Island geometry (table/girdle/crown/pavilion radii, border spacing)
scaled down ~5x. The player capsule, camera distance and mountain/
forest scale factors were already correctly tuned to the small world
scale established elsewhere in main.tscn; the island itself was the
outlier (girdle radius 260 vs. a ~0.5-tall player), making border
props and the player look like specks. Shrinking the island was the
smaller change versus rescaling every already-tuned system.
Player now spawns partway out on one outer facet (region) instead of
on the center table, so a walk toward the middle is an actual journey
around/through the outer regions rather than starting there.
Verified headless with a physics simulation on the new sloped spawn
point: player settles and stays on_floor=true, no fall-through.
Player gets its own CapsuleShape3D (was a small CylinderShape3D, never
actually shared with anything — the shared oversized capsule flagged
earlier only affects the 4 mountain props, unrelated to the player).
Real cause of the fall-through: the crown collision is a zero-thickness
trimesh and the player spawned with exactly zero clearance sitting
right on the surface, a classic tunneling setup. Fixed by giving the
trimesh backface_collision (collide from both sides) and spawning the
player with a bit of headroom so it settles onto the floor instead of
starting embedded in it. Verified headless: player now falls from
spawn height to rest exactly on the surface and stays on_floor=true
over a 3s simulated run.
Promote debug/HexDiamondIsland.gd to terrain.gd at project root now
that main.tscn depends on it, and swap it in for the old flat
checkerboard Ground (Player/Camera/POI untouched, table sits at the
same y=0 the old ground surface used).
Add _build_region_borders(): places mountain.glb/mountain2v5.glb/
forest.glb (same models, scale factors and hitbox sizes already used
elsewhere in main.tscn) continuously along the 6 ridges between table
corners and girdle corners, i.e. the shared edges between adjacent
outer regions.
Not referenced by any scene and too large to push (native binaries +
doc images, ~19MB). Kept on disk locally; re-fetch it if HTerrain is
ever actually adopted.
New standalone debug prototype exploring the "gem-cut" flying island
shape: a flat hexagonal table (center region) surrounded by 6 sloped
trapezoidal facets down to the girdle (6 outer regions), with a
non-walkable 6-sided pavilion pyramid below for the underside. Crown
gets trimesh collision for later player testing; all 6 outer facets
stay visually neutral (alternating flat color only) since theming
comes later. Doesn't touch main.tscn or the old cross-layout prototype.
Godot 4.6 exploration game with player movement, step-rotation camera
rig, and POI interaction system (explore/rest/close menu). main.tscn
is a test scene with placeholder props; debug/ holds unwired terrain
prototypes (voxel river, procedural island mesh, cross-shaped hub