Add office furniture and dim fire-lit horror atmosphere
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# Office horror atmosphere
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`scripts/office_atmosphere.gd` adds two desks, three chairs and a metal fire barrel.
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Props use low-poly primitives with simple static collisions on world layer 1.
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Positions avoid the four cardinal entry corridors and the central combat space.
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The zombies still use their existing direct pursuit, not a new pathfinding system;
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props can obstruct arbitrary paths when the player hides behind them.
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The central ceiling OmniLight was removed. Ambient energy is 0.12 with a cool blue
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color, preserving silhouette readability rather than total darkness. Two warm desk
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lamps use short-range unshadowed OmniLights. The barrel is the only persistent
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shadow-casting light (range10, energy1.9–2.8), with smooth bounded sine-based flicker.
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The existing muzzle flash is unchanged: four omni lights total.
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Fire uses 28 CPUParticles3D and small unshaded additive billboard quads. A generated
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64x96 alpha flame mask is in assets/effects/flame.png. No glow, volumetric fog, GI,
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GPU particles or Forward+-only effects are required. No fire damage was added.
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The flame mesh does not cast shadows. The barrel and furniture do.
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References consulted (Perplexity unavailable; official docs via Exa):
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- https://docs.godotengine.org/en/stable/tutorials/3d/lights_and_shadows.html
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- https://docs.godotengine.org/en/stable/classes/class_omnilight3d.html
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- https://docs.godotengine.org/en/stable/classes/class_cpuparticles3d.html
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Compatibility defaults to eight omni lights per mesh. Shadows are expensive and
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can change light brightness because Compatibility uses a different shadowed-light
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rendering path; visual checks were therefore done with gl_compatibility.
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Verification (installed Godot4.7.1):
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```sh
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"$G" --headless --path . --script res://tools/test_office_atmosphere.gd
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"$G" --display-driver x11 --rendering-method gl_compatibility --path . \
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--script res://tools/test_office_atmosphere.gd -- --screenshot
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```
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Checks: prop counts/collisions, bounded flicker, CPU emitter, light count, absent
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ceiling light, low ambient, free cardinal ray corridors and desk collision.
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Three screenshots `/tmp/zombie-office-{0,1,2}.png` inspected, including the barrel.
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All seven prior suites pass: health/sky, music, grenade, waves, death, damage, touch.
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Existing resource-in-use warnings at test shutdown remain. Actual smartphone
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performance has not been measured; this is a small light/particle budget, not an
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FPS guarantee. Keep testing arbitrary zombie routes around the new obstacles.
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@@ -1,5 +1,13 @@
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# Web build and compressed deployment
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## Office atmosphere release: fd65770c62e811fe
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See `docs/OFFICE-ATMOSPHERE.md`: two desks, three chairs, two desk lamps and
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CPU-particle fire barrel; ceiling light removed, low cool ambient.
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PCK 3,946,516 bytes; gzip payload total 12,402,612 bytes. Previous releases retained.
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Root backup: `index-before-office.html`. Serial import workaround applied to staging.
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## Health + starry sky release: 31564f79b9f5e299
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See `docs/HEALTH-SKY.md`: +1 HP/second while alive, capped at 100; Half-Life
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