feat(particles): bubble trail behind dolphin + block break burst
- BubbleTrail.gd: GPUParticles3D, auto-configured in _ready, set_intensity() API - BlockBreakParticles.gd: one_shot burst, emit_burst(pos, color) API - DolphinController.gd: bubble_trail onready + speed_factor hook in _update_movement - Dolphin.tscn: BubbleEmitterPoint (0,0,1.2) > BubbleTrail child added Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -16,13 +16,24 @@ func _ready() -> void:
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env.fog_aerial_perspective = 0.3
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env.volumetric_fog_enabled = true
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env.volumetric_fog_density = 0.04
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env.volumetric_fog_density = 0.05
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env.volumetric_fog_albedo = Color(0.2, 0.5, 0.7)
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env.volumetric_fog_emission = Color(0.02, 0.06, 0.1)
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env.volumetric_fog_emission_energy = 0.1
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env.volumetric_fog_length = 64.0
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env.volumetric_fog_detail_spread = 2.0
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# Attach custom fog shader
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var fog_mat := FogMaterial.new()
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var fog_shader := load("res://shaders/underwater_fog.gdshader")
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if fog_shader:
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fog_mat.set_shader(fog_shader)
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var fog_volume := FogVolume.new()
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fog_volume.size = Vector3(2000.0, 300.0, 2000.0)
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fog_volume.material = fog_mat
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add_child(fog_volume)
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env.glow_enabled = true
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env.glow_intensity = 0.5
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env.glow_bloom = 0.1
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