feat(stage-tamagotchi-godot): G1.3 default visual baseline (#1904)
## Summary Add the G1.3 default visual baseline for `stage-tamagotchi-godot`. This moves the Godot stage from a model-loading/runtime skeleton toward a default presentation stage: fixed sky environment, visual grid ground, centre marker, fixed lighting rig, camera ground constraint, and focused material/rendering verification. ## Changes - Add a fixed runtime visual preset for the Godot stage - WorldEnvironment with the existing stage-ui-three HDRI skybox - visual-only grid ground at world `Y=0` - centre `T` marker at the world origin - fixed directional light rig replacing the old single `OmniLight3D` - Reuse the existing three-stage HDRI asset - resolve `packages/stage-ui-three/src/components/Environment/assets/sky_linekotsi_23_HDRI.hdr` from a workspace checkout - do not copy or move the asset into Godot `assets/` - keep release packaging for the shared HDRI as a follow-up - Add camera ground constraint in view-state rules - clamp camera position `Y` during view-state normalisation / commit - applies uniformly to local input, settings-driven patches, and future remote/agent patches - Patch vendored Godot MToon shader behaviour - disable implicit WorldEnvironment ambient light for MToon materials - use Godot alpha scissor / alpha-to-coverage path for cutout MToon variants - document the local vendor patch and removal conditions in `docs/vendor-patches.md` - Improve Godot rendering defaults - enable 3D MSAA - render 3D at 2x scale to avoid low-DPI/viewport scaling aliasing - Add verification harnesses - C# engine-local checks for camera ground constraint and HDRI asset resolution - Godot material rendering check scene for AvatarSample A/B material import coverage - Clean stage root presentation - remove the old on-screen runtime status label - keep Electron bridge and scene/view runtime wiring intact ## Notes The HDRI path resolution is intentionally workspace-only in this PR. Release packaging for sharing the three-stage HDRI with the exported Godot sidecar remains a follow-up. The MToon shader changes are deliberate vendor patches, recorded in `docs/vendor-patches.md`, because `ambient_light_disabled`, `alpha_to_coverage`, and alpha scissor behaviour are shader-level changes rather than runtime material parameters. The material rendering check validates imported material structure, not visual golden output. --------- Co-authored-by: autofix-ci[bot] <114827586+autofix-ci[bot]@users.noreply.github.com>
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Lilia_Chen committed
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Parent: f2897f7
Committed by GitHub <noreply@github.com>
on 5/30/2026, 2:42:26 PM