saumwacht-godot/docs/phase10-logs/visual-first.log
Martin Stickelbroeck c2b447610c Baseline: Saumwacht 0.15.0 (Phase 20A) vor dem Umbau zu Champions of Luneraria
Unveränderter Ausgangsstand inklusive Masterprompt und Konzeptbildern
unter assets/. .godot/ und docs/screenshots/ bleiben laut .gitignore
unversioniert; letztere sind unter ../backups gesichert.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 20:00:36 +02:00

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Godot Engine v4.7.2.stable.fedora.ed1daf0bf - https://godotengine.org
Vulkan 1.4.341 - Forward+ - Using Device #0: NVIDIA - NVIDIA GeForce RTX 5060 Ti
--res://scripts/presentation/sanctuary.gdshader--
29 | float broad=noise(world*.8);
30 | float relief=dot(stone,vec3(.333));
E 31-> ALBEDO=base_color.rgb*mix(.65,1.6,stone);
32 | ROUGHNESS=.88;
33 | if(paving) { ALBEDO=base_color.rgb*mix(.82,1.3,stone); }
SHADER ERROR: Invalid arguments for the built-in function: "mix(float,float,vec3)".
at: (null) (res://scripts/presentation/sanctuary.gdshader:31)
GDScript backtrace (most recent call first):
[0] _decorate (res://scripts/presentation/sanctuary.gd:66)
[1] _decorate (res://scripts/presentation/sanctuary.gd:76)
[2] _ready (res://scripts/presentation/sanctuary.gd:12)
[3] _make_world (res://scripts/main.gd:426)
[4] _ready (res://scripts/main.gd:36)
ERROR: Shader compilation failed.
at: set_code (servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp:185)
GDScript backtrace (most recent call first):
[0] _decorate (res://scripts/presentation/sanctuary.gd:66)
[1] _decorate (res://scripts/presentation/sanctuary.gd:76)
[2] _ready (res://scripts/presentation/sanctuary.gd:12)
[3] _make_world (res://scripts/main.gd:426)
[4] _ready (res://scripts/main.gd:36)
FACTION_PASS: 123 checks; 0 failures; /tmp/sw10-visual/godot/app_userdata/Saumwacht · Glutpakt/phase10-verification.json