Files
puzzle-quest/scenes/levels/warcraft/env_warcraft.tres
T
Vaillant Jeremy 6146d84b87 Fix Levels.gd type inference + Database integer-division warning + brighten scenes
- scenes/levels/Levels.gd: replace 'var level := Global.database
  .level_by_index(...)' with explicit 'var level: LevelEntry = ...'.
  Global.database is typed RefCounted so the parser can't see DB's
  return types through the walrus operator. Two callsites.
- scripts/Database.gd: annotate the two 'range(data.size() / W)'
  loops with @warning_ignore('integer_division'). The division is
  intentional (row count = bytes / row width); Godot 4 warns by
  default in case the slash was a typo.
- env: ambient_light_energy 0.4 -> 1.0 in WarCraft.tscn, Home.tscn
  and env_warcraft.tres. 0.4 left the floor pitch-black; 1.0 is a
  compromise between the original 1.55 (oversaturated) and this.
  Re-baking the lightmap in the editor is still the right fix —
  this commit just keeps the scene playable in the meantime.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-16 22:02:59 +02:00

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[gd_resource type="Environment" load_steps=3 format=2]
[ext_resource path="res://assets/hdri/tx_night_place.hdr" type="Texture2D" id=1]
[sub_resource type="Sky" id=2]
panorama = ExtResource( 1 )
[resource]
background_mode = 2
sky = SubResource( 2 )
background_color = Color( 0.188235, 0.133333, 0.133333, 1 )
background_energy_multiplier = 0.6
ambient_light_color = Color( 0.694118, 0.168627, 0.67451, 1 )
ambient_light_energy = 1.0
ambient_light_sky_contribution = 0.5
fog_enabled = true
fog_mode = 1
fog_light_color = Color( 0.562167, 0.29, 1, 0.941176 )
fog_depth_begin = 0.0
fog_depth_end = 60.0
fog_depth_curve = 1.10957
fog_height = 2.0
tonemap_mode = 2
ss_reflections_enabled = true
glow_enabled = true