Commit Graph

3 Commits

Author SHA1 Message Date
m3ultra
82dae637a1 Scenery overhaul: real OSM street furniture, FLUX texture set v2, lighting pass
Builder now uses the furniture OSM already carries (footways, lamps, benches,
bins, bollards, bus stops, crossings): raised chamfered footpaths, shopfront
bands, awnings in three fabrics, parapets, layered fig/palm trees, zebra bars,
dashed centre lines, Queen St Mall winged canopies. ACES tonemap + SSAO + fog
in game.gd. flux_texture.sh gains size/luma clamping (FLUX renders "pale" as
blown-out white); gen_textures.sh + check_textures.py manage the set. Woolies
carpark rebuilt textured, parking the real fleet. Fixes: fractional OSM layer
tag crash, zero-length-normal UV projection, blood-red mall pavers.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-28 14:13:29 +10:00
type-two
eb7c189c9f Gameplay systems + procedural Blender car fleet
Modes: Cruise / Crash Mode (60s damage dollars) / Race (3 laps, rubber-banded
rivals). Burnout loop: boost earned by drift, near miss, smash; takedowns refill
and grow the meter to 4x; hard crashes shed det_* panels and trigger Impact Time
slow-mo. Traffic follows the level RacePath frozen-kinematic and goes dynamic
when whacked. tools/build_cars.py builds six Aussie shitbox GLBs (profile
extrusion + detachable doors/mirrors/bumpers/bonnet/boot). Smoke test covers
all three modes headless.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 21:29:42 +10:00
type-two
1c0b7efb32 Engine v0: Godot 4.6 data-driven arcade racer scaffold
Drop-in content: cars/<id>/stats.tres (+optional car.glb), levels/<id>/level.glb
or .tscn with a Spawn marker. Raycast arcade car (boost, drift, drift-earns-boost),
chase cam, HUD, menu built from registry scan. Placeholder Woolies carpark with
shuntable parked cars. Headless smoke test + windowed screenshot harness.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 21:03:45 +10:00