Consume Lane 2's pre-fractured props in the Godot game. Smashable.shatter() now prefers a <name>.fractured.glb sibling: it instances the fractured template and turns each chunk_00…chunk_NN mesh into its own debris RigidBody3D that inherits the intact body's velocity + the smash impulse (box collider per chunk, debris group so the HUD count + Juice keep working), falling back to primitive shards when no fractured sibling exists. _glb_piece auto-wires the sibling, so every GLB prop upgrades for free. Smashable gains hits_to_break + is_boss: the office PRINTER is the level boss — it sits on a desk, soaks 5 hits (rocking with each), then bursts in a bigger juice cloud into its 16 GLB chunks. Six more Lane 2 props (crt-monitor, filing-cabinet, water-cooler, cardboard-box, turntable, office-desk) are scattered as smashable furniture; the store crate/rack also pick up real 8-chunk shatter from their mirrored fractured GLBs. Assets pulled into game/assets/store/ (intact + .fractured.glb): office-printer, office-desk, crt-monitor, filing-cabinet, water-cooler, cardboard-box, turntable + record/crate/rack fractured siblings (generated via meshgod's Voronoi fracture CLI). Verified headless: smoke test clean (0 script errors), printer boss soaks 4 hits then spawns 16 chunk bodies, a crate spawns 8 — both real GLB chunks, not primitive shards. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
1.9 MiB
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1.9 MiB
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