tools/build_level_osm.py extrudes OSM buildings (-col), lays road strips,
Spawn + RacePath empties; osm_level_args.py computes a building-clear spawn on
a named way and race-loop corners from street intersection nodes. game.gd
builds Path3D from GLB RacePath empties, sanitizes spawn bases, and places
bodies BEFORE add_child. Three real bugs fixed: mall canopies (building=roof)
extruded as solid blocks, underground busways rendered at surface, and the
km-wide ground trimesh breaking suspension raycasts (now -convcol). Cars get
continuous_cd for thin building shells. tests/probe.gd is the physics
raycast debugger that found it.
Data (c) OpenStreetMap contributors, ODbL.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
FX/EH/HR Holdens, Kingswood HZ, both Excel imports, 240Z, AE86, KE80, both
Minis, Minicab, Delica coach, Leyland bus (untextured ghost bus, still
menacing). import_shitbox.py grows pitch axis, 1K texture cap and 150k-tri
decimation (cars/ went 501MB -> 146MB). tools/import_all.sh is the rerunnable
manifest with per-pack orientation fixes. Cutlass pack was junk, skipped.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Stats quietly inverted: shitboxier IRL = better in game. Excel X3 is now the
fastest car; TURDRUNNER is the slowest. tools/import_shitbox.py converts
downloaded models (glb/gltf/fbx/obj/blend) to game GLBs -- normalizes scale,
yaw, ride-height origin. First two imports: Corolla mk7 and Morris Mini.
shitboxes/ stash gitignored + .gdignore'd (its .blend files broke Godot's
headless import scan).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Excel X1 boxy '86 sedan, X2 rounder '90s hatch; existing X3 renamed into the
family. Camira in head-gasket cream with black plastic bumpers.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
New moke body style: open slab tub, no doors, exposed seats, windscreen,
rip-off det_roof canopy on posts, optional extra visual axles (physics stays
4-ray). New van style: cargo box from cab to tail with det_tailgate. Smoke
test ram made deterministic (re-aim loop instead of blind throttle).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Builder learns 2-door coupes, two-tone accent bonnets, vinyl roof caps and boot
spoilers. Datto repainted orange with vinyl roof per reference. Screenshot
harness gains cam=front for front three-quarter checks.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
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>