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Faster 3D terrain in the starters, and fixes for the terrain replacing the ground - #1110
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4ian merged 8 commits intoNov 2, 2026
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01GFZnZwjYz8dSQxu3B2QVUJ
The terrain shader does less work for each pixel of ground (noise read from a texture, layer average colors computed once, only the used features compiled), which removes stutters on slower graphics cards. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01GFZnZwjYz8dSQxu3B2QVUJ
… starters The terrain replaced the ground boxes, but did not take over all their roles: - In the shooter with enemies, it had no navigation mesh behavior, so enemies had no floor to walk on (two gameplay tests were failing). - In the farming and survival crafting starters, it was not in the RaycastSurface group, so held items could not be shown nor placed on the ground. A gameplay test now checks it. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01GFZnZwjYz8dSQxu3B2QVUJ
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01GFZnZwjYz8dSQxu3B2QVUJ
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The ground boxes the terrain replaced were still mapped in theme-slots.json, and the terrain was not mapped, which made the build fail. The terrain layers are mapped to the terrain slots, like in the expanded starters. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01GFZnZwjYz8dSQxu3B2QVUJ
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#1110 was squash-merged: its content already includes the changes of main (#1107, #1109), so the conflict is resolved with this branch's version and this merge changes no file. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01GFZnZwjYz8dSQxu3B2QVUJ
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To be merged into #1106, so that it can then be merged into
main.Changes
main: brings in Fix and improve touch controls in the first-person and 3D starters #1107 (touch controls) and Speed up the CircleCI install and deploy jobs #1109. The only conflict was in the shooter-enemies starter: Adding terrain to 3D starters #1106 removed"folded": falselines right next to events added by Fix and improve touch controls in the first-person and 3D starters #1107. Both changes are kept.NavMeshObstaclebehavior, so enemies had no floor to walk on. 2 gameplay tests were failing: "A patrolling enemy walks toward the player" and "An enemy that sees the player chases and catches them".RaycastSurfacegroup, so held items could not be shown or placed on the ground. A new gameplay test, "A held item is shown on the ground where the player looks", checks it: it fails without the terrain in the group and passes with it.theme-slots.jsonstill mapped the removed ground boxes and not the terrain, which failed the build. The terrain layers are now mapped to theterrain.groundslot, andterrain.roadfor the checkered road of the driving and tank starters. The terrain's internalAreaPlaceholderobjects are now ignored.mainare set up.Testing
All gameplay tests of the 12 starters were run with GDevelop 5.6.286.
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https://claude.ai/code/session_01GFZnZwjYz8dSQxu3B2QVUJ