feat: full cel treatment for Neon Alley — flat toon colors + ink outlines
- LevelMaterials.flat(): toon-banded FLAT color material (no greybox grid texture) for dressed maps; cached per tint, rim/spec off - Neon Alley overrides _box_static: every structure renders flat cel color; prop-scale pieces (<10m) get an inverted-hull ink outline scaled to their size. Building-scale boxes skip the hull — the inflated plates smear into black voids at close range (found via fixed street-camera capture) - Pylon wires render as flat ink lines; warmer wood + hotter vermilion for flat shading (the grid multiply used to brighten tints) - visual_capture: deterministic street-level shot after the aerial for style comparisons Street capture now reads properly BoomerangX: flat lavender asphalt, hard light bands, torii framed down the underpass, neon strips + sign glow. Co-Authored-By: Claude Fable 5 <[email protected]>
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co-authored by
Claude Fable 5
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@@ -48,6 +48,13 @@ func _process(_delta: float) -> bool:
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aerial.current = true
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elif _frames == 340:
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_shot("aerial")
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# Fixed street-level view for deterministic style comparisons
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var cam := root.get_camera_3d()
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if cam:
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cam.global_position = Vector3(3, 2.2, 20)
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cam.look_at(Vector3(-8, 4, -18), Vector3.UP)
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elif _frames == 360:
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_shot("street")
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return true
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return false
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