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Myths' Valley

Log · Saturday, October 10, 2026

A single style, livelier villagers

The procedural style leaves the game, the shoreline gains a coconut grove and mangrove, the villagers work with new animations and the quick tests run in seconds.

69 commits in 3D 40,288 lines added 949 files mood: tidying up

How it went

The valley now has a single style. Houses, trees, characters and animals all come from models generated in Tripo, and the option to switch to the style made by code has left Settings along with the code that supported it.

The shoreline gained a continuous coconut grove, with 77 coconut palms, and a mangrove of 203 trees along the two rivers, both editable in the valley scene. The menu flight passes freely along the south of the shoreline again.

Featured commits

  • The light ingá tree leaves the list of backfaced trunks: without the chunk it measures 4% and goes back to being discarded
  • The test suite gets a live panel in the browser: progress, failures and what is running, read from the testar.ps1 log
  • The suite panel warns when it stops without finishing: a log with no news or a panel switched off no longer look live
  • The composition's loose pieces (trees, props, pier, bridge, rocks) and the shoreline vegetation are now read from the authored scene
  • The shoreline tools and the seed of the loose pieces return, respecting the oil-palm grove, bridges, houses and landscaping reserves
  • The shoreline gains the continuous coconut grove and the mangrove along the beds of the two rivers, editable in the valley's composition
  • The UIDs and the import that the editor generates for the photo tools and Caramelo's bark go into the repository, and project.godot is put in the editor's order
  • The Mixamo retargeter example points to the FBX files in the project folder, outside the repository

Who worked: Ramon Santos.

69 commits

In the 3D game

  • 93d9d8fThe light ingá tree leaves the list of backfaced trunks: without the chunk it measures 4% and goes back to being discarded
  • b596281The test suite gets a live panel in the browser: progress, failures and what is running, read from the testar.ps1 log
  • 1941d58The suite panel warns when it stops without finishing: a log with no news or a panel switched off no longer look live
  • ac5d41fThe composition's loose pieces (trees, props, pier, bridge, rocks) and the shoreline vegetation are now read from the authored scene
  • fc86f47The shoreline tools and the seed of the loose pieces return, respecting the oil-palm grove, bridges, houses and landscaping reserves
  • d2996a2The shoreline gains the continuous coconut grove and the mangrove along the beds of the two rivers, editable in the valley's composition
  • 47cccb6The UIDs and the import that the editor generates for the photo tools and Caramelo's bark go into the repository, and project.godot is put in the editor's order
  • 4d9ac2fThe Mixamo retargeter example points to the FBX files in the project folder, outside the repository
  • 009b0f7Thirty-five Mixamo clips approved in the preview come in retargeted to the skeletons of eighteen characters, each with the trigger and the label in the four languages
  • 74dd33bVillagers use the new Mixamo clips in their routine: reaping, digging, counting on fingers, pulling the rope, greeting with a wave and a salute, opening the house door and walking with the stride of the action
  • 5b64e9eThe traveler jumps, punches bare-handed, yawns on waking in bed, gets up from the ground on waking from a faint or a fall and pants with stamina at zero
  • 4b10b7fThe Models entry puts the Mixamo clips in a gold menu when there are more than two, and the Mixamo gate demands the approved list, each trigger and the behavior of the new clips
  • 2cc1c93Unit tests run on GUT 9.7.1, in a single headless Godot, without building the valley
  • 78bfebbAfter the tutorial, Pedro stops mistaking his own animator for a quest line
  • 14da4d9The HUD stops hanging on the Tela autoload the scale adjustment of a group that already left the screen
  • 889e5d0The opening flyover's framing no longer runs with the camera outside the tree
  • 942f021The valley's gates become cases of a suite that builds the valley once and runs them all in a single Godot
  • fdafb31Thirty-seven rule gates become unit tests in GUT and run together in 15 seconds
  • 42d6d36testar.ps1 runs the unit tests in seconds day to day and the full suite only before main
  • 901b552The flyover checker replants the coconut palms and mangroves placed by hand on the shoreline, like the live valley
  • 8b28c61A scene shows in Godot only the menu flyover, with the flight line and the name of the tree that squeezes it
  • c602e53The menu flight passes freely along the south shoreline again, without the three coconut palms that were in its way
  • a6b2efaThe valley is Tripo only: the procedural style leaves the game, with the SETTINGS option, the code-made character, flora and buildings
  • edde15eThe 3D work goes into develop, and the full suite is only mandatory when taking develop to main
  • 3cb30edThe game's version now follows the build, and the develop footer says v0.11.0-dev
  • 9a2a927The package of an already existing build gets a label after the +, and 9B becomes v0.9.0+tripothon
  • 6ceebe9The menu's Changelog becomes readable: the date, the build title and the changes in larger type, with more room between lines
  • 33929a2The Changelog writes the days together with the word of each language: 27 a 28/09/2026, 27 to 28/09/2026, 27至28/09/2026
  • cfe3927Opening the map from the menu shows the valley's own map on loading, with "Opening the map…", instead of the game's loading cover
  • 54483e5In the menu's map the panel folds away with the minimize icon and returns with the maximize one, and the Roadside house and the Restaurant no longer cover each other
  • 7846ef0The map loading gets the painted valley seen from above, and the loading screens' logo enters whole, without a fade
  • 433d75eModels: cards and entry at the same size, animations as icons under the preview and one-line narrations with a player
  • eeeba17Models: shorter cards (44) and font 11, the same in VILLAGERS and ASSETS
  • e975ddaHome: the almanac note keeps the height of two lines and never goes beyond them
  • 8139a67Test the game: START never goes silent, and the gate presses the button for real
  • 8d6d3d2Tester: the menu closes with the session open, the panel appears at the top, without the stray F6, smooth camera; the traveler's glow comes out of the chest
  • dfabc98Tester: block trees (river mangrove, woods, restinga, coconut palms) also fade in front of the traveler
  • 5541978Registers the uid of the copas_do_teste case
  • 9df1f57Tester: the originating instance closes when the session opens the window; TESTING panel with a fixed size, commands in a line and the mode as an icon
  • 54412deWith the "E Talk" on the villager, their name plate goes away: no two bubbles on the same head
  • be23523Settings: a single ↺ in the header, with the options in the menu and a question first; the tester's commands fit entirely
  • e4bb200Tester: the mode stays as an icon only, without a button frame
  • a6ba5f1In the scene the traveler stops on the idle clip, instead of running in place; minimized, the mode icon sits to the left of TESTING
  • 8ba8472HUD with the same 18 margin at the top, on the right and at the bottom; the TESTING panel at the height of the shortcuts column; a more evident recovery icon
  • 5627358Test the game: height of the lobby's other modals, supports in three columns and START in the header next to the ×
  • 9bd0e50Performance: vegetation disappears at 0.7 of the previous distance; the faded tree hides the E prompt
  • 1fab616The "Pedro came back for you" notice sits right above the hand bar; the key plates (hand numbers, M, C, J) in the HUD's bold sans, legible
  • 12abfc8Tester: the block modal no longer crashes the game (the attempts come in a list), and the session stops closing by itself when it gets stuck
  • 41ceea8Settings: Reset these and Reset all are two icon buttons again, in the shape of the × and with the theme's default tooltip, each asking first
  • bea9b7cModels: ▶ of the player in the header and centered navigation; ❚❚ pauses instead of stopping; icons in cream, only what plays in gold, with the animation name in the preview's corner
  • d69bbc3HUD: the corner notice always has the width of the quest block above it, at any scale of the two
  • c924643Tester: with the block modal open, the panel, the tree entry and the almanac notice disappear; manual control becomes a panel mode (hand, minimized, on the right) in place of the red strip
  • 094fe46Tester: stuck in the same place by two travel actions, it jumps before recalculating (at most two per point)
  • 4e6a4f2Speech seal becomes a bubble with dots; task ✓ at the bottom center in a queue; M/C/J plates at the size of the hand's; block: short TAKE OVER and closes the open screen
  • ecc6f13Tester: the building project is tried first through the journal (J > Works), from wherever it is, before traveling to it
  • dd4c9c3Removes the axe that floated leaning against the wattle-and-daub house (the axe only arrives in the bridge quest)
  • ecf4b47Tester: at the foot of the bed, with the house's E in focus, lies down (the rule was waiting for the word Sleep, which E never says)
  • f148cfcThe line doesn't appear twice: the bubble shows "• • •" and the corner notice carries the name in gold and the line; reading the invitation announces the arrival at once
  • ebd1814Settings help in size 15 type and paragraphs with short spacing; taller Models preview, with the feet above the animation name
  • b4373f3Reading the invitation from the backpack no longer leaves the valley stopped forever
  • 45f4015Dialogue in the corner, notices at the bottom center, voice for all of Pedro's lines, faster tester ladder
  • 83496b4The tester's START opens the loading screen; bottom notice centered and closer to the hand bar; with a tracked quest the Curupira's trail doesn't scramble the map
  • bf142a0The featured tree in the middle of each woodland clearing can't be cut
  • cfb956fHUD: clock and bars attached to the quest frame, with the 18 margin, instead of centered on the screen
  • 3ac3fb8The tree where a flock sleeps (the roost of the hens and guinea fowl) can't be cut
  • 74d22b0E prompt in two lines at most (title and requirement, truncated), with the whole text in the mouse tooltip
  • 0241ea3The lookout asks for 1/3 of the material (8 planks, 4 stones, 2 ropes); the hand bar shows the count of what stacks even with 1
  • fdd7f80Tester: steers around trunks and fences on the way, goes around when stuck, and Pedro's open quest comes before returning to him
  • fe8ff69The quest "!"/"?" goes inside the name plate or the E prompt (a single bubble); the corner dialogue bubble shows four lines per page