summer-engine 2.7.0 → 2.8.0

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Files changed (150) hide show
  1. package/.claude-plugin/plugin.json +2 -1
  2. package/.codex-plugin/plugin.json +3 -2
  3. package/.cursor-plugin/plugin.json +2 -1
  4. package/.opencode/INSTALL.md +1 -1
  5. package/.opencode/plugins/summer.js +1 -1
  6. package/AGENTS.md +4 -4
  7. package/CHANGELOG.md +10 -0
  8. package/GEMINI.md +5 -4
  9. package/README.md +58 -19
  10. package/assets/autopilot/README.md +51 -0
  11. package/assets/autopilot/autopilot.gd +222 -0
  12. package/assets/autopilot/probe_base.gd +262 -0
  13. package/assets/autopilot/run.sh +78 -0
  14. package/commands/gameskill.md +11 -2
  15. package/dist/bin/summer.js +8 -0
  16. package/dist/commands/config.d.ts +2 -0
  17. package/dist/commands/config.js +53 -0
  18. package/dist/commands/create.d.ts +1 -0
  19. package/dist/commands/create.js +38 -6
  20. package/dist/commands/list.js +1 -1
  21. package/dist/commands/login.d.ts +19 -0
  22. package/dist/commands/login.js +123 -36
  23. package/dist/commands/logout.js +3 -16
  24. package/dist/commands/logs.d.ts +2 -0
  25. package/dist/commands/logs.js +19 -0
  26. package/dist/commands/mcp.js +7 -2
  27. package/dist/commands/open.js +1 -1
  28. package/dist/commands/publish.d.ts +2 -0
  29. package/dist/commands/publish.js +20 -0
  30. package/dist/commands/releases.d.ts +2 -0
  31. package/dist/commands/releases.js +20 -0
  32. package/dist/commands/run.js +1 -1
  33. package/dist/lib/api-client.d.ts +4 -2
  34. package/dist/lib/api-client.js +28 -4
  35. package/dist/lib/auth.d.ts +40 -12
  36. package/dist/lib/auth.js +173 -37
  37. package/dist/lib/cloud/engine-bridge.d.ts +17 -4
  38. package/dist/lib/cloud/engine-bridge.js +32 -6
  39. package/dist/lib/config.d.ts +20 -0
  40. package/dist/lib/config.js +142 -0
  41. package/dist/lib/creator.d.ts +93 -0
  42. package/dist/lib/creator.js +393 -0
  43. package/dist/lib/engine.d.ts +35 -2
  44. package/dist/lib/engine.js +240 -6
  45. package/dist/lib/public-surface-paths.d.ts +13 -0
  46. package/dist/lib/public-surface-paths.js +42 -0
  47. package/dist/lib/skills-registry.d.ts +8 -0
  48. package/dist/lib/skills-registry.js +9 -0
  49. package/dist/lib/store.d.ts +14 -0
  50. package/dist/lib/store.js +145 -0
  51. package/dist/lib/summer-compatibility.d.ts +6 -0
  52. package/dist/lib/summer-compatibility.js +22 -0
  53. package/dist/mcp/server.d.ts +8 -1
  54. package/dist/mcp/server.js +25 -4
  55. package/dist/mcp/tools/creator-tools.d.ts +2 -0
  56. package/dist/mcp/tools/creator-tools.js +105 -0
  57. package/dist/mcp/tools/generate-tools.js +16 -6
  58. package/dist/mcp/tools/project-tools.js +12 -7
  59. package/dist/mcp/tools/scene-tools.js +6 -6
  60. package/dist/mcp/tools/visual-tools.js +4 -3
  61. package/hooks/pre-commit-doctor.sh +0 -0
  62. package/hooks/run-hook.cmd +0 -0
  63. package/hooks/session-start.sh +5 -5
  64. package/package.json +3 -1
  65. package/references/collaborative-protocol.md +50 -0
  66. package/references/gd-style.md +121 -0
  67. package/references/godot-version.md +51 -0
  68. package/references/mcp-tools-reference.md +199 -0
  69. package/references/public-surface-language.md +30 -0
  70. package/references/summer-folder.md +90 -0
  71. package/references/template-registry.md +73 -0
  72. package/skills/2d-assets/character-portrait/SKILL.md +17 -12
  73. package/skills/2d-assets/concept-art/SKILL.md +10 -9
  74. package/skills/2d-assets/pixel-art/SKILL.md +36 -20
  75. package/skills/2d-assets/skybox-panorama/SKILL.md +32 -37
  76. package/skills/2d-assets/sprite-sheet/SKILL.md +40 -35
  77. package/skills/2d-assets/tileable-texture/SKILL.md +28 -22
  78. package/skills/2d-assets/ui-graphics/SKILL.md +46 -32
  79. package/skills/2d-assets/use-widget-asset/SKILL.md +8 -6
  80. package/skills/3d-assets/character-model/SKILL.md +34 -19
  81. package/skills/3d-assets/environment-kit/SKILL.md +11 -5
  82. package/skills/3d-assets/organic-model/SKILL.md +8 -5
  83. package/skills/3d-assets/prop-model/SKILL.md +9 -3
  84. package/skills/3d-assets/vehicle-model/SKILL.md +32 -19
  85. package/skills/README.md +1 -1
  86. package/skills/ai-and-npcs/design-npc/SKILL.md +31 -13
  87. package/skills/animation/animation-tree/SKILL.md +39 -15
  88. package/skills/animation/facial-and-lipsync/SKILL.md +25 -8
  89. package/skills/animation/generate-motion/SKILL.md +47 -15
  90. package/skills/animation/procedural-animation/SKILL.md +31 -13
  91. package/skills/animation/retarget/SKILL.md +127 -79
  92. package/skills/audio/adaptive-music/SKILL.md +24 -20
  93. package/skills/audio/ambient-bed/SKILL.md +22 -16
  94. package/skills/audio/audio-direction/SKILL.md +15 -10
  95. package/skills/audio/music-track/SKILL.md +18 -12
  96. package/skills/audio/sound-effect/SKILL.md +17 -12
  97. package/skills/audio/voice-line/SKILL.md +42 -42
  98. package/skills/character-controllers/fps-controller/SKILL.md +26 -16
  99. package/skills/debugging/debug/SKILL.md +52 -20
  100. package/skills/deployment/export-and-ship/SKILL.md +105 -38
  101. package/skills/deployment/remote-deploy/SKILL.md +56 -23
  102. package/skills/gameplay-mechanics/auto-fire-targeting/SKILL.md +26 -1
  103. package/skills/gameplay-mechanics/design-mechanic/SKILL.md +23 -15
  104. package/skills/level-design/design-level/SKILL.md +22 -8
  105. package/skills/level-design/scene-to-level/SKILL.md +13 -7
  106. package/skills/multiplayer-and-networking/host-authoritative-state/SKILL.md +8 -8
  107. package/skills/multiplayer-and-networking/peer-to-peer-multiplayer/SKILL.md +2 -7
  108. package/skills/multiplayer-and-networking/setup-multiplayer/SKILL.md +26 -18
  109. package/skills/performance/tune-performance/SKILL.md +51 -32
  110. package/skills/rendering-and-lighting/3d-lighting/SKILL.md +34 -5
  111. package/skills/rendering-and-lighting/art-direction/SKILL.md +6 -8
  112. package/skills/scene-and-project/brainstorm-game/SKILL.md +3 -5
  113. package/skills/scene-and-project/make-game/SKILL.md +2 -1
  114. package/skills/scene-and-project/play/SKILL.md +10 -4
  115. package/skills/scene-and-project/scene-composition/SKILL.md +21 -8
  116. package/skills/scene-and-project/summer-cloud/SKILL.md +1 -1
  117. package/skills/ui-and-ux/ui-basics/SKILL.md +16 -7
  118. package/skills/video/animated-loop/SKILL.md +63 -39
  119. package/skills/video/cinematic-cutscene/SKILL.md +66 -30
  120. package/skills/video/trailer-shot/SKILL.md +30 -21
  121. package/skills/visual-effects/_building-blocks/additive-billboard-particles.md +25 -16
  122. package/skills/visual-effects/_building-blocks/trauma-shake-snippet.md +5 -3
  123. package/skills/visual-effects/game-feel/SKILL.md +51 -33
  124. package/skills/visual-effects/recipes/dissolve/SKILL.md +51 -9
  125. package/skills/visual-effects/recipes/fire/SKILL.md +136 -49
  126. package/skills/visual-effects/recipes/hit-spark/SKILL.md +45 -8
  127. package/skills/visual-effects/recipes/lightning/SKILL.md +59 -27
  128. package/skills/visual-effects/recipes/magic-glow/SKILL.md +59 -26
  129. package/skills/visual-effects/recipes/muzzle-flash/SKILL.md +68 -25
  130. package/skills/visual-effects/recipes/smoke/SKILL.md +89 -28
  131. package/skills/visual-effects/recipes/water-ripple/SKILL.md +83 -23
  132. package/skills/workflow/brainstorming/SKILL.md +1 -1
  133. package/skills/workflow/brainstorming/scripts/start-server.sh +0 -0
  134. package/skills/workflow/brainstorming/scripts/stop-server.sh +0 -0
  135. package/skills/workflow/debugging-game-feel/SKILL.md +29 -9
  136. package/skills/workflow/diagnosing-perf-regressions/SKILL.md +46 -21
  137. package/skills/workflow/gameskill/SKILL.md +11 -2
  138. package/skills/workflow/headless-scripting/SKILL.md +407 -0
  139. package/skills/workflow/investigating-bugs/SKILL.md +4 -2
  140. package/skills/workflow/investigating-bugs/find-polluter.sh +0 -0
  141. package/skills/workflow/mcpupdate/SKILL.md +3 -3
  142. package/skills/workflow/playtesting-a-feature/SKILL.md +94 -21
  143. package/skills/workflow/skill-create/SKILL.md +7 -7
  144. package/skills/workflow/skill-test/SKILL.md +3 -3
  145. package/skills/workflow/using-summer/SKILL.md +12 -2
  146. package/skills/workflow/verification-before-completion/SKILL.md +2 -0
  147. package/skills/workflow/writing-plans/SKILL.md +7 -7
  148. package/skills/workflow/writing-skills/SKILL.md +7 -5
  149. package/skills/workflow/writing-skills/render-graphs.js +0 -0
  150. package/skills/workflow/writing-skills/testing-skills-with-subagents.md +1 -1
@@ -5,7 +5,7 @@ license: MIT
5
5
  compatibility: [Cursor, Claude Code, Windsurf, Codex]
6
6
  category: visual-effects
7
7
  user-invocable: true
8
- allowed-tools: Read Write Edit summer_add_node summer_set_prop summer_set_resource_property summer_inspect_node summer_save_scene
8
+ allowed-tools: Read Write Edit summer_write_file summer_read_file summer_create_scene summer_add_node summer_set_prop summer_set_resource_property summer_inspect_node summer_save_scene summer_get_script_errors summer_get_debugger_errors summer_play summer_stop
9
9
  paths: ["**/*.tscn", "**/*.gd", "**/*.gdshader", "addons/vfx/**"]
10
10
  ---
11
11
 
@@ -85,6 +85,7 @@ var _motes: GPUParticles3D
85
85
  var _source_mesh: MeshInstance3D
86
86
  var _source_mat: BaseMaterial3D
87
87
  var _t: float = 0.0
88
+ var _intensity: float = 1.0
88
89
 
89
90
  func _ready() -> void:
90
91
  _build_light()
@@ -127,7 +128,9 @@ func _build_motes() -> void:
127
128
 
128
129
  var mesh := QuadMesh.new()
129
130
  mesh.size = Vector2.ONE
130
- var bm := BaseMaterial3D.new()
131
+ # BaseMaterial3D is abstract ("Native class "BaseMaterial3D" cannot be
132
+ # constructed as it is abstract"); StandardMaterial3D is the concrete subclass.
133
+ var bm := StandardMaterial3D.new()
131
134
  bm.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
132
135
  bm.blend_mode = BaseMaterial3D.BLEND_MODE_ADD
133
136
  bm.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
@@ -160,14 +163,17 @@ func _process(delta: float) -> void:
160
163
  phase = pulse_easing.sample(phase)
161
164
 
162
165
  if _light:
163
- _light.light_energy = light_energy_base + light_energy_amplitude * phase
166
+ _light.light_energy = (light_energy_base + light_energy_amplitude * phase) * _intensity
164
167
  if _source_mat:
165
- _source_mat.emission_energy_multiplier = source_emission_base + source_emission_amplitude * phase
168
+ _source_mat.emission_energy_multiplier = (source_emission_base + source_emission_amplitude * phase) * _intensity
166
169
 
167
170
  func set_intensity(scale: float) -> void:
168
171
  ## Scale all visible cues 0..1+ (e.g., charge-up: tween from 0 to 1 over a second).
169
- light_energy_base *= scale
170
- light_energy_amplitude *= scale
172
+ ## Held as a separate factor rather than multiplied into light_energy_base /
173
+ ## light_energy_amplitude: a multiplying version (`light_energy_base *= scale`)
174
+ ## pins both fields to 0.0 forever after set_intensity(0.0), so the charge-up
175
+ ## tween from 0 to 1 never brings the glow back.
176
+ _intensity = scale
171
177
  if _motes:
172
178
  _motes.amount_ratio = scale
173
179
 
@@ -191,26 +197,40 @@ Node3D ("MagicGlow") [script: magic_glow.gd]
191
197
 
192
198
  For an enchanted sword:
193
199
 
200
+ Every scene-mutating call takes an explicit `scenePath`. `summer_set_prop` uses `key`
201
+ (not `property`) and only accepts a string, number, or boolean.
202
+
194
203
  ```
195
- summer_add_node(parent="./Player/Hand/Sword", type="Node3D", name="Glow")
196
- summer_set_prop(path="./Player/Hand/Sword/Glow", property="script", value="res://addons/vfx/magic-glow/magic_glow.gd")
197
- summer_set_prop(path="./Player/Hand/Sword/Glow", property="glow_color", value="Color(0.55, 0.85, 1.0)")
198
- summer_set_prop(path="./Player/Hand/Sword/Glow", property="light_energy_base", value=1.2)
199
- summer_set_prop(path="./Player/Hand/Sword/Glow", property="light_energy_amplitude", value=0.6)
200
- summer_set_prop(path="./Player/Hand/Sword/Glow", property="mote_count", value=16)
201
- summer_set_prop(path="./Player/Hand/Sword/Glow", property="mote_radius", value=0.20)
202
- summer_set_prop(path="./Player/Hand/Sword/Glow", property="pulse_source_mesh", value="../Blade")
203
- summer_save_scene
204
+ summer_write_file(path="res://addons/vfx/magic-glow/magic_glow.gd", content="<section 2>", create_only=true)
205
+
206
+ summer_add_node(scenePath="res://main.tscn", parent="./Player/Hand/Sword", type="Node3D", name="Glow")
207
+ summer_set_prop(scenePath="res://main.tscn", path="./Player/Hand/Sword/Glow", key="script", value="res://addons/vfx/magic-glow/magic_glow.gd")
208
+ summer_set_prop(scenePath="res://main.tscn", path="./Player/Hand/Sword/Glow", key="glow_color", value="Color(0.55, 0.85, 1.0)")
209
+ summer_set_prop(scenePath="res://main.tscn", path="./Player/Hand/Sword/Glow", key="light_energy_base", value=1.2)
210
+ summer_set_prop(scenePath="res://main.tscn", path="./Player/Hand/Sword/Glow", key="light_energy_amplitude", value=0.6)
211
+ summer_set_prop(scenePath="res://main.tscn", path="./Player/Hand/Sword/Glow", key="mote_count", value=16)
212
+ summer_set_prop(scenePath="res://main.tscn", path="./Player/Hand/Sword/Glow", key="mote_radius", value=0.20)
213
+ summer_set_prop(scenePath="res://main.tscn", path="./Player/Hand/Sword/Glow", key="pulse_source_mesh", value="../Blade")
214
+ summer_save_scene(scenePath="res://main.tscn")
204
215
  ```
205
216
 
206
217
  For a soul gem on a pedestal:
207
218
 
208
219
  ```
209
- summer_add_node(parent="./World/Pedestal/SoulGem", type="Node3D", name="Glow")
210
- summer_set_prop(path="./World/Pedestal/SoulGem/Glow", property="glow_color", value="Color(0.85, 0.45, 1.0)")
211
- summer_set_prop(path="./World/Pedestal/SoulGem/Glow", property="pulse_hz", value=0.4)
212
- summer_set_prop(path="./World/Pedestal/SoulGem/Glow", property="mote_count", value=32)
213
- summer_set_prop(path="./World/Pedestal/SoulGem/Glow", property="mote_radius", value=0.30)
220
+ summer_add_node(scenePath="res://main.tscn", parent="./World/Pedestal/SoulGem", type="Node3D", name="Glow")
221
+ summer_set_prop(scenePath="res://main.tscn", path="./World/Pedestal/SoulGem/Glow", key="glow_color", value="Color(0.85, 0.45, 1.0)")
222
+ summer_set_prop(scenePath="res://main.tscn", path="./World/Pedestal/SoulGem/Glow", key="pulse_hz", value=0.4)
223
+ summer_set_prop(scenePath="res://main.tscn", path="./World/Pedestal/SoulGem/Glow", key="mote_count", value=32)
224
+ summer_set_prop(scenePath="res://main.tscn", path="./World/Pedestal/SoulGem/Glow", key="mote_radius", value=0.30)
225
+ ```
226
+
227
+ Then verify — this recipe is one script, so a parse error is the whole effect:
228
+
229
+ ```
230
+ summer_get_script_errors # magic_glow.gd parsed?
231
+ summer_play
232
+ summer_get_debugger_errors
233
+ summer_stop
214
234
  ```
215
235
 
216
236
  For a charge-up before casting:
@@ -313,11 +333,12 @@ mote_drift_up = 0.0
313
333
 
314
334
  ### charge-up (paired with lightning/muzzle-flash)
315
335
 
316
- Starts at 0 intensity, ramped via `set_intensity`. Set initial values for fully-charged state.
336
+ Author the **fully-charged** values here; `set_intensity(0.0 → 1.0)` scales them at
337
+ runtime. Leaving `light_energy_base` at 0.0 means the fully-charged glow is also 0.0.
317
338
 
318
339
  ```
319
340
  glow_color = Color(0.55, 0.75, 1.0)
320
- light_energy_base = 0.0 # script tweens this up
341
+ light_energy_base = 1.5 # fully-charged value; set_intensity scales it
321
342
  light_energy_amplitude = 2.0
322
343
  pulse_hz = 2.5 # buzzing
323
344
  mote_count = 24
@@ -334,11 +355,16 @@ mote_drift_up = 0.5
334
355
  - **Forgetting to enable the source mesh's emission before assigning the glow color.** The shader's emission stays black. The controller's `_resolve_source_mesh` enables it.
335
356
  - **`pulse_hz` too high.** Above 3 Hz it strobes — accessibility issue (photosensitivity). Default 0.7 is calm.
336
357
  - **Generating an "aura" PNG and using as a billboard sprite.** The misroute. The procedural light + motes are alive and scale to any item.
358
+ - **`BaseMaterial3D.new()` for the mote material.** `BaseMaterial3D` is abstract — that line is a parse error and takes the whole script down. Instantiate `StandardMaterial3D`; keep using the `BaseMaterial3D.*` enum constants.
359
+ - **A multiplicative `set_intensity` (`light_energy_base *= scale`).** One `set_intensity(0.0)` pins the field to 0.0 permanently, so the charge-up tween from 0 to 1 does nothing. Hold the scale in its own variable and apply it where the energy is written.
337
360
 
338
361
  ## Performance notes
339
362
 
340
- - One glow = 1 light + 16–32 particles. ~0.05 ms total. Cheap.
341
- - N glowing items in a scene: budget ~12 active `OmniLight3D`s before you should consider `LightOccluder3D` culling. Motes scale linearly to ~512 across all glows.
363
+ - One glow = 1 light + 16–32 particles. Sub-millisecond — an order-of-magnitude expectation, not a measurement.
364
+ - N glowing items in a scene: budget ~12 active `OmniLight3D`s before you start
365
+ culling. The current Summer build has no `LightOccluder3D`
366
+ (`ClassDB.class_exists` is `false`; `LightOccluder2D` is 2D-only). Cull with
367
+ `distance_fade_enabled` / `distance_fade_begin` or a smaller `omni_range`.
342
368
  - Mobile: drop `mote_count` to 8, `light_range` × 0.5, `light_shadow_enabled = false` always.
343
369
  - LOD: in `_process`, scale `_motes.amount_ratio` and `_light.light_energy` by `clamp(1.5 - dist_to_camera / 20.0, 0.10, 1.0)`. Past 20 m, drop motes entirely; keep light.
344
370
 
@@ -352,11 +378,18 @@ mote_drift_up = 0.5
352
378
 
353
379
  ## Fallback (no MCP)
354
380
 
355
- VFX is code, no MCP required:
381
+ Section 4 is fully automatable — `summer_write_file` writes the controller,
382
+ `summer_add_node` + `summer_set_prop` attach and tune it, and `summer_create_scene` +
383
+ `summer_save_scene` produce `magic_glow.tscn`. Do not hand these steps to the user
384
+ when the MCP tools are available.
385
+
386
+ Without the MCP connection there is no engine to drive, so the user does it
387
+ manually in Summer Engine:
356
388
 
357
389
  1. Create `addons/vfx/magic-glow/` with the two files above.
358
- 2. In Godot, add a `Node3D` child to the glowing object, attach `magic_glow.gd`. Save as `magic_glow.tscn` if you want a scene to instantiate.
390
+ 2. Add a `Node3D` child to the glowing object, attach `magic_glow.gd`. Save as `magic_glow.tscn` if you want a scene to instantiate.
359
391
  3. Tune the exported parameters in the inspector or via script.
392
+ 4. Check the Errors dock before tuning anything.
360
393
 
361
394
  ## Handoff
362
395
 
@@ -5,7 +5,7 @@ license: MIT
5
5
  compatibility: [Cursor, Claude Code, Windsurf, Codex]
6
6
  category: visual-effects
7
7
  user-invocable: true
8
- allowed-tools: Read Write Edit summer_add_node summer_set_prop summer_set_resource_property summer_inspect_node summer_save_scene
8
+ allowed-tools: Read Write Edit summer_write_file summer_read_file summer_create_scene summer_add_node summer_set_prop summer_set_resource_property summer_connect_signal summer_inspect_node summer_save_scene summer_get_script_errors summer_get_debugger_errors summer_play summer_stop
9
9
  paths: ["**/*.tscn", "**/*.gd", "**/*.gdshader", "addons/vfx/**"]
10
10
  ---
11
11
 
@@ -25,7 +25,9 @@ A muzzle flash is on screen for 60–100 ms. Long enough to read, too short to a
25
25
 
26
26
  - The user wants a *continuous* flame (flamethrower) — use `fire`, not muzzle-flash.
27
27
  - The user wants the impact spark on the wall the bullet hit — that's `hit-spark`.
28
- - The user wants a tracer line from barrel to target — use a `Line3D`/`ImmediateMesh` recipe, not this. (Or pair this with `lightning` for an energy weapon.)
28
+ - The user wants a tracer line from barrel to target — use an `ImmediateMesh`
29
+ recipe, not this. The current Summer build has no `Line3D`
30
+ (`ClassDB.class_exists("Line3D")` is `false`).
29
31
  - The user wants a slow-glowing spell charge-up — use `magic-glow` for the buildup, then this for the release frame.
30
32
 
31
33
  ## Recipe
@@ -55,12 +57,19 @@ uniform float ray_sharpness : hint_range(0.5, 32.0) = 8.0;
55
57
  uniform float random_seed : hint_range(0.0, 6.2831) = 0.0; // rotates the star per shot
56
58
 
57
59
  void vertex() {
60
+ // Billboard toward the camera. The bare mat4(INV_VIEW_MATRIX[0..2], MODEL_MATRIX[3])
61
+ // form discards the node's scale, so the per-shot `flash_size` randomisation in
62
+ // fire() would never reach the screen — normalize the basis and re-apply scale.
58
63
  MODELVIEW_MATRIX = VIEW_MATRIX * mat4(
59
- INV_VIEW_MATRIX[0],
60
- INV_VIEW_MATRIX[1],
61
- INV_VIEW_MATRIX[2],
62
- MODEL_MATRIX[3]
63
- );
64
+ normalize(INV_VIEW_MATRIX[0]),
65
+ normalize(INV_VIEW_MATRIX[1]),
66
+ normalize(INV_VIEW_MATRIX[2]),
67
+ MODEL_MATRIX[3]) * mat4(
68
+ vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0),
69
+ vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0),
70
+ vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0),
71
+ vec4(0.0, 0.0, 0.0, 1.0));
72
+ MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX);
64
73
  }
65
74
 
66
75
  void fragment() {
@@ -81,9 +90,11 @@ void fragment() {
81
90
  // Mix core color (white-hot) into flash color at the very center.
82
91
  vec3 col = mix(flash_color.rgb, core_color.rgb, pow(core, 4.0));
83
92
 
84
- ALBEDO = col;
85
- EMISSION = col * emission_boost * intensity;
86
- ALPHA = mask * intensity;
93
+ // `render_mode unshaded` outputs ALBEDO and discards EMISSION entirely
94
+ // (scene_forward_clustered.glsl:2962 — `frag_color = vec4(albedo, alpha)`
95
+ // under MODE_UNSHADED), so the bloom boost has to live in ALBEDO.
96
+ ALBEDO = col * emission_boost * intensity;
97
+ ALPHA = mask * intensity;
87
98
  }
88
99
  ```
89
100
 
@@ -98,6 +109,8 @@ extends Node3D
98
109
 
99
110
  ## Spawn one of these as a child of the gun's barrel tip and call `fire()` on each shot.
100
111
 
112
+ const SPARK_SCENE := "res://addons/vfx/hit-spark/hit_spark.tscn"
113
+
101
114
  @export var flash_color: Color = Color(1.0, 0.85, 0.45)
102
115
  @export_range(0.02, 0.30) var flash_duration: float = 0.08 ## seconds visible
103
116
  @export_range(0.10, 4.0) var flash_size: float = 0.6 ## meters across
@@ -134,8 +147,12 @@ func _ready() -> void:
134
147
  _light.shadow_enabled = false
135
148
  add_child(_light)
136
149
 
137
- if spawn_sparks:
138
- _sparks = preload("res://addons/vfx/hit-spark/hit_spark.tscn").instantiate() if ResourceLoader.exists("res://addons/vfx/hit-spark/hit_spark.tscn") else null
150
+ # preload() resolves at PARSE time, so a runtime ResourceLoader.exists() check
151
+ # cannot guard it — "Parse Error: Preload file ... does not exist" takes the
152
+ # whole script down when hit-spark hasn't been installed. Use load().
153
+ if spawn_sparks and ResourceLoader.exists(SPARK_SCENE):
154
+ var packed: PackedScene = load(SPARK_SCENE)
155
+ _sparks = packed.instantiate() as GPUParticles3D
139
156
  if _sparks:
140
157
  _sparks.one_shot = true
141
158
  _sparks.emitting = false
@@ -184,13 +201,19 @@ Node3D ("MuzzleFlash") [script: muzzle_flash.gd]
184
201
 
185
202
  Place the node at the **barrel tip** of the weapon. If your gun model has a `BarrelTip` Marker3D, parent there directly.
186
203
 
204
+ Every scene-mutating call takes an explicit `scenePath`. `summer_set_prop` uses `key`
205
+ (not `property`) and only accepts a string, number, or boolean.
206
+
187
207
  ```
188
- summer_add_node(parent="./Player/Weapon/BarrelTip", type="Node3D", name="MuzzleFlash")
189
- summer_set_prop(path="./Player/Weapon/BarrelTip/MuzzleFlash", property="script", value="res://addons/vfx/muzzle-flash/muzzle_flash.gd")
190
- summer_set_prop(path="./Player/Weapon/BarrelTip/MuzzleFlash", property="flash_size", value=0.6)
191
- summer_set_prop(path="./Player/Weapon/BarrelTip/MuzzleFlash", property="flash_duration", value=0.08)
192
- summer_set_prop(path="./Player/Weapon/BarrelTip/MuzzleFlash", property="light_energy", value=4.0)
193
- summer_save_scene
208
+ summer_write_file(path="res://addons/vfx/muzzle-flash/muzzle_flash.gdshader", content="<section 2>", create_only=true)
209
+ summer_write_file(path="res://addons/vfx/muzzle-flash/muzzle_flash.gd", content="<section 3>", create_only=true)
210
+
211
+ summer_add_node(scenePath="res://main.tscn", parent="./Player/Weapon/BarrelTip", type="Node3D", name="MuzzleFlash")
212
+ summer_set_prop(scenePath="res://main.tscn", path="./Player/Weapon/BarrelTip/MuzzleFlash", key="script", value="res://addons/vfx/muzzle-flash/muzzle_flash.gd")
213
+ summer_set_prop(scenePath="res://main.tscn", path="./Player/Weapon/BarrelTip/MuzzleFlash", key="flash_size", value=0.6)
214
+ summer_set_prop(scenePath="res://main.tscn", path="./Player/Weapon/BarrelTip/MuzzleFlash", key="flash_duration", value=0.08)
215
+ summer_set_prop(scenePath="res://main.tscn", path="./Player/Weapon/BarrelTip/MuzzleFlash", key="light_energy", value=4.0)
216
+ summer_save_scene(scenePath="res://main.tscn")
194
217
  ```
195
218
 
196
219
  Then in your weapon script, on `fire()`:
@@ -199,10 +222,22 @@ Then in your weapon script, on `fire()`:
199
222
  $BarrelTip/MuzzleFlash.fire()
200
223
  ```
201
224
 
202
- Or connect a signal:
225
+ Or connect the weapon's `fired` signal in the scene:
226
+
227
+ ```
228
+ summer_connect_signal(scenePath="res://main.tscn", emitter="./Player/Weapon", signal="fired", receiver="./Player/Weapon/BarrelTip/MuzzleFlash", method="fire")
229
+ ```
230
+
231
+ ### 5b. Verify
232
+
233
+ `muzzle_flash.gd` `preload`s its own shader, so a shader that failed to write takes
234
+ the script down at parse time. Check before firing a shot.
203
235
 
204
- ```gdscript
205
- weapon.fired.connect($BarrelTip/MuzzleFlash.fire)
236
+ ```
237
+ summer_get_script_errors # muzzle_flash.gd parsed?
238
+ summer_play
239
+ summer_get_debugger_errors # shader compile errors surface here at runtime
240
+ summer_stop
206
241
  ```
207
242
 
208
243
  ### 6. Parameters to tune
@@ -283,11 +318,12 @@ ray_sharpness = 18.0
283
318
  - **OmniLight3D with shadows enabled.** A 60 ms shadow pass costs more than the flash itself. `shadow_enabled = false`.
284
319
  - **Flash duration > 150 ms.** Reads as a flamethrower or a stuck animation. Stay under 100 ms unless intentional.
285
320
  - **Spawning a new MuzzleFlash each shot and freeing it.** Rapid-fire weapons leak. Reuse one anchored to the barrel and call `fire()`.
321
+ - **`preload`ing the optional hit-spark scene.** `preload()` resolves at parse time, so wrapping it in a runtime `ResourceLoader.exists()` check does nothing — the script fails to load entirely when hit-spark isn't installed. Use `load()` behind the check.
286
322
  - **Generating an animated flash sprite.** That's the misroute this skill exists to prevent. The procedural shader rotates per shot for free, and you can recolor without regenerating.
287
323
 
288
324
  ## Performance notes
289
325
 
290
- - One quad + one light + ~8 sparks = under 0.02 ms. Safe at any rate of fire.
326
+ - One quad + one light + ~8 sparks is negligible — safe at any rate of fire. That is an order-of-magnitude expectation, not a measurement.
291
327
  - The `OmniLight3D` snapping on/off per shot will trigger a shadow re-bake on lights with `shadow_enabled = true` — keep it off, always.
292
328
  - For full-auto weapons (10+ shots/sec), consider raising `flash_duration` to 0.10 and dropping `intensity` to 0.6 so consecutive flashes blend instead of strobe.
293
329
 
@@ -297,16 +333,23 @@ ray_sharpness = 18.0
297
333
  - **Weapon visible in a mirror / scope.** The additive quad will appear in reflections only if the reflection probe captures it; for scope ADS, render the flash into the scope's separate viewport.
298
334
  - **Underwater shooting.** Tint the flash blue-green via `flash_color`, drop `light_range` to 30%.
299
335
  - **Silenced weapon.** `flash_size = 0.10`, `light_energy = 0.5`, `flash_duration = 0.04`. Just a wink at the barrel.
300
- - **Suppressed flash with a tracer.** Pair this with a `Line3D` tracer from barrel to hit point, fired in the same call.
336
+ - **Suppressed flash with a tracer.** Pair this with an `ImmediateMesh` tracer from barrel to hit point, fired in the same call.
301
337
 
302
338
  ## Fallback (no MCP)
303
339
 
304
- VFX is code, no MCP required:
340
+ Section 5 is fully automatable — `summer_write_file` writes the shader and the
341
+ controller, `summer_add_node` + `summer_set_prop` place it, and
342
+ `summer_connect_signal` wires `fired` → `fire`. Do not hand these steps to the user
343
+ when the MCP tools are available.
344
+
345
+ Without the MCP connection there is no engine to drive, so the user does it
346
+ manually in Summer Engine:
305
347
 
306
348
  1. Create `addons/vfx/muzzle-flash/` and write the three files above.
307
- 2. In Godot, add a `Node3D` child to your weapon's barrel tip Marker3D.
349
+ 2. Add a `Node3D` child to your weapon's barrel tip Marker3D.
308
350
  3. Attach `muzzle_flash.gd` as the script. The runtime builds the quad + light.
309
351
  4. In your weapon's fire code: `$BarrelTip/MuzzleFlash.fire()`.
352
+ 5. Check the Errors dock — `muzzle_flash.gd` `preload`s the shader, so a broken shader path fails the script too.
310
353
 
311
354
  ## Handoff
312
355
 
@@ -5,7 +5,7 @@ license: MIT
5
5
  compatibility: [Cursor, Claude Code, Windsurf, Codex]
6
6
  category: visual-effects
7
7
  user-invocable: true
8
- allowed-tools: Read Write Edit summer_add_node summer_set_prop summer_set_resource_property summer_inspect_node summer_save_scene
8
+ allowed-tools: Read Write Edit summer_write_file summer_read_file summer_create_scene summer_add_node summer_set_prop summer_set_resource_property summer_inspect_node summer_inspect_resource summer_save_scene summer_get_script_errors summer_get_debugger_errors summer_play summer_stop
9
9
  paths: ["**/*.tscn", "**/*.gd", "**/*.gdshader", "addons/vfx/**"]
10
10
  ---
11
11
 
@@ -36,11 +36,16 @@ Smoke is the same particle pattern as fire — billboard quads emitted from a sm
36
36
  ### 1. Files to create
37
37
 
38
38
  ```
39
+ addons/vfx/_building-blocks/noise-3d-fbm.gdshaderinc # copy from this skill FIRST
39
40
  addons/vfx/smoke/smoke.gdshader
40
41
  addons/vfx/smoke/smoke_controller.gd
41
42
  addons/vfx/smoke/smoke.tscn
42
43
  ```
43
44
 
45
+ `smoke.gdshader` `#include`s the FBM noise file. A missing include is a hard compile
46
+ error, so copy `_building-blocks/noise-3d-fbm.gdshaderinc` from this skill into
47
+ `res://addons/vfx/_building-blocks/` before writing the shader.
48
+
44
49
  ### 2. Shader code
45
50
 
46
51
  `addons/vfx/smoke/smoke.gdshader`:
@@ -59,20 +64,41 @@ uniform float noise_speed : hint_range(0.0, 2.0) = 0.5;
59
64
  uniform float soft_edge : hint_range(0.01, 0.5) = 0.30;
60
65
  uniform float depth_fade : hint_range(0.0, 4.0) = 1.0; // soft against geometry behind
61
66
 
67
+ // INSTANCE_CUSTOM is vertex-stage only, so carry what fragment() needs across.
68
+ varying float age;
69
+ varying float seed;
70
+
62
71
  void vertex() {
63
- MODELVIEW_MATRIX = VIEW_MATRIX * mat4(
64
- INV_VIEW_MATRIX[0],
65
- INV_VIEW_MATRIX[1],
66
- INV_VIEW_MATRIX[2],
67
- MODEL_MATRIX[3]
68
- );
72
+ // Billboard toward the camera, keeping per-particle rotation (INSTANCE_CUSTOM.x)
73
+ // and per-particle scale. The bare `VIEW_MATRIX * mat4(INV_VIEW_MATRIX[0..2],
74
+ // MODEL_MATRIX[3])` form throws both away — this mirrors what Godot's own
75
+ // BILLBOARD_PARTICLES generator emits (scene/resources/material.cpp:1313-1334).
76
+ mat4 mat_world = mat4(
77
+ normalize(INV_VIEW_MATRIX[0]),
78
+ normalize(INV_VIEW_MATRIX[1]),
79
+ normalize(INV_VIEW_MATRIX[2]),
80
+ MODEL_MATRIX[3]);
81
+ mat_world = mat_world * mat4(
82
+ vec4(cos(INSTANCE_CUSTOM.x), -sin(INSTANCE_CUSTOM.x), 0.0, 0.0),
83
+ vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0),
84
+ vec4(0.0, 0.0, 1.0, 0.0),
85
+ vec4(0.0, 0.0, 0.0, 1.0));
86
+ MODELVIEW_MATRIX = VIEW_MATRIX * mat_world * mat4(
87
+ vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0),
88
+ vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0),
89
+ vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0),
90
+ vec4(0.0, 0.0, 0.0, 1.0));
91
+ MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX);
92
+
93
+ // CUSTOM.x is the rotation angle, NOT the age. The age lives in CUSTOM.y
94
+ // (it counts up by DELTA/LIFETIME) and CUSTOM.w holds the lifetime scale.
95
+ age = clamp(INSTANCE_CUSTOM.y / max(INSTANCE_CUSTOM.w, 0.0001), 0.0, 1.0);
96
+ seed = fract(sin(float(INSTANCE_ID) * 12.9898) * 43758.5453);
69
97
  }
70
98
 
71
99
  void fragment() {
72
- float age = CUSTOM.x;
73
-
74
100
  // Distort UVs with slow noise.
75
- vec3 np = vec3(UV * noise_scale, TIME * noise_speed + CUSTOM.y * 10.0);
101
+ vec3 np = vec3(UV * noise_scale, TIME * noise_speed + seed * 10.0);
76
102
  float n = fbm3(np);
77
103
 
78
104
  // Soft round mask, modulated by noise so the silhouette is wispy not circular.
@@ -162,6 +188,10 @@ func _apply() -> void:
162
188
 
163
189
  func _make_scale_curve(end_mult: float) -> CurveTexture:
164
190
  var c := Curve.new()
191
+ # Curve clamps every sample to max_value, which defaults to 1.0. Without this
192
+ # line every end multiplier above 1.0 is silently flattened back to 1.0 and the
193
+ # whole cookbook's growth numbers do nothing.
194
+ c.max_value = maxf(1.0, end_mult)
165
195
  c.add_point(Vector2(0.0, 0.4))
166
196
  c.add_point(Vector2(0.3, 1.0))
167
197
  c.add_point(Vector2(1.0, end_mult))
@@ -188,30 +218,52 @@ func stop_smoke(fade_seconds: float = 1.5) -> void:
188
218
  ```
189
219
  GPUParticles3D ("Smoke") [script: smoke_controller.gd]
190
220
  ├── process_material: ParticleProcessMaterial
191
- └── draw_pass_1: QuadMesh (size 1.0 × 1.0)
192
- └── surface_material_override[0]: ShaderMaterial (shader: smoke.gdshader)
221
+ └── draw_pass_1: QuadMesh (size Vector2(1, 1))
222
+ └── material: ShaderMaterial (shader: smoke.gdshader)
193
223
  ```
194
224
 
225
+ `process_material` and `draw_pass_1` are resource properties on the one node, not
226
+ child nodes, and `ParticleProcessMaterial` is a `Material` — you cannot
227
+ `summer_add_node` it.
228
+
195
229
  ### 5. Wire it in (MCP calls)
196
230
 
231
+ Every scene-mutating call takes an explicit `scenePath`. `summer_set_prop` uses `key`
232
+ (not `property`) and only accepts a string, number, or boolean.
233
+
197
234
  For chimney smoke or fire pairing, parent the Smoke just above the heat source:
198
235
 
199
236
  ```
200
- summer_add_node(parent="./World/Cottage/Chimney", type="GPUParticles3D", name="Smoke")
201
- summer_set_prop(path="./World/Cottage/Chimney/Smoke", property="script", value="res://addons/vfx/smoke/smoke_controller.gd")
202
- summer_set_prop(path="./World/Cottage/Chimney/Smoke", property="position", value="Vector3(0, 0.3, 0)")
203
- summer_set_prop(path="./World/Cottage/Chimney/Smoke", property="rise_height", value=4.0)
204
- summer_set_prop(path="./World/Cottage/Chimney/Smoke", property="particle_count", value=48)
205
- summer_set_prop(path="./World/Cottage/Chimney/Smoke", property="wind_direction", value="Vector3(0.4, 0, 0.1)")
206
- summer_save_scene
237
+ summer_write_file(path="res://addons/vfx/_building-blocks/noise-3d-fbm.gdshaderinc", content="<from this skill>", create_only=true)
238
+ summer_write_file(path="res://addons/vfx/smoke/smoke.gdshader", content="<section 2>", create_only=true)
239
+ summer_write_file(path="res://addons/vfx/smoke/smoke_controller.gd", content="<section 3>", create_only=true)
240
+
241
+ summer_add_node(scenePath="res://main.tscn", parent="./World/Cottage/Chimney", type="GPUParticles3D", name="Smoke")
242
+ summer_set_prop(scenePath="res://main.tscn", path="./World/Cottage/Chimney/Smoke", key="script", value="res://addons/vfx/smoke/smoke_controller.gd")
243
+ summer_set_prop(scenePath="res://main.tscn", path="./World/Cottage/Chimney/Smoke", key="position", value="Vector3(0, 0.3, 0)")
244
+ summer_set_prop(scenePath="res://main.tscn", path="./World/Cottage/Chimney/Smoke", key="rise_height", value=4.0)
245
+ summer_set_prop(scenePath="res://main.tscn", path="./World/Cottage/Chimney/Smoke", key="particle_count", value=48)
246
+ summer_set_prop(scenePath="res://main.tscn", path="./World/Cottage/Chimney/Smoke", key="wind_direction", value="Vector3(0.4, 0, 0.1)")
247
+ summer_save_scene(scenePath="res://main.tscn")
207
248
  ```
208
249
 
209
250
  For pairing with a fire:
210
251
 
211
252
  ```
212
- summer_add_node(parent="./World/Campfire", type="GPUParticles3D", name="Smoke")
213
- summer_set_prop(path="./World/Campfire/Smoke", property="position", value="Vector3(0, 1.5, 0)") # above flame top
214
- summer_set_prop(path="./World/Campfire/Smoke", property="rise_height", value=3.0)
253
+ summer_add_node(scenePath="res://main.tscn", parent="./World/Campfire", type="GPUParticles3D", name="Smoke")
254
+ summer_set_prop(scenePath="res://main.tscn", path="./World/Campfire/Smoke", key="position", value="Vector3(0, 1.5, 0)") # above flame top
255
+ summer_set_prop(scenePath="res://main.tscn", path="./World/Campfire/Smoke", key="rise_height", value=3.0)
256
+ ```
257
+
258
+ ### 5b. Verify
259
+
260
+ The shader and the controller are compiled code. Check them before tuning anything.
261
+
262
+ ```
263
+ summer_get_script_errors # smoke_controller.gd parsed?
264
+ summer_play
265
+ summer_get_debugger_errors # shader compile errors surface here at runtime
266
+ summer_stop
215
267
  ```
216
268
 
217
269
  For a rocket trail (smoke follows the rocket):
@@ -323,13 +375,15 @@ color_old = Color(0.65, 0.68, 0.75)
323
375
  - **Forgetting `cull_disabled`.** Billboarded quads disappear at certain camera angles otherwise.
324
376
  - **`puff_lifetime < 1.0`.** Smoke needs time to spread out and dilute. Short-lifetime smoke looks like spray.
325
377
  - **No scale curve.** Smoke that doesn't grow looks like a row of identical balls. The controller's `_make_scale_curve` ramps from 0.4× → 1.0× → end_mult.
378
+ - **A scale curve built without raising `Curve.max_value`.** `Curve` defaults to `max_value = 1.0` and silently clamps, so every `end_scale_multiplier` above 1.0 is inert and the smoke never grows. Set `c.max_value` before adding the points.
379
+ - **Reading `CUSTOM` in `fragment()`.** In a `spatial` shader `CUSTOM` does not exist at all ("SHADER ERROR: Unknown identifier in expression: 'CUSTOM'"). The particle built-in is `INSTANCE_CUSTOM`, it is vertex-stage only, and `INSTANCE_CUSTOM.x` is the rotation angle — the age is in `.y`.
326
380
  - **`emission_energy > 0` on the shader's quad material.** Smoke isn't bright. Keep `unshaded` and let `ALBEDO` carry the look. (The shader as written has no EMISSION line — correct.)
327
381
  - **Smoke local-space when paired with a moving emitter (rocket).** Set `local_coords = false` so puffs stay where they were emitted.
328
- - **Skipping the angular velocity.** Static-rotation smoke looks weird. The controller adds ±25 deg/s for organic tumbling.
382
+ - **Skipping the angular velocity.** Static-rotation smoke looks weird. The controller adds ±25 deg/s for organic tumbling — but that only reaches the screen if the vertex billboard applies the `INSTANCE_CUSTOM.x` rotation, which is why section 2 uses the full block rather than the bare `VIEW_MATRIX * mat4(INV_VIEW_MATRIX[0..2], MODEL_MATRIX[3])` form.
329
383
 
330
384
  ## Performance notes
331
385
 
332
- - Default 48 particles per smoke source: ~0.03 ms on desktop.
386
+ - Default 48 particles per smoke source is sub-millisecond on desktop. That is an order-of-magnitude expectation, not a measurement — profile your own scene.
333
387
  - Heavy `density` at high count (128 particles, density 0.85) gets fillrate-bound — overdraw on a screen full of smoke. Budget ~256 smoke particles total visible at once.
334
388
  - Mobile: drop default to 24, drop `puff_lifetime` to 2.5, drop `density` to 0.35.
335
389
  - LOD: scale `amount_ratio` by `clamp(1.5 - dist_to_camera / 40.0, 0.10, 1.0)` for distant chimneys.
@@ -356,13 +410,20 @@ ALPHA *= clamp(d * depth_fade, 0.0, 1.0);
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  ## Fallback (no MCP)
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- VFX is code, no MCP required:
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+ Section 5 is fully automatable — `summer_write_file` writes the shader and the
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+ controller, `summer_create_scene` + `summer_add_node` + `summer_set_prop` +
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+ `summer_save_scene` build and save `smoke.tscn`. Do not hand these steps to the user
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+ when the MCP tools are available.
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+
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+ Without the MCP connection there is no engine to drive, so the user does it
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+ manually in Summer Engine:
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- 1. Create `addons/vfx/smoke/` with the three files.
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- 2. In Godot, add a `GPUParticles3D`, attach `smoke_controller.gd`.
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+ 1. Create `addons/vfx/_building-blocks/` and `addons/vfx/smoke/` with the files above.
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+ 2. Add a `GPUParticles3D`, attach `smoke_controller.gd`.
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  3. Set `process_material` to a new `ParticleProcessMaterial` (script configures it).
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- 4. Set `draw_pass_1` to a new `QuadMesh` with `surface_material_override[0]` = `ShaderMaterial(smoke.gdshader)`.
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+ 4. Set `draw_pass_1` to a new `QuadMesh` with its `material` = `ShaderMaterial(smoke.gdshader)`.
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  5. Save as `smoke.tscn`; instantiate at every smoke source.
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+ 6. Check the Errors dock — a missing `.gdshaderinc` fails the whole shader.
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  ## Handoff
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