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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uid://c5obebod41tnk
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