Interpole en temps réel bg/ambient/fog entre palette de surface (teal
lumineux y=55) et palette abyssale (bleu-noir y=-40). Fog density
augmente en plongée (0.02 → 0.055) pour renforcer la sensation
oppressante des grandes profondeurs. Courbe smoothstep pour transition
organique.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- underwater_fog.gdshader: rewritten shader_type fog with depth-based color/density + current wave
- water_surface.gdshader: new spatial shader for water ceiling at y=60 with Fresnel + vertex waves
- caustics.gdshader: rewritten with caustic_pattern() function, additive blend, depth fade
- godrays.gdshader: rewritten spatial (was canvas_item) with vertical + depth fade, loop-based rays
- UnderwaterEnvironment.gd: spawns FogVolume with custom fog shader, volumetric_fog_density=0.05
- GodraysOverlay.gd: MeshInstance3D quad child of camera, updates fade_bottom from camera depth
- CausticsLayer.gd: 3 horizontal caustic planes at -5/-15/-25, follow camera XZ
- WaterSurface.tscn: PlaneMesh 2000x2000 at y=60 with water_surface shader
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Add dedicated server / host / client modes via NetworkManager autoload,
PlayerSyncComponent (20 Hz unreliable RPC), WorldSyncComponent (authoritative
block break/place), ChatManager (F2), LobbyMenu scene, updated MainMenu
with Solo/Heberger/Rejoindre/Quitter buttons. Port changed to 7777
(9999 occupied by sntlkeyssrvr on this machine). Mobs disabled in multi
(spawn solo only). Solo mode untouched.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>