ShitboxInfinity/levels
m3ultra e9717326f4 Smashable street furniture; fix levels losing every texture on rebuild
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>
2026-07-28 18:53:05 +10:00
..
albert_parklands Smashable street furniture; fix levels losing every texture on rebuild 2026-07-28 18:53:05 +10:00
kangaroo_point Smashable street furniture; fix levels losing every texture on rebuild 2026-07-28 18:53:05 +10:00
queen_st_mall Smashable street furniture; fix levels losing every texture on rebuild 2026-07-28 18:53:05 +10:00
southbank Smashable street furniture; fix levels losing every texture on rebuild 2026-07-28 18:53:05 +10:00
story_bridge Smashable street furniture; fix levels losing every texture on rebuild 2026-07-28 18:53:05 +10:00
woolies_carpark Scenery overhaul: real OSM street furniture, FLUX texture set v2, lighting pass 2026-07-28 14:13:29 +10:00