37s
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Replace the generic boulevard facade with a stylized 6840 Hollywood Blvd block: six Ionic columns, eight stone steps, Masonic frieze/medallions, event banners, side doors, El Capitan Theatre and retail neighbours, Ovation Hollywood arcade, Walk of Fame and four-lane street markings.

Add the Day and Night Hollywood venue-menu rows. Night uses a phase-time offset so a full-length shift stays in LATE while the clock starts at zero; late routine traffic keeps the street populated and the offset round-trips through checkpoint restore.

Retune local-light falloff to linear attenuation, add a cool north sky fill, and use the smooth limestone facade texture. Refresh the staged gallery and map references; add geometry-budget, menu, night-offset and late-traffic tests.
This commit is contained in:
zwitschi committed 2026-11-02 12:34:48 +01:00
1 parent 3f335481d6
commit 74dc1fdc1d
50 files changed
+1176 -100

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@@ -18,10 +18,12 @@ const T_CONCRETE := preload(PICK_DIR + "sidewalk_pavers.png")
const T_ASPHALT := preload(PICK_DIR + "asphalt.png")
const T_ASPHALT_WET := preload(PICK_DIR + "asphalt_wet.png")
const T_AWNING := preload(PICK_DIR + "awning_canvas.png")
const T_LIMESTONE := preload(PICK_DIR + "stone_steps.png")
const T_BRICK_NORMAL := preload(PICK_DIR + "brick_facade_normal.png")
const T_CONCRETE_NORMAL := preload(PICK_DIR + "sidewalk_pavers_normal.png")
const T_ASPHALT_NORMAL := preload(PICK_DIR + "asphalt_normal.png")
const T_ASPHALT_WET_NORMAL := preload(PICK_DIR + "asphalt_wet_normal.png")
const T_LIMESTONE_NORMAL := preload(PICK_DIR + "stone_steps_normal.png")
## Roughness / metallic pairs per surface role. Exposed so tests and tooling can
## assert the profiles instead of hard-coding numbers twice.
@@ -96,6 +98,9 @@ static func brick(tint: Color = Color(1, 1, 1), uv_scale: Vector2 = Vector2(10,
static func concrete(tint: Color = Color(1, 1, 1), uv_scale: Vector2 = Vector2(9, 2.4)) -> StandardMaterial3D:
return textured(T_CONCRETE, tint, uv_scale, "concrete", T_CONCRETE_NORMAL)
static func limestone(tint: Color = Color(1, 1, 1), uv_scale: Vector2 = Vector2(6, 3)) -> StandardMaterial3D:
return textured(T_LIMESTONE, tint, uv_scale, "stone", T_LIMESTONE_NORMAL)
static func asphalt(tint: Color = Color(1, 1, 1), uv_scale: Vector2 = Vector2(30, 7),
wet: bool = false) -> StandardMaterial3D:
var texture: Texture2D = T_ASPHALT_WET if wet else T_ASPHALT