Balance the event-banner night emissive
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Before Width: | Height: | Size: 106 KiB After Width: | Height: | Size: 107 KiB |
@@ -1,6 +1,6 @@
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{
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"board": "elcapitan-night-board.jpg",
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"caption": "El Capitan block, night: CC BY-SA photo (redistribution only) | photo-anchored concept | current capture",
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"caption": "El Capitan block, night: CC BY-SA photo (redistribution only) | photo-anchored concept | current capture (banner self-light + facade washes).",
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"photo": "docs/screens/refs/hollywood/hollywood-boulevard-night-context-ccbysa.jpg",
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"concept": "docs/screens/concepts/hollywood_boulevard/el_capitan_facade_night.png",
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"capture": "docs/screenshots/05-late-night-avenue.png"
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Before Width: | Height: | Size: 520 KiB After Width: | Height: | Size: 470 KiB |
@@ -1111,8 +1111,13 @@ func _add_masonic_lattice(parent: Node3D, x: float, y: float, z: float,
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func _add_masonic_banner(parent: Node3D, x: float, front: float, text: String) -> void:
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var red := Color(0.58, 0.055, 0.065)
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_add_box(parent, Vector3(2.62, 5.55, 0.06), Vector3(x, 8.2, front + 0.73),
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# The reference night photo keeps the event banners readable against the dark
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# stone: a low warm self-light that the day/night cycle brightens (not a
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# glowing neon box). Registered with `_marquee_emissive` in `set_night_mode`.
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var cloth := _add_box(parent, Vector3(2.62, 5.55, 0.06), Vector3(x, 8.2, front + 0.73),
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red, true, null, Vector2.ONE, "cloth")
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cloth.material_override = Materials.emissive(red, 0.14)
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_marquee_emissive.append(cloth.material_override)
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for y in [5.55, 10.85]:
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_add_box(parent, Vector3(2.82, 0.10, 0.12), Vector3(x, y, front + 0.75),
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Color(0.78, 0.62, 0.28), true, null, Vector2.ONE, "metal")
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@@ -113,6 +113,13 @@ func test_hollywood_uses_the_real_landmark_layout() -> bool:
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var banners := root.find_child("EventBanners", true, false)
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var d := TestUtils.check(banners != null and banners.get_child_count() >= 9,
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"three red event banners with their trim are present")
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# The event banners stay readable at night: the cloth carries a warm
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# self-light that the day/night cycle brightens (not a flat dead panel).
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var banner_cloth: Material = banners.get_child(0).material_override \
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if banners != null and banners.get_child_count() > 0 else null
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var d2 := TestUtils.check(banner_cloth is StandardMaterial3D
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and (banner_cloth as StandardMaterial3D).emission_enabled,
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"the event banner cloth is emissive for the night balance")
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var walk := root.find_child("WalkOfFame", true, false)
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var walk_band := walk.get_child(0) as MeshInstance3D if walk != null else null
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var walk_material: Material = walk_band.mesh.surface_get_material(0) if walk_band != null else null
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@@ -130,7 +137,7 @@ func test_hollywood_uses_the_real_landmark_layout() -> bool:
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and WorldBuilder.placement_problems(placements).is_empty(),
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"the landmark prop placements keep the wide steps clear")
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root.free()
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return a and b and c and d and e and f and g and h
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return a and b and c and d and d2 and e and f and g and h
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func test_hollywood_geometry_stays_inside_the_map_budget() -> bool:
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