The seam and the sea cave built from real boulders (rock_pile.gd: the scenery's rocks with matching colliders), the seam a cleft between two slabs with pick marks and loose stones
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@@ -8,6 +8,8 @@ extends Node3D
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## Placed from the terrain alone, like the pier, so it's the same for
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## everyone; nothing about it is saved here (the tunnel is the Valley's).
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const RockPile = preload("res://scripts/world/rock_pile.gd")
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var world: Node3D
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var to := "valley"
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var front := Vector3.ZERO ## where you stand in front of it (arriving from the tunnel)
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@@ -66,44 +68,36 @@ func interact(_player: Node) -> void:
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Actions.notify.emit(interact_prompt(null))
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func _build(w: Node3D) -> void:
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var rock := StandardMaterial3D.new()
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rock.albedo_color = Color(0.42, 0.40, 0.38)
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rock.roughness = 1.0
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if w.terrain.noise_tex != null:
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rock.albedo_texture = w.terrain.noise_tex
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rock.uv1_triplanar = true
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rock.uv1_scale = Vector3(0.18, 0.18, 0.18)
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var rock: ShaderMaterial = RockPile.material(w.terrain)
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var body := StaticBody3D.new()
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add_child(body)
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# (local -Z faces the beach; the rocks are behind, +Z)
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for part in [[Vector3(-2.0, 1.6, 1.0), Vector3(1.8, 3.6, 3.0)], [Vector3(2.0, 1.4, 1.0), Vector3(1.8, 3.2, 3.0)],
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[Vector3(0, 3.5, 1.0), Vector3(5.8, 1.4, 3.2)], [Vector3(0, 1.4, 2.4), Vector3(2.4, 3.0, 0.6)],
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[Vector3(-3.4, 1.0, 2.0), Vector3(2.0, 2.4, 3.0)], [Vector3(3.2, 0.8, 2.2), Vector3(1.8, 2.0, 2.6)]]:
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var mi := MeshInstance3D.new()
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var bm := BoxMesh.new()
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bm.size = part[1]
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mi.mesh = bm
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mi.material_override = rock
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mi.position = part[0]
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mi.rotation.y = part[0].x * 0.06
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add_child(mi)
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var cs := CollisionShape3D.new()
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var box := BoxShape3D.new()
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box.size = part[1]
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cs.shape = box
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cs.position = part[0]
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cs.rotation.y = part[0].x * 0.06
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body.add_child(cs)
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# A heap of big boulders at the foot of the headland, with a dark mouth
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# between them (local -Z faces the beach; the heap is behind, +Z), and
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# seaweed-dark stones scattered on the sand in front.
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var s: int = w.terrain.noise_seed + 5100
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for part in [[Vector3(-2.4, 1.3, 1.0), Vector3(1.3, 2.1, 1.7), 0.5, true],
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[Vector3(2.4, 1.15, 1.0), Vector3(1.25, 1.9, 1.6), 2.0, true],
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[Vector3(0.0, 3.75, 1.2), Vector3(2.9, 1.0, 1.9), 0.3, false],
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[Vector3(0.0, 1.8, 3.2), Vector3(2.4, 2.4, 1.4), 1.1, false],
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[Vector3(-4.3, 0.8, 2.0), Vector3(1.8, 1.5, 1.8), 2.6, false],
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[Vector3(4.1, 0.6, 2.2), Vector3(1.6, 1.3, 1.7), 0.7, false],
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[Vector3(-2.0, 4.4, 2.8), Vector3(1.8, 1.2, 1.6), 1.7, false],
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[Vector3(2.3, 4.1, 3.0), Vector3(1.6, 1.1, 1.5), 2.9, false]]:
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RockPile.add(self, body, s, part[0], part[1], part[2], rock, part[3])
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s += 1
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for stone in [[Vector3(-1.4, 0.08, -1.6), 0.4], [Vector3(1.6, 0.06, -2.2), 0.3],
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[Vector3(-3.2, 0.06, -1.0), 0.35], [Vector3(0.4, 0.05, -2.9), 0.22], [Vector3(3.4, 0.05, -1.2), 0.28]]:
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RockPile.add(self, null, s, stone[0], Vector3.ONE * float(stone[1]), float(s), rock)
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s += 1
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var dark := MeshInstance3D.new()
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var q := QuadMesh.new()
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q.size = Vector2(2.2, 2.8)
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dark.mesh = q
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var bm := BoxMesh.new()
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bm.size = Vector3(2.0, 2.6, 0.1)
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dark.mesh = bm
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var m := StandardMaterial3D.new()
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m.albedo_color = Color(0.02, 0.02, 0.025)
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m.albedo_color = Color(0.015, 0.014, 0.018)
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m.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
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dark.material_override = m
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dark.position = Vector3(0, 1.4, 2.08)
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dark.rotation.y = PI
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dark.position = Vector3(0, 1.3, 1.6)
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add_child(dark)
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# What you press E on: the opening (interactables layer: you walk into it).
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var spot := StaticBody3D.new()
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