Polish world, shop, and artwork presentation
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94 changed files with 1771 additions and 579 deletions
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@ -232,17 +232,20 @@ smoothing overrides, and generated `.tres` path. Props, players, bobbers, and
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gameplay areas are not scanned unless selected explicitly. Only `SALT_WATER`
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bodies generate ribbons.
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In the editor, select the baker and press **Rebuild Shoreline Ribbons**. The
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equivalent validation command is:
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The editor automatically rebuilds configured shoreline resources when an
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authored terrain GLB is reimported. Select the baker and press **Rebuild
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Shoreline Ribbons** only when intentionally forcing a rebuild without a terrain
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reimport. The equivalent headless fallback and validation command is:
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```sh
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godot --headless --path . --script scripts/bake_shoreline_ribbons.gd
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```
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Use `debug_path_stage` only while comparing extraction stages and leave it Off
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in committed scenes. Rebuild when saltwater terrain at the waterline, water
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height, or generation bounds change. Normal gameplay loads committed generated
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meshes and never runs extraction.
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in committed scenes. A rebuild is required when saltwater terrain at the
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waterline, water height, or generation bounds change; terrain reimports handle
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the usual case automatically. Normal gameplay loads committed generated meshes
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and never runs extraction.
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### Facial-feature textures
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@ -262,6 +265,24 @@ snapshots, so do not casually rename them. Preserve the established RGBA
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transparent canvas. Restart a development build after adding an image; rebuild
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exports to package new `res://` files.
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### Texture sampling
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NETfishing artwork always uses nearest-neighbor sampling. Do not enable linear,
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bilinear, trilinear, or anisotropic texture filtering, and do not generate
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mipmaps. Shader samplers must declare `filter_nearest`. The
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`TextureSamplingPolicy` autoload applies nearest sampling to 2D canvas items,
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Sprite3D presentations, imported 3D materials, and dynamically constructed
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mesh materials at runtime.
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After importing new artwork, normalize its tracked import metadata where
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needed and run the focused policy check:
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```sh
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godot --headless --path . --script scripts/normalize_texture_imports.gd \
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-- --apply --root res://path/to/new/artwork
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godot --headless --path . --script tests/texture_sampling_validation.gd
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```
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### Bubble menus
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Instance `ui/components/bubble_menu/bubble_button.tscn` for each action, or
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