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.
This commit is contained in:
Paul Bailey
2026-11-03 23:49:39 +00:00
parent 1ebfce08e4
commit 12f7fd677d
32 changed files with 1922 additions and 233 deletions

View File

@@ -7,7 +7,19 @@ download — the M0 world is generated in code.
## 1. Install Godot 4.3+
- **macOS / Windows / Linux:** download the *standard* build (NOT the .NET/C#
build — this project is pure GDScript) from https://godotengine.org/download
- Any 4.3.x or newer 4.x works. The project was built on `4.3.stable`.
- Use **4.7.x or newer 4.x**. The project was upgraded to `4.7.2.stable` (an
older editor will warn that the project is from a newer version).
- macOS shortcut: `brew install --cask godot`. If Homebrew can't unpack it,
download the zip from the GitHub release page and move `Godot.app` to
`/Applications`.
## Tests
```bash
# Boundary: tries to walk/jump out of the valley in 24 directions
godot --headless --path . --fixed-fps 30 --script res://tests/test_boundary.gd
# Terrain: no pits/hanging water just inside the boundary wall
godot --headless --path . --script res://tests/test_terrain_edges.gd
```
## 2. Get the project onto the machine
You have the folder (from the zip, or a git remote). Then:
@@ -41,8 +53,8 @@ WASD move · Mouse look · Shift sprint · Space jump · ESC frees the cursor.
first open. Don't copy it between machines.
- If scripts look like they "didn't load", let the first editor open finish its
import pass, then press play.
- Where we are: **M0 complete** (walkable lit world). Next is **M1** (gather →
craft → build). See `docs/ROADMAP.md`.
- Where we are: **M0 + M0.5 complete** (detailed, bounded island valley). Next
is **M1** (gather → craft → build). See `docs/ROADMAP.md`.
## Recommended: push to a git remote for cross-machine work
A zip is a one-time snapshot. For going back and forth between machines, create a