M0.5: detailed scenery, mountain/sea-cliff boundary, Godot 4.7
Scenery (all procedural, seeded, no imported assets): - Terrain shader: grass/dry grass/dirt/sand/rock strata/snow + detail normals - 5 tree types, faceted mossy rocks, cliff outcrops, sea stacks, bushes, logs and stumps, batched as MultiMesh per 48 m cell - Wind-animated grass and flowers streamed in tiles around the player - Lake (depth-shaded water with shore foam), ocean to the horizon, cloud sky shader, volumetric fog, glow, softer shadows - Swimming: float at the surface, swim-jump to climb out World bounds: - Steep mountain rim with an invisible wall partway up; one side opens to a sheer sea cliff with the wall 1 m inside the edge; whole chunk is an island so the mesh edge is never visible - Respawn safety net if the player leaves the walkable area or the map - Fix: the cliff edge now tracks the wall in the headlands (it used to drop away inside the wall, leaving a pit with lake water hanging over it) Tests: tests/test_boundary.gd (24-direction escape attempt) and tests/test_terrain_edges.gd (no ground below waterline near the wall). Upgrades the project to Godot 4.7 (project.godot rewritten by the 4.7 importer, .uid files added) and documents it in the setup guide.
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@@ -1,14 +1,20 @@
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extends CharacterBody3D
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## First-person player controller — M0.
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## First-person player controller.
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##
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## Move (WASD), look (mouse), jump (space). Gravity + ground collision via
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## CharacterBody3D. Deliberately minimal: no stamina/health yet (M1), no network
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## ownership yet (M2). Press ESC to free the mouse, click to recapture.
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## Move (WASD), look (mouse), jump (space), sprint (shift). Gravity + ground
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## collision via CharacterBody3D. In deep water the player floats with their
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## head above the surface and moves at swimming speed. Deliberately minimal: no
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## stamina/health yet (M1), no network ownership yet (M2). Press ESC to free the
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## mouse, click to recapture.
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@export var speed: float = 5.0
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@export var sprint_speed: float = 8.0
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@export var swim_speed: float = 2.6
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@export var jump_velocity: float = 5.5
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@export var mouse_sensitivity: float = 0.0025
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## Set by world.gd from the terrain. Feet this far below the surface = swimming.
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@export var water_level: float = -INF
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const FLOAT_DEPTH := 1.3
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@onready var camera: Camera3D = $Camera3D
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@@ -28,16 +34,27 @@ func _unhandled_input(event: InputEvent) -> void:
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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func _physics_process(delta: float) -> void:
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if not is_on_floor():
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var float_y := water_level - FLOAT_DEPTH
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var swimming := global_position.y < float_y + 0.05 and not is_on_floor()
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if global_position.y < float_y:
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# Buoyancy: ease back up to floating height.
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velocity.y = move_toward(velocity.y, clampf((float_y - global_position.y) * 4.0, -3.0, 3.0), 20.0 * delta)
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elif not is_on_floor():
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velocity.y -= _gravity * delta
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if Input.is_action_just_pressed("jump") and is_on_floor():
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velocity.y = jump_velocity
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elif Input.is_action_just_pressed("jump") and global_position.y > float_y - 0.4 and global_position.y < float_y + 0.3:
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# Swim-jump: kick up out of the water to climb onto a bank.
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velocity.y = jump_velocity
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var input_dir := Input.get_vector("move_left", "move_right", "move_forward", "move_back")
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var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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var current_speed := sprint_speed if Input.is_key_pressed(KEY_SHIFT) else speed
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if swimming:
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current_speed = swim_speed
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if direction:
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velocity.x = direction.x * current_speed
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velocity.z = direction.z * current_speed
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1
scripts/player/player.gd.uid
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1
scripts/player/player.gd.uid
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@@ -0,0 +1 @@
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uid://dbsqgv3wwo41p
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