Polish world, shop, and artwork presentation

This commit is contained in:
Alexander Sellite 2026-08-13 14:53:39 -04:00
parent 7d38bc962b
commit 117fdbfdaa
94 changed files with 1771 additions and 579 deletions

View file

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