SDFGI ran with default cascades in a volume that was almost entirely
transparent, so its low-resolution probes had little solid geometry to
capture and contributed blotching across large flat surfaces. With the
boundary now an opaque deck plus an unshaded additive field, it earns
nothing, and the existing ReflectionProbe and ambient carry the lighting.
Each arena also gains a shadowless fill light opposite its key light so the
deck is not lit from a single direction, and passes its own tint through to
the boundary's containment field so the three arenas read differently.
use_debanding was absent. Glow runs at hdr_scale 2.0 with adjustment_contrast
above 1.0, which amplifies 8-bit quantisation on exactly the kind of smooth
gradients the new shell is made of.
The remaining project.godot churn is Godot's own key reordering on save.
Each of the three arenas gains an ELEVATED sibling scene that inherits the
base arena and overrides the boundary's goal_mode, the two goal transforms
and the ship spawns, so the goal sits at mid-wall height instead of flush
with the deck. Registered in ArenaRegistry alongside the floor-level arenas,
plus a training_elevated scene for self-play on them.
TrainingMode reads the arena's goal_mode once in _start() and widens the
ball-placement height range to match the goal's real position; on FLOOR
arenas the bound is a no-op, so floor-level training is unchanged. It is read
in _start() rather than _ready() because TrainingMode has no _ready()
override and GameMode._ready() is what discovers the arena first.
Policies trained against floor-level goals are not expected to score on an
elevated one, so the two are kept as separate arenas rather than a variant of
the same entry.
Replace NebulaDust's flat unshaded glow material with a custom
ShaderMaterial: a fake per-pixel puff normal on the billboarded quad
feeds a light() override so motes catch the directional light and a
nebula-core color bias, alpha gets a depth-texture soft-particle fade
so motes no longer hard-clip through boundary/decoration geometry,
and a per-particle hash adds subtle sparkle.
Adds sdfgi_enabled and a ReflectionProbe to all three arenas' Environment
setup so surfaces get real bounce lighting/reflections instead of flat
ambient. Converts arena_boundary.tscn's shared glass field material from
unshaded to a shaded, rim-lit material so it reads as glass (dim face-on,
highlighted at grazing angles) rather than a flat tinted overlay.
Enable glow/bloom, color adjustments, and MSAA+FXAA across all three
arenas so emissive ship/station accents actually bleed light and edges
read cleanly. Expose the player-facing knobs (anti-aliasing mode, glow
intensity, brightness) through a new Settings screen off the main menu,
persisted via a VideoSettings autoload that scales each arena's own
tuned Environment values on load rather than overwriting them.
Introduce arena_02 (Nebula) and arena_03 (Asteroid Field) alongside
arena_01, listed in a new ArenaRegistry (scripts/arena_registry.gd) as
the single source of truth for available arenas. Free Play lets the
player pick an arena from the main menu; Match/Spectate each pick one
at random per session; Training keeps its own fixed arena_01.
Nebula gets an RL-style visual treatment: a near-invisible glass
boundary material shared by all arenas, a baked equirect nebula sky
texture, a drifting-dust particle system, and a Blender-modeled
station/debris/planet decoration set. GameMode gains a
_get_arena_scene_path() hook so modes can instantiate their arena in
code instead of hardcoding it in the scene.
Replace the raw checkpoint dropdown with curated Easy/Medium/Hard presets
that drive GameSettings' bot model/reaction_ticks/action_noise overrides.
Move raw-checkpoint testing and Spectate mode into a dev-only section
hidden via OS.is_debug_build() so they disappear from release exports.