Commit fa3392

2026-09-20 16:54:06 Anonymous: Record Promenade window shadows remaining visible during camera cutaway
hold the flood/rooms.md ..
@@ 117,7 117,7 @@
- **Place and size:** 60 metres long (east to west) and 10 deep, joined to the Dock's west door by its own east door. The HUD names it "Western Promenade".
- **Doorways:** one in the middle of the east wall (open, into the Dock), one in the middle of the west wall, and three on the north wall, 15, 30 and 45 metres along it, so the four stretches of wall between and beside them are equal *(my reading of "equally spaced"; the other reading would be 10, 30 and 50)*. The west one and the three north ones have no room behind them yet, so they show as sealed doorways ("Sealed doorway. No room behind it now."), like any doorway the cards say nothing of.
- - **South side: the windows.** Six panoramic windows between pale stone piers, with dark teal recesses, deep dark frames, bronze edges and clipped corners. Each window has just one slim central bar; the small crossed lattice and rosettes are gone. The outer frames are 8.7 metres wide and 3.45 high, above a low stone sill whose top trim reaches 0.55 metres. The top of the wall is 4.27 metres above the floor. Warm lanterns run down the piers, with soft pools of light and a thin light along the foot of the wall. Beyond the lightly tinted glass there is open space and stars. Nobody walks through it. The whole upper frame, piers and cornice disappear together when that wall faces the camera; the low sill and clear glass remain, so no unsupported metal grille hangs in front of the fight. *(This observation-gallery look, proportions, colours and lighting are the implementer's choices in response to the appearance request.)*
+ - **South side: the windows.** Six panoramic windows between pale stone piers, with dark teal recesses, deep dark frames, bronze edges and clipped corners. Each window has just one slim central bar; the small crossed lattice and rosettes are gone. The outer frames are 8.7 metres wide and 3.45 high, above a low stone sill whose top trim reaches 0.55 metres. The top of the wall is 4.27 metres above the floor. Warm lanterns run down the piers, with soft pools of light and a thin light along the foot of the wall. Beyond the lightly tinted glass there is open space and stars. Nobody walks through it. The whole upper frame, piers and cornice disappear together when that wall faces the camera; the low sill and clear glass remain, so no unsupported metal grille hangs in front of the fight. The hidden architecture continues casting its full shadows through the real window openings, so rotating the camera does not change the shade on the floor. This corrects the disappearing-shadow bug reported on 20 September. *(This observation-gallery look, proportions, colours and lighting are the implementer's choices in response to the appearance request.)*
- **The promenade around it.** A broad stone walkway with dark teal strips along its sides, narrow bronze borders and six small diamond inlays, one opposite each window. The paving is in 2.5-metre slabs, using four different parts of the stone texture and alternating their direction. The solid north, east and west walls have matching stone panels, teal lower panels, warm wall lamps, and a cornice 3.8 metres high; the existing doors have matching surrounds. The central walking space stays clear. The walls, floor, windows and doorway barriers still stop the astronaut in the same places. No new furniture, interaction, text, enemy rule or reward was added. *(The materials, paving, inlays, lamps and surrounds are the implementer's choices.)*
- **Visual details chosen by the implementer.** Piers are 1.3 metres wide, with half piers at the ends; their lanterns sit 2.45 metres above the floor. Five warm point lights sit at the inner piers, ten metres apart, with a seven-metre reach and Unity intensity 3.6. The lights remain on when the wall is hidden by the camera. The glass is a subtle blue-green tint at 7% opacity. The pale surfaces use the free [Marble 01 texture by Rob Tuytel / Poly Haven](https://polyhaven.com/a/marble_01), under [CC0](https://polyhaven.com/license); two 1K maps, with credits kept beside them in the project. Texture pixels were not changed; the material samples inside the slabs, so the paving determines where the joints lie.
- **The enemies.** They can be here, and anything that chases the astronaut can follow in here. They cannot follow into the Dock: they come to its doorway and wait there.
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