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Upload accepted Scene delivery: G007_scene_001

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outputs/G007_crystal_probe_run/assets/3d_scene/G007_scene_001/ACCEPTANCE.json ADDED
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+ {
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+ "task_id": "G007_scene_001",
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+ "status": "scene_asset_gate_passed",
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+ "geometry_checks": 17,
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+ "native_checks": 266,
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+ "triangles": 21138,
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+ "visual_review": {
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+ "task_id": "G007_scene_001",
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+ "passed": true,
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+ "reviewed_at": "2026-10-21T14:08:35.819462+00:00",
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+ "native_sha256": "69f5605a0d96bd3061a3f5556fd6a3b58f91e22b484e28d4a21b330cefb8bdb7",
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+ "native_detail_sha256": "30e7e619a8ed439fcdb486816fbe3226573f42284e0916930f01139af083e414",
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+ "images": {
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+ "overview": "69f5605a0d96bd3061a3f5556fd6a3b58f91e22b484e28d4a21b330cefb8bdb7",
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+ "_time90": "7e2088f7e494c448429336f660fd07fe57626b0d0c35551de02082cd88149e29"
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+ },
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+ "method": "Latest five native captures and image difference review against crystal_background.png, prioritizing frozen screen margins",
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+ "observations": [
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+ "Blue-purple faceted crystal banks, fracture textures, cyan side network and three depth layers.",
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+ "Central900px and top64px remain free of decoration, including analytic continuous motion extrema and 91 native time samples.",
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+ "Rendered20s/90s difference: central and HUD zero changed pixels, side banks96380 changed pixels.",
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+ "Deterministic48 crystal groups and16 dust points; fixed camera; all motion pauses."
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+ ],
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+ "limitations": [
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+ "Dense portrait reference composition is deliberately narrowed to side bands to preserve the wider gameplay corridor.",
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+ "Faceted real-time crystal material is stylized; no physically accurate transmission or ray tracing.",
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+ "16 environmental particles reserve44 slots for gameplay; consumer must enforce total60 cap.",
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+ "Scene only: ship, bullets, combat rules, HUD, audio and videos external."
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+ ],
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+ "new_api_credits": 0
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+ },
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+ "new_api_credits": 0,
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+ "scope": "Scene assets, Godot integration and environmental presentation; mechanic-owned gameplay excluded"
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+ }
outputs/G007_crystal_probe_run/assets/3d_scene/G007_scene_001/G007_Godot_Project.zip ADDED
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outputs/G007_crystal_probe_run/assets/3d_scene/G007_scene_001/START_HERE.zh.txt ADDED
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+ G007 微观晶体通道 · 单场景交付
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+
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+ Portable:Blender源文件、内嵌纹理GLB、布局、来源和验收证据。
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+ Godot Project:Godot4.5.1项目,打开project.godot运行。
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+ Windows Review:包含Godot引擎和许可;解压后双击Open_G007.cmd。
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+ P暂停/恢复;1/2/3检查0/45/90秒环境状态;V仍保持固定游戏构图。
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+
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+ 固定正交相机、1280×720、100逻辑像素/米;中央900像素、顶部64像素不放置主体景物。
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+ 两侧48组晶体分为三层Z深度,另有碎晶矿壁、晶脉流光与16个晶尘点。参考图密集纵向构图按900像素净空需求重新编排。
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+ 晶体与晶尘微幅浮动,层间速度不同;相机不移动。固定seed1007支持确定性重采样。
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+ 连续运动包围范围、0至90秒逐秒投影、20/90秒图像差分均检查安全区不受侵入;两安全区差分为0。
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+ 16个环境粒子预留44个给玩法,玩法接入必须共同限制全场60上限。所有场景装饰无碰撞、不参与弹幕判定。
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+
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+ 范围:Scene资产、Godot接入与环境表现。探测艇、弹幕、擦弹/清屏规则、UI、视频与音频由其他任务完成。
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+ 晶体采用风格化切面/裂纹纹理,不是物理准确折射;GLB为静态资产,流光、浮动、暂停在Godot项目中。
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+ 本场新增API费用0,无并行场景制作。
outputs/G007_crystal_probe_run/assets/3d_scene/G007_scene_001/native.png ADDED

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