fix: close generated coastlines and extend cast bounds
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16 changed files with 250 additions and 57 deletions
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@ -14,6 +14,10 @@ const GENERATED_REGION_SCENE: PackedScene = preload(
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const STARTER_ISLAND_REGION_SCENE: PackedScene = preload(
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"res://world/regions/starter_island_region.tscn"
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)
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## Keep the player boundary beyond the longest fishing cast. The boundary is
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## solid terrain to character movement and therefore also blocks cast-arc
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## probes when it sits directly against the authored shoreline.
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const WORLD_BOUNDARY_SHORELINE_CLEARANCE := 18.0
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@onready var _regions_root: Node3D = $Regions
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@onready var _active_region: WorldRegion = _find_active_region()
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@ -185,7 +189,7 @@ func _configure_world_coverage() -> void:
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if _active_region == null:
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return
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var half: Vector2 = _active_region.get_playable_half_extents()
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var wall_margin := 2.0
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var wall_margin := WORLD_BOUNDARY_SHORELINE_CLEARANCE
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var wall_height := 14.0
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var bounds_root := $WorldBounds as Node3D
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var north_south_size := Vector3(
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