Street lamps, bollards and bins are no longer baked scenery. The builder emits SL_/BO_/WB_ markers off the OSM nodes and game.gd spawns them as RigidBodies with a low centre of mass, so clipping a lamp at 100 topples it instead of driving through a painted pole. ~206 physics bodies per level (58 parked cars, 60 lamps, 88 bollards/bins), all asleep until hit. Verified by ramming one: 23.6 deg tilt, launched at 18 m/s. Fixes a self-inflicted trap from the last commit: level_*.jpg are Godot's extraction of the GLB's embedded textures, NOT Blender output. build_all cleared them to avoid orphans but left level.glb.import, so Godot's cache decided nothing had changed and never re-extracted -- queen_st_mall shipped with 0 of its 31 textures, loading fine but rendering untextured. The .import now goes with them. Also confirmed the Wheel of Brisbane pivot really does turn (0.086 rad over 120 frames, 0.000 m centre drift) -- it was previously untested. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
41 lines
946 B
Plaintext
41 lines
946 B
Plaintext
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