Adopt the realism pass and refresh screenshots/docs
Full build / Import + headless tests (push) Successful in 34s
Full build / Full desktop build + optional release (push) Skipped

- add the v2 runtime picks: per-phase skyline panoramas, brick, sidewalk
  pavers, dry/wet asphalt, awning canvas, and their normal maps
- add the realism tooling and evidence: tools/scene_concepts.py, capture_realism.gd,
  concept frames, reports/sheets, and tests
- retune phase lighting/fog/exposure, add sun yaw, brighten the night glow,
  add the flashlight beam mesh, and rebuild the planter/tree assets
- regenerate all eleven staged screenshots from the current build; compare is
  11 good / 0 bad
- finish the visual-alignment closeout in DONE/TODO, update architecture,
  blender-assets, PLAN, and ignore rules (editable Blender sources untracked)
- keep the judge retry and document the verified default judge model

Verification: headless 227/227; Python tooling 86/86; check_screenshots 11/11.
This commit is contained in:
zwitschi committed 2026-11-01 17:03:05 +01:00
1 parent 26ecb93fd4
commit d7e523f63c
70 files changed
+4042 -101

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@@ -94,19 +94,28 @@ func test_steps_have_colliders() -> bool:
return a and b and c
func test_skyline_backdrop_uses_alpha() -> bool:
## The opaque skyline texture made the plane render as a black slab (TODO).
## The old opaque skyline texture made the plane render as a black slab, and
## the scene fog bleached the panorama into a white band. The backdrop is an
## alpha-scissored, fog-free shader with a panorama per phase.
var root := Node3D.new()
var builder := WorldBuilder.new(root)
builder.build()
var backdrop := root.find_child("SkylineBackdrop", true, false)
var a := TestUtils.check(backdrop != null, "SkylineBackdrop exists")
var mat: StandardMaterial3D = builder._skyline_mat
var b := TestUtils.check(mat != null, "skyline material captured")
var c := TestUtils.check(
mat != null and mat.transparency != BaseMaterial3D.TRANSPARENCY_DISABLED,
"skyline material uses alpha, not an opaque slab")
var mat: ShaderMaterial = builder._skyline_mat
var b := TestUtils.check(mat != null and mat.shader != null, "skyline shader material captured")
var code := mat.shader.code if mat != null and mat.shader != null else ""
var c := TestUtils.check(code.contains("ALPHA") and code.contains("fog_disabled"),
"backdrop shader is alpha-scissored and fog-free")
var day: Texture2D = mat.get_shader_parameter("sky_texture")
builder.set_phase(Rules.Phase.LATE)
var night: Texture2D = mat.get_shader_parameter("sky_texture")
var d := TestUtils.check(day != null and night != null and day != night,
"the skyline panorama follows the shift phase")
var e := TestUtils.check(builder._street_mat != null
and builder._street_mat.roughness < 0.5, "the night street turns wet")
root.free()
return a and b and c
return a and b and c and d and e
func test_door_indicator_built() -> bool:
var root := Node3D.new()