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feat(water): add player interaction, underwater post-processing, swim trigger zones
Water plugin improvements: - PlayerWaterState component with entry/exit/submerged states - WaterInteractionSystem for splash + ripple effects - Underwater post-processing shader (render-to-texture + fullscreen quad) - isUnderwaterAudioMuffleActive helper - SwimTriggerZone component + SwimTriggerSystem - WaterEntityData extended with ripple/post-process fields Also: - Add Response/fetch to eslint globals - Fix coroutines test require-yield - Fix gltf-lod-level test restricted import - Remove redundant global fetch comments
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Lines changed: 3023 additions & 6526 deletions

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TerrainGen/src/terraingen/heightmap.py

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@@ -70,9 +70,9 @@ def generate_heightmap(size: int = 2048, roughness: float = 0.85, seed: int = 42
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# --- Diamond step (vectorised) ---
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tl = hm[0 : gs - step : step, 0 : gs - step : step]
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tr = hm[0 : gs - step : step, step : gs : step]
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bl = hm[step : gs : step, 0 : gs - step : step]
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br = hm[step : gs : step, step : gs : step]
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tr = hm[0 : gs - step : step, step:gs:step]
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bl = hm[step:gs:step, 0 : gs - step : step]
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br = hm[step:gs:step, step:gs:step]
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avg = (tl + tr + bl + br) * 0.25
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hm[half : gs - half : step, half : gs - half : step] = avg + (rng.random(avg.shape) - 0.5) * scale
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Text3D/src/text3d/cli.py

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@@ -511,10 +511,7 @@ def generate(
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elif ground_shadow_aggressive:
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rep += " (agressivo)"
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if remesh and not no_mesh_repair:
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rep += (
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f", remesh(res={remesh_resolution}, it={remesh_iterations}, "
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f"surf={remesh_surf_dist_factor})"
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)
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rep += f", remesh(res={remesh_resolution}, it={remesh_iterations}, surf={remesh_surf_dist_factor})"
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if mesh_smooth > 0 and not no_mesh_repair:
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rep += f", smooth={mesh_smooth}"
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if not no_remove_plates:

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