Balance the event-banner night emissive
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zwitschi committed 2026-11-03 15:54:58 +01:00
1 parent f516d3e796
commit 768dd94bfc
5 files changed
+15 -3

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@@ -113,6 +113,13 @@ func test_hollywood_uses_the_real_landmark_layout() -> bool:
var banners := root.find_child("EventBanners", true, false)
var d := TestUtils.check(banners != null and banners.get_child_count() >= 9,
"three red event banners with their trim are present")
# The event banners stay readable at night: the cloth carries a warm
# self-light that the day/night cycle brightens (not a flat dead panel).
var banner_cloth: Material = banners.get_child(0).material_override \
if banners != null and banners.get_child_count() > 0 else null
var d2 := TestUtils.check(banner_cloth is StandardMaterial3D
and (banner_cloth as StandardMaterial3D).emission_enabled,
"the event banner cloth is emissive for the night balance")
var walk := root.find_child("WalkOfFame", true, false)
var walk_band := walk.get_child(0) as MeshInstance3D if walk != null else null
var walk_material: Material = walk_band.mesh.surface_get_material(0) if walk_band != null else null
@@ -130,7 +137,7 @@ func test_hollywood_uses_the_real_landmark_layout() -> bool:
and WorldBuilder.placement_problems(placements).is_empty(),
"the landmark prop placements keep the wide steps clear")
root.free()
return a and b and c and d and e and f and g and h
return a and b and c and d and d2 and e and f and g and h
func test_hollywood_geometry_stays_inside_the_map_budget() -> bool: