fix: close generated coastlines and extend cast bounds

This commit is contained in:
Alexander Sellite 2026-08-21 22:12:14 -04:00
parent 2c17b7b377
commit f85e9bceeb
16 changed files with 250 additions and 57 deletions

View file

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