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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tests/test_terrain_edges.gd
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39
tests/test_terrain_edges.gd
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extends SceneTree
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## Terrain edge check: there must be no ground below the inland waterline in the
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## band just inside the boundary wall. Ground like that shows up as inland water
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## hanging over a drop (the lake water surface stops at the wall) and makes pits
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## the player can fall into and not climb out of.
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##
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## Run: godot --headless --path . --script res://tests/test_terrain_edges.gd
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const BAND := 10.0 # metres inside the wall to check
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func _initialize() -> void:
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var terrain: Node3D = load("res://scripts/world/terrain.gd").new()
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root.add_child(terrain) # builds in _ready
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_run.call_deferred(terrain)
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func _run(terrain: Node3D) -> void:
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var bad := 0
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var worst := INF
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var worst_at := Vector2.ZERO
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var half: float = terrain.size * 0.5
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var x := -half
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while x < half:
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var z := -half
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while z < half:
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if terrain.inside_boundary(x, z, 0.0) and not terrain.inside_boundary(x, z, BAND):
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var h: float = terrain.sample_height(x, z)
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if h < terrain.water_level + 0.2:
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bad += 1
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if h < worst:
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worst = h
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worst_at = Vector2(x, z)
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z += 1.0
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x += 1.0
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if bad > 0:
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print("FAIL: %d samples near the wall are below the waterline; lowest %.1f m at (%.0f, %.0f), sea weight %.2f" % [
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bad, worst, worst_at.x, worst_at.y, terrain.sea_weight(worst_at.x, worst_at.y)])
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else:
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print("PASS: ground near the wall stays above the waterline")
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quit(1 if bad > 0 else 0)
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