Consolidate project documentation and attribution
Add public-alias credits and a tested in-game credits page, centralize project guidance and asset provenance, import the complete authored fur channel maps, and keep starter-island collision synchronized with imported props.
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# World authoring
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The active test world uses the canonical starter island through
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`world/regions/starter_island_region.tscn`.
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## Active composition
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`world/test_world.tscn` owns the gameplay-wide environment, sun, world bounds,
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and below-world failsafe. `StarterIslandRegion` owns the placed island content:
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```text
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StarterIslandRegion
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├── Terrain
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│ ├── Visual
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│ └── Collision
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├── WaterBodies
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│ ├── Pond
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│ │ ├── VisualWater
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│ │ ├── FishingRegion
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│ │ └── RecoveryRegion
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│ └── Ocean
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│ ├── VisualWater
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│ ├── FishingRegions
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│ └── RecoveryRegions
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├── PlayerSpawn
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├── SafeRespawns
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└── Interactables
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├── FishingShopWorld
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└── PelicanCoolerPerch
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```
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Move the meaningful feature root rather than one of its implementation
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children. Child transforms are local offsets owned by that feature.
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## Water bodies
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Every fishable region must author its `water_type` explicitly. The starter pond
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is `FRESH_WATER`; the starter coast is `SALT_WATER`. Fish species use the same
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central type definition through an allowed-water-type bitmask, so pool contents
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and authoritative selection are both validated against the region. Do not infer
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habitat from node names, pool filenames, coordinates, or water height.
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Select `WaterBodies/Pond` to move or resize the pond. Its transform is the
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authoritative surface position. The `surface_size`, fishing padding, recovery
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padding, and recovery depth properties update the visible water and gameplay
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coverage together. Fishing and recovery derive the surface height from the
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owned surface transform.
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Select `WaterBodies/Ocean` to move the surrounding water as one feature. Its
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visual, fishing lobes, and recovery lobes use local transforms beneath the
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ocean root. The existing multi-lobe footprint remains intentionally explicit;
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changing that footprint still requires editing its owned lobe children.
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## Placed features
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- `PlayerSpawn` is the authoritative initial player transform. Its rotation
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controls initial facing.
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- Each marker under `SafeRespawns` is an authoritative recovery destination.
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Recovery preserves the player's current facing; marker rotation is
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intentionally not applied.
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- `Interactables/FishingShopWorld` owns the shop visual, collision,
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interaction area, prompt, and entrance marker.
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- `Interactables/PelicanCoolerPerch` owns the complete Pelican landmark visual.
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Pelican selling remains a Cooler action and has no world interaction area.
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- `Terrain` owns both the imported visual and generated terrain collision.
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- `BelowWorldFailsafe/Coverage` exposes the below-world recovery coverage as a
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saved collision shape in `world/test_world.tscn`.
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The active `Environment`, `Sun`, and external starter-island grass material
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remain directly editable through the Inspector. Their tuning is not recreated
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by runtime scripts.
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## Reusable world props
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Use a single placed `WorldProp` root for trees, rocks, buildings, benches,
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signs, vegetation, and similar landmarks:
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```text
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WorldProp
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├── Visual
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└── Collision
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└── CollisionShape3D
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```
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Add optional interaction areas, labels, and markers beneath the same root.
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Instance imported GLB visuals beneath `Visual`; keep gameplay collision
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Godot-owned beneath `Collision`. Place and duplicate the complete prop scene,
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not its visual child.
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Author reusable assets at scale `(1, 1, 1)`. Uniform root scaling is acceptable
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for provisional props when visual and collision scale together. Avoid
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non-uniform root scaling because it can deform collision and imported geometry
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unpredictably. Make mutable per-instance shapes, meshes, and materials local to
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the scene so editing one prop does not change unrelated instances.
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## Shoreline tide ribbons
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Each map that uses generated tide ribbons owns a `ShorelineRibbonBaker` node and
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one `ShorelineRibbonConfig` resource per water body. Each fishable water body
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declares the shared `WaterType` value used by fishing, Logbook classification,
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and shoreline presentation. A configuration designates
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only the static terrain `CollisionShape3D` or `MeshInstance3D` to intersect, the
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water height, explicit generation bounds, water-facing reference, optional
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smoothing overrides, and the generated `.tres` output path. Props, docks,
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players, bobbers, and gameplay areas are not scanned unless a map author
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explicitly selects one as the terrain source. The baker reports every configured
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body but intentionally generates ribbons only for `SALT_WATER`; freshwater uses
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the shared depth-tinted shader without tide marks or an advancing wash.
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To rebuild in the editor, select the map's `ShorelineRibbonBaker` node and press
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**Rebuild Shoreline Ribbons** in the Inspector. The equivalent validation/CI
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command for the starter map 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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Set the baker's `debug_path_stage` to Raw, Simplified, or Smoothed before an
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editor rebuild to compare the extraction stages. Keep it Off in the finished
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scene; the temporary editor-only line preview is never saved as gameplay data.
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Rebuild a saltwater ribbon only when its terrain at the waterline, configured
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water height, or generation bounds change. Freshwater terrain changes do not
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require a ribbon rebuild because freshwater bodies have no ribbon. Adding or
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moving unrelated props, fishing areas, recovery volumes, or other gameplay
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nodes does not require a rebuild. Normal gameplay loads the committed generated
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saltwater meshes and never runs the extraction step.
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@ -32,7 +32,9 @@ var fishing_shop_path: NodePath = (
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^"Interactables/FishingShopWorld/InteractionArea"
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)
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@export_group("Terrain Collision")
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@export var rebuild_terrain_collision_on_ready: bool = false
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# The imported GLB is the collision authority. Rebuild once per region load so
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# newly authored terrain and props cannot retain a stale saved fallback shape.
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@export var rebuild_terrain_collision_on_ready: bool = true
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@export_group("Foliage Wind")
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@export_range(0.0, 0.4, 0.005) var foliage_wind_strength: float = 0.36
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@export_range(0.0, 4.0, 0.05) var foliage_wind_speed: float = 0.9
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