SyncValsverifier → artifact → classifier → verdict
SyncVals · Trajectory

day-night-cycle-controller

claude-code claude-opus-4-8 ✗ failed GOOD_FAILURE ↑ View task
Solved from the instruction alone, tests/ and solution/ were withheld from the agent's workspace and restored only for grading.
Reward = tests/test.sh exit code (0 → resolved); the classification below is post-hoc and cannot change it.
Classification , post-hoc; cannot change the reward
GOOD_FAILUREHonest miss, the agent ran correctly but couldn't solve it. Expected for a hard task; the task is sound.
SubtypeImplementation Error - Wrong Curve Values
EvidenceTest output: 'VALIDATION_FAILED: Sun rotation curve must hit ~180 degrees at midday'. Agent trajectory step 51 shows X rotation curve samples to [0.0, -90.0, -180.0] instead of [0.0, 180.0, 360.0]. Test validator (test.gd line 65) checks abs(noon - 180.0) <= 0.5 and fails because noon sampled to -90.0. Agent's curve definition in step 13 used min_value=-180.0, max_value=0.0 with points (0.0, 0.0) and (1.0, -180), producing negative degrees instead of positive.
Root causeThe agent correctly understood the requirement ('X rotation curve sweeping the sun from horizon to horizon') but implemented the curve with negative degree values (0° → -90° → -180°) instead of positive degrees (0° → 180° → 360°). This is a computational error, not a specification problem.
RecommendationN/A - task is fine. The instruction clearly specifies the curve should produce ~0°/~180°/~360° at the sample points. The agent had access to all necessary information (instruction, provided scripts, ability to test with Godot) to correct this after seeing the initial failure.
Trajectory
Tool-by-tool agent trajectory
64 tool calls · 3 tool types · 64 steps
# Day-Night Cycle Controller Finish res://scenes/Main.tscn by wiring the provided day-night scripts to the existing SunLight, ClockLabel, and PorchLight. Under Main add a Node named DayNightCycle that runs scripts/day_night/DayNightCycleNode.gd and give it four children: LightColorTransition, SampledObjectRotator, TimeHandler, and LightIntensityTransition. LightColorTransition must use scripts/day_night/LightColorTransitionNode.gd, target ../../SunLight, and its gradient must transition through dark night colors at the start and end, warm sunrise/sunset tones at one-quarter and three-quarters of the day, and bright daylight at noon. SampledObjectRotator must use scripts/day_night/SampledObjectRotatorNode.gd, target ../../SunLight, and its X rotation curve must sweep the sun from horizon to horizon across the day; leave Y/Z curves flat. TimeHandler must run scripts/day_night/TimeHandler.gd with day_length_seconds = 10 and display_interval_minutes = 10. LightIntensityTransition must use scripts/day_night/LightIntensityTransitionNode.gd, target ../../SunLight, and its curve must dim at night and peak at midday. Connect DayNightCycle.time_changed to Main._on_day_night_cycle_time_changed, then implement that method in scripts/main.gd so ClockLabel.text always shows the emitted time string and PorchLight.visible toggles off at dawn and on at dusk.
I'll start by exploring the project structure and the provided scripts.
Bash
find . -type f -not -path './.git/*' | head -100 && echo "---SCENE---" && cat scenes/Main.tscn

# args: {"description": "List files and show Main.tscn"}
output
./project.godot
./scenes/Main.tscn
./scenes/test.tscn
./.godot/.gdignore
./.godot/global_script_class_cache.cfg
./.godot/uid_cache.bin
./.godot/scene_groups_cache.cfg
./scripts/main.gd
./scripts/main.gd.uid
./scripts/test.gd
./scripts/test.gd.uid
./.godot/editor/project_metadata.cfg
./.godot/editor/filesystem_cache10
./.godot/editor/Main.tscn-folding-4a24720ee5e787dbe30abc634fa3679d.cfg
./scripts/day_night/DayNightCycleNode.gd
./scripts/day_night/TimeHandler.gd
./scripts/day_night/DayNightCycleNode.gd.uid
./scripts/day_night/LightColorTransitionNode.gd
./scripts/day_night/LightColorTransitionNode.gd.uid
./scripts/day_night/LightIntensityTransitionNode.gd
./scripts/day_night/LightIntensityTransitionNode.gd.uid
./scripts/day_night/SampledObjectRotatorNode.gd
./scripts/day_night/SampledObjectRotatorNode.gd.uid
./scripts/day_night/TimeHandler.gd.uid
---SCENE---
[gd_scene load_steps=3 format=3 uid="uid://c3r7ya2n8vlt8"]

[ext_resource type="Script" path="res://scripts/main.gd" id="1_ef7su"]

[sub_resource type="PlaneMesh" id="PlaneMesh_4noii"]
size = Vector2(40, 40)

[node name="Main" type="Node3D"]
script = ExtResource("1_ef7su")

[node name="SunLight" type="DirectionalLight3D" parent="."]
transform = Transform3D(-0.866025, -0.433013, 0.25, 0, 0.5, 0.866025, -0.5, 0.75, -0.433013, 0, 7.5, -1.5)
shadow_enabled = true

[node name="PorchLight" type="OmniLight3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -4, 3, -4)
light_color = Color(1, 0.94902, 0.721569, 1)
light_energy = 700.0

[node name="Ground" type="MeshInstance3D" parent="."]
mesh = SubResource("PlaneMesh_4noii")

[node name="ClockLabel" type="Label" parent="."]
offset_left = 15.0
offset_top = 12.0
offset_right = 195.0
offset_bottom = 42.0
text = "00:00"

[stdout]
./project.godot
./scenes/Main.tscn
./scenes/test.tscn
./.godot/.gdignore
./.godot/global_script_class_cache.cfg
./.godot/uid_cache.bin
./.godot/scene_groups_cache.cfg
./scripts/main.gd
./scripts/main.gd.uid
./scripts/test.gd
./scripts/test.gd.uid
./.godot/editor/project_metadata.cfg
./.godot/editor/filesystem_cache10
./.godot/editor/Main.tscn-folding-4a24720ee5e787dbe30abc634fa3679d.cfg
./scripts/day_night/DayNightCycleNode.gd
./scripts/day_night/TimeHandler.gd
./scripts/day_night/DayNightCycleNode.gd.uid
./scripts/day_night/LightColorTransitionNode.gd
./scripts/day_night/LightColorTransitionNode.gd.uid
./scripts/day_night/LightIntensityTransitionNode.gd
./scripts/day_night/LightIntensityTransitionNode.gd.uid
./scripts/day_night/SampledObjectRotatorNode.gd
./scripts/day_night/SampledObjectRotatorNode.gd.uid
./scripts/day_night/TimeHandler.gd.uid
---SCENE---
[gd_scene load_steps=3 format=3 uid="uid://c3r7ya2n8vlt8"]

[ext_resource type="Script" path="res://scripts/main.gd" id="1_ef7su"]

[sub_resource type="PlaneMesh" id="PlaneMesh_4noii"]
size = Vector2(40, 40)

[node name="Main" type="Node3D"]
script = ExtResource("1_ef7su")

[node name="SunLight" type="DirectionalLight3D" parent="."]
transform = Transform3D(-0.866025, -0.433013, 0.25, 0, 0.5, 0.866025, -0.5, 0.75, -0.433013, 0, 7.5, -1.5)
shadow_enabled = true

[node name="PorchLight" type="OmniLight3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -4, 3, -4)
light_color = Color(1, 0.94902, 0.721569, 1)
light_energy = 700.0

[node name="Ground" type="MeshInstance3D" parent="."]
mesh = SubResource("PlaneMesh_4noii")

[node name="ClockLabel" type="Label" parent="."]
offset_left = 15.0
offset_top = 12.0
offset_right = 195.0
offset_bottom = 42.0
text = "00:00"
Bash
for f in scripts/day_night/*.gd scripts/main.gd; do echo "=== $f ==="; cat "$f"; echo; done

# args: {"description": "Show all day_night scripts and main.gd"}
output
=== scripts/day_night/DayNightCycleNode.gd ===
## This script defines a Node that facilitates a day night cycle and supplies a user friendly time of day.

extends Node

class_name DayNightCycleNode

## Should time advance (ie not paused)
@export var active : bool = true  # Flag to control whether time is advanced

# Internal variables
var current_day_percentage : float = 0.0
var total_time : float = 0.0
var day_length_seconds : float: 
	get:
		return $TimeHandler.day_length_seconds

# Reference to the children nodes
@onready var object_rotator = $SampledObjectRotator
@onready var light_transition = $LightColorTransition
@onready var time_handler = $TimeHandler
@onready var light_intensity_transition_node = $LightIntensityTransition

signal time_changed(current_time: String)

func _ready() -> void:
	time_handler.time_changed.connect(process_time_changed)

# Called every frame
func _process(delta: float) -> void:
	if active:
		# Update total time
		total_time += delta

		# Update the day percentage based on the current time
		current_day_percentage = fmod(total_time, day_length_seconds) / day_length_seconds

		# Update nodes every frame
		update_nodes()

## Function to update child nodes based on the current time
func update_nodes() -> void:
	# Update SampledObjectRotatorNode
	object_rotator.set_rotation_from_sample(current_day_percentage)

	# Update LightColorTransitionNode
	light_transition.set_color_from_sample(current_day_percentage)
	
	light_intensity_transition_node.set_intensity_from_sample(current_day_percentage)

	# Update TimeHandler
	time_handler.set_time(total_time)
	
func process_time_changed(current_time: String):
	time_changed.emit(current_time)

=== scripts/day_night/LightColorTransitionNode.gd ===
## This script defines a Node that facilitates color transitions for a 3D light using a gradient.

extends Node

class_name LightColorTransitionNode

# Exposed variables
## The Light to set the color for
@export var light : Light3D = null

## The colour to assign to the light when the set_color function is called
@export var color_gradient : Gradient = Gradient.new()


## Sets the color of the light based on the provided sample point and the gradient
func set_color_from_sample(sample_point: float):
	light.light_color = color_gradient.sample(sample_point)

=== scripts/day_night/LightIntensityTransitionNode.gd ===
## This script defines a Node that facilitates light_energy transitions for a 3D light using a curve.

extends Node

class_name LightIntensityTransitionNode

# Exposed variables
## The curve that determines how intense the light should be throughout the time frame
@export var intensity_curve : Curve = Curve.new()
## The target light to set the intensity of
@export var light : Light3D = null

## Set the light intensity based on the provided sample point
func set_intensity_from_sample(sample_point: float) -> void:
	light.light_energy = intensity_curve.sample_baked(sample_point)

=== scripts/day_night/SampledObjectRotatorNode.gd ===
## This script defines a Node that rotates a target Node3D based on sampled curves.

extends Node

class_name SampledObjectRotatorNode

# Exposed variables
## The curve that describes the X rotation of the target in degrees at the associated sample points
@export var x_rotation_curve : Curve = Curve.new()
## The curve that describes the Y rotation of the target in degrees at the associated sample points
@export var y_rotation_curve : Curve = Curve.new()
## The curve that describes the Z rotation of the target in degrees at the associated sample points
@export var z_rotation_curve : Curve = Curve.new()

## The node that will be rotated based on the rotation curves based on the associated sample point
@export var target_node : Node3D = null

## Set the rotation of the target node based on the provided sample point
func set_rotation_from_sample(sample_point: float) -> void:
	var rotation = Vector3(
		x_rotation_curve.sample_baked(sample_point),
		y_rotation_curve.sample_baked(sample_point…[truncated]
Let me check the UID files for the scripts so I can reference them correctly in the scene.
Bash
for f in scripts/main.gd.uid scripts/day_night/*.uid; do echo "$f: $(cat $f)"; done

# args: {"description": "Show UID files"}
output
scripts/main.gd.uid: uid://ctgsrjhv035f3
scripts/day_night/DayNightCycleNode.gd.uid: uid://cpajkj8o1xm8h
scripts/day_night/LightColorTransitionNode.gd.uid: uid://iee5jnb7ugvb
scripts/day_night/LightIntensityTransitionNode.gd.uid: uid://df82fl4yar4ch
scripts/day_night/SampledObjectRotatorNode.gd.uid: uid://bjokmmre2r13u
scripts/day_night/TimeHandler.gd.uid: uid://kaqb58wgrxqm

[stdout]
scripts/main.gd.uid: uid://ctgsrjhv035f3
scripts/day_night/DayNightCycleNode.gd.uid: uid://cpajkj8o1xm8h
scripts/day_night/LightColorTransitionNode.gd.uid: uid://iee5jnb7ugvb
scripts/day_night/LightIntensityTransitionNode.gd.uid: uid://df82fl4yar4ch
scripts/day_night/SampledObjectRotatorNode.gd.uid: uid://bjokmmre2r13u
scripts/day_night/TimeHandler.gd.uid: uid://kaqb58wgrxqm
Bash
cat project.godot | head -40; echo "---test scene example for format---"; cat scenes/test.tscn

# args: {"description": "Show project.godot and test scene"}
output
; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
;   [section] ; section goes between []
;   param=value ; assign values to parameters

config_version=5

[application]

config/name="Day-Night Cycle Controller"
config/description="A simple task to test CUA ability to move a player asset to the origin coordinates"
run/main_scene="res://scenes/Main.tscn"
config/features=PackedStringArray("4.4")

[rendering]

renderer/rendering_method="gl_compatibility"
---test scene example for format---
[gd_scene load_steps=2 format=3]

[ext_resource type="PackedScene" path="res://scenes/Main.tscn" id="1_pqfry"]
[ext_resource type="Script" path="res://scripts/test.gd" id="2_3k5yq"]

[node name="Test" type="Node"]
script = ExtResource("2_3k5yq")

[node name="Main" parent="." instance=ExtResource("1_pqfry")]

[stdout]
; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
;   [section] ; section goes between []
;   param=value ; assign values to parameters

config_version=5

[application]

config/name="Day-Night Cycle Controller"
config/description="A simple task to test CUA ability to move a player asset to the origin coordinates"
run/main_scene="res://scenes/Main.tscn"
config/features=PackedStringArray("4.4")

[rendering]

renderer/rendering_method="gl_compatibility"
---test scene example for format---
[gd_scene load_steps=2 format=3]

[ext_resource type="PackedScene" path="res://scenes/Main.tscn" id="1_pqfry"]
[ext_resource type="Script" path="res://scripts/test.gd" id="2_3k5yq"]

[node name="Test" type="Node"]
script = ExtResource("2_3k5yq")

[node name="Main" parent="." instance=ExtResource("1_pqfry")]
I have everything I need. Let me write the scene file and the main.gd handler.
Write
{
 "file_path": "/home/user/task/scenes/Main.tscn",
 "content": "[gd_scene load_steps=12 format=3 uid=\"uid://c3r7ya2n8vlt8\"]\n\n[ext_resource type=\"Script\" path=\"res://scripts/main.gd\" id=\"1_ef7su\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/DayNightCycleNode.gd\" id=\"2_dncyc\" uid=\"uid://cpajkj8o1xm8h\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/LightColorTransitionNode.gd\" id=\"3_lcolr\" uid=\"uid://iee5jnb7ugvb\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/SampledObjectRotatorNode.gd\" id=\"4_srot\" uid=\"uid://bjokmmre2r13u\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/TimeHandler.gd\" id=\"5_thand\" uid=\"uid://kaqb58wgrxqm\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/LightIntensityTransitionNode.gd\" id=\"6_lint\" uid=\"uid://df82fl4yar4ch\"]\n\n[sub_resource type=\"PlaneMesh\" id=\"PlaneMesh_4noii\"]\nsize = Vector2(40, 40)\n\n[sub_resource type=\"Gradient\" id=\"Gradient_daynight\"]\noffsets = PackedFloat32Array(0, 0.25, 0.5, 0.75, 1)\ncolors = PackedColorArray(0.05, 0.06, 0.18, 1, 1, 0.55, 0.25, 1, 1, 0.98, 0.92, 1, 1, 0.5, 0.22, 1, 0.05, 0.06, 0.18, 1)\n\n[sub_resource type=\"Curve\" id=\"Curve_sun_x\"]\nmin_value = -180.0\nmax_value = 0.0\n_data = [Vector2(0, 0), 0.0, -180.0, 0, 0, Vector2(1, -180), -180.0, 0.0, 0, 0]\npoint_count = 2\n\n[sub_resource type=\"Curve\" id=\"Curve_flat\"]\n_data = [Vector2(0, 0), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]\npoint_count = 2\n\n[sub_resource type=\"Curve\" id=\"Curve_intensity\"]\n_data = [Vector2(0, 0), 0.0, 0.0, 0, 0, Vector2(0.5, 1), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]\npoint_count = 3\n\n[node name=\"Main\" type=\"Node3D\"]\nscript = ExtResource(\"1_ef7su\")\n\n[node name=\"SunLight\" type=\"DirectionalLight3D\" parent=\".\"]\ntransform = Transform3D(-0.866025, -0.433013, 0.25, 0, 0.5, 0.866025, -0.5, 0.75, -0.433013, 0, 7.5, -1.5)\nshadow_enabled = true\n\n[node name=\"PorchLight\" type=\"OmniLight3D\" parent=\".\"]\ntransform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -4, 3, -4)\nlight_color = Color(1, 0.94902, 0.721569, 1)\nlight_energy = 700.0\n\n[node name=\"Ground\" type=\"MeshInstance3D\" parent=\".\"]\nmesh = SubResource(\"PlaneMesh_4noii\")\n\n[node name=\"ClockLabel\" type=\"Label\" parent=\".\"]\noffset_left = 15.0\noffset_top = 12.0\noffset_right = 195.0\noffset_bottom = 42.0\ntext = \"00:00\"\n\n[node name=\"DayNightCycle\" type=\"Node\" parent=\".\"]\nscript = ExtResource(\"2_dncyc\")\n\n[node name=\"LightColorTransition\" type=\"Node\" parent=\"DayNightCycle\"]\nscript = ExtResource(\"3_lcolr\")\nlight = NodePath(\"../../SunLight\")\ncolor_gradient = SubResource(\"Gradient_daynight\")\n\n[node name=\"SampledObjectRotator\" type=\"Node\" parent=\"DayNightCycle\"]\nscript = ExtResource(\"4_srot\")\nx_rotation_curve = SubResource(\"Curve_sun_x\")\ny_rotation_curve = SubResource(\"Curve_flat\")\nz_rotation_curve = SubResource(\"Curve_flat\")\ntarget_node = NodePath(\"../../SunLight\")\n\n[node name=\"TimeHandler\" type=\"Node\" parent=\"DayNightCycle\"]\nscript = ExtResource(\"5_thand\")\nday_length_seconds = 10.0\ndisplay_interval_minutes = 10\n\n[node name=\"LightIntensityTransition\" type=\"Node\" parent=\"DayNightCycle\"]\nscript = ExtResource(\"6_lint\")\nintensity_curve = SubResource(\"Curve_intensity\")\nlight = NodePath(\"../../SunLight\")\n\n[connection signal=\"time_changed\" from=\"DayNightCycle\" to=\".\" method=\"_on_day_night_cycle_time_changed\"]\n"
}
output
<tool_use_error>File has not been read yet. Read it first before writing to it.</tool_use_error>

[error] tool reported failure
Read
{
 "file_path": "/home/user/task/scenes/Main.tscn"
}
output
1	[gd_scene load_steps=3 format=3 uid="uid://c3r7ya2n8vlt8"]
2	
3	[ext_resource type="Script" path="res://scripts/main.gd" id="1_ef7su"]
4	
5	[sub_resource type="PlaneMesh" id="PlaneMesh_4noii"]
6	size = Vector2(40, 40)
7	
8	[node name="Main" type="Node3D"]
9	script = ExtResource("1_ef7su")
10	
11	[node name="SunLight" type="DirectionalLight3D" parent="."]
12	transform = Transform3D(-0.866025, -0.433013, 0.25, 0, 0.5, 0.866025, -0.5, 0.75, -0.433013, 0, 7.5, -1.5)
13	shadow_enabled = true
14	
15	[node name="PorchLight" type="OmniLight3D" parent="."]
16	transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -4, 3, -4)
17	light_color = Color(1, 0.94902, 0.721569, 1)
18	light_energy = 700.0
19	
20	[node name="Ground" type="MeshInstance3D" parent="."]
21	mesh = SubResource("PlaneMesh_4noii")
22	
23	[node name="ClockLabel" type="Label" parent="."]
24	offset_left = 15.0
25	offset_top = 12.0
26	offset_right = 195.0
27	offset_bottom = 42.0
28	text = "00:00"
29
Write
{
 "file_path": "/home/user/task/scenes/Main.tscn",
 "content": "[gd_scene load_steps=12 format=3 uid=\"uid://c3r7ya2n8vlt8\"]\n\n[ext_resource type=\"Script\" path=\"res://scripts/main.gd\" id=\"1_ef7su\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/DayNightCycleNode.gd\" id=\"2_dncyc\" uid=\"uid://cpajkj8o1xm8h\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/LightColorTransitionNode.gd\" id=\"3_lcolr\" uid=\"uid://iee5jnb7ugvb\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/SampledObjectRotatorNode.gd\" id=\"4_srot\" uid=\"uid://bjokmmre2r13u\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/TimeHandler.gd\" id=\"5_thand\" uid=\"uid://kaqb58wgrxqm\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/LightIntensityTransitionNode.gd\" id=\"6_lint\" uid=\"uid://df82fl4yar4ch\"]\n\n[sub_resource type=\"PlaneMesh\" id=\"PlaneMesh_4noii\"]\nsize = Vector2(40, 40)\n\n[sub_resource type=\"Gradient\" id=\"Gradient_daynight\"]\noffsets = PackedFloat32Array(0, 0.25, 0.5, 0.75, 1)\ncolors = PackedColorArray(0.05, 0.06, 0.18, 1, 1, 0.55, 0.25, 1, 1, 0.98, 0.92, 1, 1, 0.5, 0.22, 1, 0.05, 0.06, 0.18, 1)\n\n[sub_resource type=\"Curve\" id=\"Curve_sun_x\"]\nmin_value = -180.0\nmax_value = 0.0\n_data = [Vector2(0, 0), 0.0, -180.0, 0, 0, Vector2(1, -180), -180.0, 0.0, 0, 0]\npoint_count = 2\n\n[sub_resource type=\"Curve\" id=\"Curve_flat\"]\n_data = [Vector2(0, 0), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]\npoint_count = 2\n\n[sub_resource type=\"Curve\" id=\"Curve_intensity\"]\n_data = [Vector2(0, 0), 0.0, 0.0, 0, 0, Vector2(0.5, 1), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]\npoint_count = 3\n\n[node name=\"Main\" type=\"Node3D\"]\nscript = ExtResource(\"1_ef7su\")\n\n[node name=\"SunLight\" type=\"DirectionalLight3D\" parent=\".\"]\ntransform = Transform3D(-0.866025, -0.433013, 0.25, 0, 0.5, 0.866025, -0.5, 0.75, -0.433013, 0, 7.5, -1.5)\nshadow_enabled = true\n\n[node name=\"PorchLight\" type=\"OmniLight3D\" parent=\".\"]\ntransform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -4, 3, -4)\nlight_color = Color(1, 0.94902, 0.721569, 1)\nlight_energy = 700.0\n\n[node name=\"Ground\" type=\"MeshInstance3D\" parent=\".\"]\nmesh = SubResource(\"PlaneMesh_4noii\")\n\n[node name=\"ClockLabel\" type=\"Label\" parent=\".\"]\noffset_left = 15.0\noffset_top = 12.0\noffset_right = 195.0\noffset_bottom = 42.0\ntext = \"00:00\"\n\n[node name=\"DayNightCycle\" type=\"Node\" parent=\".\"]\nscript = ExtResource(\"2_dncyc\")\n\n[node name=\"LightColorTransition\" type=\"Node\" parent=\"DayNightCycle\"]\nscript = ExtResource(\"3_lcolr\")\nlight = NodePath(\"../../SunLight\")\ncolor_gradient = SubResource(\"Gradient_daynight\")\n\n[node name=\"SampledObjectRotator\" type=\"Node\" parent=\"DayNightCycle\"]\nscript = ExtResource(\"4_srot\")\nx_rotation_curve = SubResource(\"Curve_sun_x\")\ny_rotation_curve = SubResource(\"Curve_flat\")\nz_rotation_curve = SubResource(\"Curve_flat\")\ntarget_node = NodePath(\"../../SunLight\")\n\n[node name=\"TimeHandler\" type=\"Node\" parent=\"DayNightCycle\"]\nscript = ExtResource(\"5_thand\")\nday_length_seconds = 10.0\ndisplay_interval_minutes = 10\n\n[node name=\"LightIntensityTransition\" type=\"Node\" parent=\"DayNightCycle\"]\nscript = ExtResource(\"6_lint\")\nintensity_curve = SubResource(\"Curve_intensity\")\nlight = NodePath(\"../../SunLight\")\n\n[connection signal=\"time_changed\" from=\"DayNightCycle\" to=\".\" method=\"_on_day_night_cycle_time_changed\"]\n"
}
output
The file /home/user/task/scenes/Main.tscn has been updated successfully. (file state is current in your context , no need to Read it back)
Now the main.gd handler:
Edit
{
 "replace_all": false,
 "file_path": "/home/user/task/scripts/main.gd",
 "old_string": "extends Node3D\n\nfunc _ready() -> void:\n\t# The day-night cycle system will be wired in by the solver.\n\tpass",
 "new_string": "extends Node3D\n\n## Called whenever the day-night cycle reports a new display time.\n## Keeps the on-screen clock in sync and toggles the porch light:\n## off at dawn (06:00) and on at dusk (18:00).\nfunc _on_day_night_cycle_time_changed(current_time: String) -> void:\n\t$ClockLabel.text = current_time\n\n\tvar hour : int = int(current_time.split(\":\")[0])\n\t$PorchLight.visible = hour < 6 or hour >= 18"
}
output
<tool_use_error>File has not been read yet. Read it first before writing to it.</tool_use_error>

[error] tool reported failure
Read
{
 "file_path": "/home/user/task/scripts/main.gd"
}
output
1	extends Node3D
2	
3	func _ready() -> void:
4		# The day-night cycle system will be wired in by the solver.
5		pass
6
Edit
{
 "replace_all": false,
 "file_path": "/home/user/task/scripts/main.gd",
 "old_string": "extends Node3D\n\nfunc _ready() -> void:\n\t# The day-night cycle system will be wired in by the solver.\n\tpass",
 "new_string": "extends Node3D\n\n## Called whenever the day-night cycle reports a new display time.\n## Keeps the on-screen clock in sync and toggles the porch light:\n## off at dawn (06:00) and on at dusk (18:00).\nfunc _on_day_night_cycle_time_changed(current_time: String) -> void:\n\t$ClockLabel.text = current_time\n\n\tvar hour : int = int(current_time.split(\":\")[0])\n\t$PorchLight.visible = hour < 6 or hour >= 18"
}
output
The file /home/user/task/scripts/main.gd has been updated successfully. (file state is current in your context , no need to Read it back)
Let me verify the scene parses cleanly if Godot is available.
Bash
command -v godot godot4 2>/dev/null; echo "exit: $?"

# args: {"description": "Check for godot binary"}
output
/usr/local/bin/godot
exit: 0

[stdout]
/usr/local/bin/godot
exit: 0
Bash
timeout 60 godot --headless --quit-after 30 res://scenes/Main.tscn 2>&1 | head -60; echo "=== done ==="

# args: {"description": "Run scene headless briefly to check for errors"}
output
Godot Engine v4.4.stable.official.4c311cbee - https://godotengine.org
WARNING: Started the engine as `root`/superuser. This is a security risk, and subsystems like audio may not work correctly.
Set the environment variable `GODOT_SILENCE_ROOT_WARNING` to 1 to silence this warning.
     at: setup2 (main/main.cpp:3181)

SCRIPT ERROR: Invalid assignment of property or key 'rotation_degrees' with value of type 'Vector3' on a base object of type 'Nil'.
          at: SampledObjectRotatorNode.set_rotation_from_sample (res://scripts/day_night/SampledObjectRotatorNode.gd:25)
SCRIPT ERROR: Invalid assignment of property or key 'light_color' with value of type 'Color' on a base object of type 'Nil'.
          at: LightColorTransitionNode.set_color_from_sample (res://scripts/day_night/LightColorTransitionNode.gd:17)
SCRIPT ERROR: Invalid assignment of property or key 'light_energy' with value of type 'float' on a base object of type 'Nil'.
          at: LightIntensityTransitionNode.set_intensity_from_sample (res://scripts/day_night/LightIntensityTransitionNode.gd:15)
SCRIPT ERROR: Invalid assignment of property or key 'rotation_degrees' with value of type 'Vector3' on a base object of type 'Nil'.
          at: SampledObjectRotatorNode.set_rotation_from_sample (res://scripts/day_night/SampledObjectRotatorNode.gd:25)
SCRIPT ERROR: Invalid assignment of property or key 'light_color' with value of type 'Color' on a base object of type 'Nil'.
          at: LightColorTransitionNode.set_color_from_sample (res://scripts/day_night/LightColorTransitionNode.gd:17)
SCRIPT ERROR: Invalid assignment of property or key 'light_energy' with value of type 'float' on a base object of type 'Nil'.
          at: LightIntensityTransitionNode.set_intensity_from_sample (res://scripts/day_night/LightIntensityTransitionNode.gd:15)
SCRIPT ERROR: Invalid assignment of property or key 'rotation_degrees' with value of type 'Vector3' on a base object of type 'Nil'.
          at: SampledObjectRotatorNode.set_rotation_from_sample (res://scripts/day_night/SampledObjectRotatorNode.gd:25)
SCRIPT ERROR: Invalid assignment of property or key 'light_color' with value of type 'Color' on a base object of type 'Nil'.
          at: LightColorTransitionNode.set_color_from_sample (res://scripts/day_night/LightColorTransitionNode.gd:17)
SCRIPT ERROR: Invalid assignment of property or key 'light_energy' with value of type 'float' on a base object of type 'Nil'.
          at: LightIntensityTransitionNode.set_intensity_from_sample (res://scripts/day_night/LightIntensityTransitionNode.gd:15)
SCRIPT ERROR: Invalid assignment of property or key 'rotation_degrees' with value of type 'Vector3' on a base object of type 'Nil'.
          at: SampledObjectRotatorNode.set_rotation_from_sample (res://scripts/day_night/SampledObjectRotatorNode.gd:25)
SCRIPT ERROR: Invalid assignment of property or key 'light_color' with value of type 'Color' on a base object of type 'Nil'.
          at: LightColorTransitionNode.set_color_from_sample (res://scripts/day_night/LightColorTransitionNode.gd:17)
SCRIPT ERROR: Invalid assignment of property or key 'light_energy' with value of type 'float' on a base object of type 'Nil'.
          at: LightIntensityTransitionNode.set_intensity_from_sample (res://scripts/day_night/LightIntensityTransitionNode.gd:15)
SCRIPT ERROR: Invalid assignment of property or key 'rotation_degrees' with value of type 'Vector3' on a base object of type 'Nil'.
          at: SampledObjectRotatorNode.set_rotation_from_sample (res://scripts/day_night/SampledObjectRotatorNode.gd:25)
SCRIPT ERROR: Invalid assignment of property or key 'light_color' with value of type 'Color' on a base object of type 'Nil'.
          at: LightColorTransitionNode.set_color_from_sample (res://scripts/day_night/LightColorTransitionNode.gd:17)
SCRIPT ERROR: Invalid assignment of property or key 'light_energy' with value of type 'float' on a base object of type 'Nil'.
          at: LightIntensityTransitionNode.set_int…[truncated]
NodePath exports aren't resolving to nodes. Let me check the exact serialization format Godot expects by building and saving a scene programmatically.
Bash
cat > /tmp/probe.gd <<'EOF'
extends SceneTree
func _init():
	var main = Node3D.new()
	main.name = "Main"
	var sun = DirectionalLight3D.new()
	sun.name = "SunLight"
	main.add_child(sun)
	sun.owner = main
	var dnc = Node.new()
	dnc.name = "DayNightCycle"
	main.add_child(dnc)
	dnc.owner = main
	var lct = LightColorTransitionNode.new()
	lct.name = "LightColorTransition"
	dnc.add_child(lct)
	lct.owner = main
	lct.light = sun
	var ps = PackedScene.new()
	ps.pack(main)
	ResourceSaver.save(ps, "res://scenes/probe.tscn")
	print("SAVED")
	quit()
EOF
cp /tmp/probe.gd /home/user/task/probe.gd
timeout 60 godot --headless --script res://probe.gd 2>&1 | tail -5
echo "=== probe.tscn ==="; cat /home/user/task/scenes/probe.tscn

# args: {"description": "Build and save scene with node export to inspect format"}
output
ERROR: 1 RID allocations of type 'N17RendererSceneCull8InstanceE' were leaked at exit.
WARNING: ObjectDB instances leaked at exit (run with --verbose for details).
     at: cleanup (core/object/object.cpp:2378)
ERROR: 1 resources still in use at exit (run with --verbose for details).
   at: clear (core/io/resource.cpp:614)
=== probe.tscn ===
[gd_scene load_steps=3 format=3]

[ext_resource type="Script" path="res://scripts/day_night/LightColorTransitionNode.gd" id="1_pf5rm"]

[sub_resource type="Gradient" id="Gradient_st13e"]

[node name="Main" type="Node3D"]

[node name="SunLight" type="DirectionalLight3D" parent="."]

[node name="DayNightCycle" type="Node" parent="."]

[node name="LightColorTransition" type="Node" parent="DayNightCycle" node_paths=PackedStringArray("light")]
script = ExtResource("1_pf5rm")
light = NodePath("../../SunLight")
color_gradient = SubResource("Gradient_st13e")

[stdout]
ERROR: 1 RID allocations of type 'N17RendererSceneCull8InstanceE' were leaked at exit.
WARNING: ObjectDB instances leaked at exit (run with --verbose for details).
     at: cleanup (core/object/object.cpp:2378)
ERROR: 1 resources still in use at exit (run with --verbose for details).
   at: clear (core/io/resource.cpp:614)
=== probe.tscn ===
[gd_scene load_steps=3 format=3]

[ext_resource type="Script" path="res://scripts/day_night/LightColorTransitionNode.gd" id="1_pf5rm"]

[sub_resource type="Gradient" id="Gradient_st13e"]

[node name="Main" type="Node3D"]

[node name="SunLight" type="DirectionalLight3D" parent="."]

[node name="DayNightCycle" type="Node" parent="."]

[node name="LightColorTransition" type="Node" parent="DayNightCycle" node_paths=PackedStringArray("light")]
script = ExtResource("1_pf5rm")
light = NodePath("../../SunLight")
color_gradient = SubResource("Gradient_st13e")
That's the missing piece , the node header needs `node_paths=PackedStringArray(...)`. Let me clean up and fix.
Bash
rm -f /home/user/task/probe.gd /home/user/task/probe.gd.uid /home/user/task/scenes/probe.tscn /tmp/probe.gd; echo cleaned

# args: {"description": "Remove probe files"}
output
cleaned

[stdout]
cleaned
Edit
{
 "replace_all": false,
 "file_path": "/home/user/task/scenes/Main.tscn",
 "old_string": "[node name=\"LightColorTransition\" type=\"Node\" parent=\"DayNightCycle\"]",
 "new_string": "[node name=\"LightColorTransition\" type=\"Node\" parent=\"DayNightCycle\" node_paths=PackedStringArray(\"light\")]"
}
output
The file /home/user/task/scenes/Main.tscn has been updated successfully. (file state is current in your context , no need to Read it back)
Edit
{
 "replace_all": false,
 "file_path": "/home/user/task/scenes/Main.tscn",
 "old_string": "[node name=\"SampledObjectRotator\" type=\"Node\" parent=\"DayNightCycle\"]",
 "new_string": "[node name=\"SampledObjectRotator\" type=\"Node\" parent=\"DayNightCycle\" node_paths=PackedStringArray(\"target_node\")]"
}
output
The file /home/user/task/scenes/Main.tscn has been updated successfully. (file state is current in your context , no need to Read it back)
Edit
{
 "replace_all": false,
 "file_path": "/home/user/task/scenes/Main.tscn",
 "old_string": "[node name=\"LightIntensityTransition\" type=\"Node\" parent=\"DayNightCycle\"]",
 "new_string": "[node name=\"LightIntensityTransition\" type=\"Node\" parent=\"DayNightCycle\" node_paths=PackedStringArray(\"light\")]"
}
output
The file /home/user/task/scenes/Main.tscn has been updated successfully. (file state is current in your context , no need to Read it back)
Now let me run it again to verify there are no errors, and add a probe to log the emitted behavior:
Bash
timeout 40 godot --headless --quit-after 700 res://scenes/Main.tscn 2>&1 | grep -v "leaked\|root/superuser\|GODOT_SILENCE\|main.cpp\|object.cpp\|resource.cpp\|still in use\|ObjectDB" | head -40; echo "=== done ==="

# args: {"description": "Run scene headless and check for script errors"}
output
Godot Engine v4.4.stable.official.4c311cbee - https://godotengine.org
WARNING: Started the engine as `root`/superuser. This is a security risk, and subsystems like audio may not work correctly.

=== done ===

[stdout]
Godot Engine v4.4.stable.official.4c311cbee - https://godotengine.org
WARNING: Started the engine as `root`/superuser. This is a security risk, and subsystems like audio may not work correctly.

=== done ===
No errors. Let me verify the actual behavior at key times of day by driving the cycle directly.
Bash
cat > /home/user/task/probe.gd <<'EOF'
extends SceneTree
func _init():
	var main = load("res://scenes/Main.tscn").instantiate()
	get_root().add_child(main)
	var dnc = main.get_node("DayNightCycle")
	var sun = main.get_node("SunLight")
	var porch = main.get_node("PorchLight")
	var clock = main.get_node("ClockLabel")
	var th = dnc.get_node("TimeHandler")
	dnc.active = false
	print("day_length via DNC: ", dnc.day_length_seconds, " interval: ", th.display_interval_minutes)
	for p in [0.0, 0.25, 0.5, 0.75, 0.95]:
		dnc.current_day_percentage = p
		dnc.total_time = p * 10.0
		dnc.update_nodes()
		print("p=%.2f  sunX=%6.1f  color=%s  energy=%.3f  clock=%s  porch_visible=%s" % [
			p, sun.rotation_degrees.x, str(sun.light_color), sun.light_energy, clock.text, str(porch.visible)])
	quit()
EOF
timeout 40 godot --headless --script res://probe.gd 2>&1 | grep -E "day_length|p=" 
rm -f /home/user/task/probe.gd /home/user/task/probe.gd.uid

# args: {"description": "Drive cycle and inspect sun/clock/porch at key times"}
output
day_length via DNC: 10.0 interval: 10
p=0.00  sunX= -60.0  color=(1.0, 1.0, 1.0, 1.0)  energy=1.000  clock=00:00  porch_visible=true
p=0.25  sunX= -60.0  color=(1.0, 1.0, 1.0, 1.0)  energy=1.000  clock=00:00  porch_visible=true
p=0.50  sunX= -60.0  color=(1.0, 1.0, 1.0, 1.0)  energy=1.000  clock=00:00  porch_visible=true
p=0.75  sunX= -60.0  color=(1.0, 1.0, 1.0, 1.0)  energy=1.000  clock=00:00  porch_visible=true
p=0.95  sunX= -60.0  color=(1.0, 1.0, 1.0, 1.0)  energy=1.000  clock=00:00  porch_visible=true

[stdout]
day_length via DNC: 10.0 interval: 10
p=0.00  sunX= -60.0  color=(1.0, 1.0, 1.0, 1.0)  energy=1.000  clock=00:00  porch_visible=true
p=0.25  sunX= -60.0  color=(1.0, 1.0, 1.0, 1.0)  energy=1.000  clock=00:00  porch_visible=true
p=0.50  sunX= -60.0  color=(1.0, 1.0, 1.0, 1.0)  energy=1.000  clock=00:00  porch_visible=true
p=0.75  sunX= -60.0  color=(1.0, 1.0, 1.0, 1.0)  energy=1.000  clock=00:00  porch_visible=true
p=0.95  sunX= -60.0  color=(1.0, 1.0, 1.0, 1.0)  energy=1.000  clock=00:00  porch_visible=true
Values aren't updating , let me introspect the loaded resources directly.
Bash
cat > /home/user/task/probe.gd <<'EOF'
extends SceneTree
func _init():
	var main = load("res://scenes/Main.tscn").instantiate()
	get_root().add_child(main)
	var dnc = main.get_node("DayNightCycle")
	var rot = dnc.get_node("SampledObjectRotator")
	var lct = dnc.get_node("LightColorTransition")
	var lit = dnc.get_node("LightIntensityTransition")
	print("rot.target_node=", rot.target_node, " xcurve pts=", rot.x_rotation_curve.point_count)
	print("lct.light=", lct.light, " grad pts=", lct.color_gradient.get_point_count())
	print("lit.light=", lit.light, " icurve pts=", lit.intensity_curve.point_count)
	print("xcurve sample 0,0.5,1 = ", rot.x_rotation_curve.sample_baked(0.0), " ", rot.x_rotation_curve.sample_baked(0.5), " ", rot.x_rotation_curve.sample_baked(1.0))
	print("grad sample 0,0.25,0.5 = ", lct.color_gradient.sample(0.0), " ", lct.color_gradient.sample(0.25), " ", lct.color_gradient.sample(0.5))
	print("icurve sample 0,0.5,1 = ", lit.intensity_curve.sample_baked(0.0), " ", lit.intensity_curve.sample_baked(0.5), " ", lit.intensity_curve.sample_baked(1.0))
	quit()
EOF
timeout 40 godot --headless --script res://probe.gd 2>&1 | grep -E "rot\.|lct\.|lit\.|curve|grad"
rm -f /home/user/task/probe.gd /home/user/task/probe.gd.uid

# args: {"description": "Inspect loaded export resources"}
output
rot.target_node=SunLight:<DirectionalLight3D#28571600264> xcurve pts=2
lct.light=SunLight:<DirectionalLight3D#28571600264> grad pts=5
lit.light=SunLight:<DirectionalLight3D#28571600264> icurve pts=3
xcurve sample 0,0.5,1 = 0.0 -90.0 -180.0
grad sample 0,0.25,0.5 = (0.05, 0.06, 0.18, 1.0) (1.0, 0.55, 0.25, 1.0) (1.0, 0.98, 0.92, 1.0)
icurve sample 0,0.5,1 = 0.0 0.999695956707 0.0

[stdout]
rot.target_node=SunLight:<DirectionalLight3D#28571600264> xcurve pts=2
lct.light=SunLight:<DirectionalLight3D#28571600264> grad pts=5
lit.light=SunLight:<DirectionalLight3D#28571600264> icurve pts=3
xcurve sample 0,0.5,1 = 0.0 -90.0 -180.0
grad sample 0,0.25,0.5 = (0.05, 0.06, 0.18, 1.0) (1.0, 0.55, 0.25, 1.0) (1.0, 0.98, 0.92, 1.0)
icurve sample 0,0.5,1 = 0.0 0.999695956707 0.0
All resources loaded and sample correctly. The first probe's odd result was likely a stale read; let me re-run the integrated behavioral test calling `update_nodes` and the main handler explicitly.
Bash
cat > /home/user/task/probe.gd <<'EOF'
extends SceneTree
func _init():
	var main = load("res://scenes/Main.tscn").instantiate()
	get_root().add_child(main)
	var dnc = main.get_node("DayNightCycle")
	var sun = main.get_node("SunLight")
	var porch = main.get_node("PorchLight")
	var clock = main.get_node("ClockLabel")
	dnc.active = false
	for p in [0.0, 0.25, 0.5, 0.75, 0.95]:
		dnc.total_time = p * dnc.day_length_seconds
		dnc.current_day_percentage = p
		dnc.update_nodes()
		print("p=%.2f sunX=%6.1f color=%s energy=%.2f | clock=%s porch=%s" % [
			p, sun.rotation_degrees.x, str(sun.light_color), sun.light_energy, clock.text, str(porch.visible)])
	print("--- direct handler porch check ---")
	for t in ["00:00","06:00","12:00","17:50","18:00","23:50"]:
		main._on_day_night_cycle_time_changed(t)
		print("time=%s -> clock=%s porch_visible=%s" % [t, clock.text, str(porch.visible)])
	quit()
EOF
timeout 40 godot --headless --script res://probe.gd 2>&1 | grep -E "p=|time=|---"
rm -f /home/user/task/probe.gd /home/user/task/probe.gd.uid

# args: {"description": "Integrated behavior test for sun, clock, porch"}
output
p=0.00 sunX= -60.0 color=(1.0, 1.0, 1.0, 1.0) energy=1.00 | clock=00:00 porch=true
p=0.25 sunX= -60.0 color=(1.0, 1.0, 1.0, 1.0) energy=1.00 | clock=00:00 porch=true
p=0.50 sunX= -60.0 color=(1.0, 1.0, 1.0, 1.0) energy=1.00 | clock=00:00 porch=true
p=0.75 sunX= -60.0 color=(1.0, 1.0, 1.0, 1.0) energy=1.00 | clock=00:00 porch=true
p=0.95 sunX= -60.0 color=(1.0, 1.0, 1.0, 1.0) energy=1.00 | clock=00:00 porch=true
--- direct handler porch check ---
time=00:00 -> clock=00:00 porch_visible=true
time=06:00 -> clock=06:00 porch_visible=false
time=12:00 -> clock=12:00 porch_visible=false
time=17:50 -> clock=17:50 porch_visible=false
time=18:00 -> clock=18:00 porch_visible=true
time=23:50 -> clock=23:50 porch_visible=true

[stdout]
p=0.00 sunX= -60.0 color=(1.0, 1.0, 1.0, 1.0) energy=1.00 | clock=00:00 porch=true
p=0.25 sunX= -60.0 color=(1.0, 1.0, 1.0, 1.0) energy=1.00 | clock=00:00 porch=true
p=0.50 sunX= -60.0 color=(1.0, 1.0, 1.0, 1.0) energy=1.00 | clock=00:00 porch=true
p=0.75 sunX= -60.0 color=(1.0, 1.0, 1.0, 1.0) energy=1.00 | clock=00:00 porch=true
p=0.95 sunX= -60.0 color=(1.0, 1.0, 1.0, 1.0) energy=1.00 | clock=00:00 porch=true
--- direct handler porch check ---
time=00:00 -> clock=00:00 porch_visible=true
time=06:00 -> clock=06:00 porch_visible=false
time=12:00 -> clock=12:00 porch_visible=false
time=17:50 -> clock=17:50 porch_visible=false
time=18:00 -> clock=18:00 porch_visible=true
time=23:50 -> clock=23:50 porch_visible=true
The main handler is correct. But `dnc.update_nodes()` is a no-op while direct sampling works , let me isolate why, with unfiltered output.
Bash
cat > /home/user/task/probe.gd <<'EOF'
extends SceneTree
func _init():
	var main = load("res://scenes/Main.tscn").instantiate()
	get_root().add_child(main)
	var dnc = main.get_node("DayNightCycle")
	var sun = main.get_node("SunLight")
	var rot = dnc.get_node("SampledObjectRotator")
	print("dnc.object_rotator=", dnc.object_rotator)
	print("dnc.light_transition=", dnc.light_transition)
	print("dnc.time_handler=", dnc.time_handler)
	print("calling rot.set_rotation_from_sample(0.5) directly")
	rot.set_rotation_from_sample(0.5)
	print("sunX after direct =", sun.rotation_degrees.x)
	print("calling dnc.update_nodes() at p=0.0")
	dnc.current_day_percentage = 0.0
	dnc.total_time = 0.0
	dnc.update_nodes()
	print("sunX after update_nodes =", sun.rotation_degrees.x)
	quit()
EOF
timeout 40 godot --headless --script res://probe.gd 2>&1 | grep -vE "leaked|root/superuser|GODOT_SILENCE|main.cpp|object.cpp|resource.cpp|still in use|ObjectDB|Godot Engine|WARNING"
rm -f /home/user/task/probe.gd /home/user/task/probe.gd.uid

# args: {"description": "Isolate update_nodes no-op cause"}
output
dnc.object_rotator=<null>
dnc.light_transition=<null>
dnc.time_handler=<null>
calling rot.set_rotation_from_sample(0.5) directly
sunX after direct =-90.0
calling dnc.update_nodes() at p=0.0
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
sunX after update_nodes =-90.0

[stdout]
dnc.object_rotator=<null>
dnc.light_transition=<null>
dnc.time_handler=<null>
calling rot.set_rotation_from_sample(0.5) directly
sunX after direct =-90.0
calling dnc.update_nodes() at p=0.0
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
sunX after update_nodes =-90.0
The `@onready` vars are null only because my probe called `update_nodes()` before the deferred `_ready` ran , and indeed the real frame-pumped run earlier produced zero errors. Let me confirm with a probe that awaits frames so `_ready` fires.
Bash
cat > /home/user/task/probe.gd <<'EOF'
extends SceneTree
func _init():
	_run.call_deferred()
func _run():
	var main = load("res://scenes/Main.tscn").instantiate()
	get_root().add_child(main)
	await process_frame
	await process_frame
	var dnc = main.get_node("DayNightCycle")
	var sun = main.get_node("SunLight")
	var porch = main.get_node("PorchLight")
	var clock = main.get_node("ClockLabel")
	dnc.active = false
	print("dnc.object_rotator=", dnc.object_rotator)
	for p in [0.0, 0.25, 0.5, 0.75, 0.95]:
		dnc.total_time = p * dnc.day_length_seconds
		dnc.current_day_percentage = p
		dnc.update_nodes()
		print("p=%.2f sunX=%6.1f color=%s energy=%.2f | clock=%s porch=%s" % [
			p, sun.rotation_degrees.x, str(sun.light_color), sun.light_energy, clock.text, str(porch.visible)])
	quit()
EOF
timeout 40 godot --headless --script res://probe.gd 2>&1 | grep -E "object_rotator=|p="
rm -f /home/user/task/probe.gd /home/user/task/probe.gd.uid

# args: {"description": "Behavioral test after awaiting frames"}
output
dnc.object_rotator=SampledObjectRotator:<Node#28789704094>
p=0.00 sunX=   0.0 color=(0.05, 0.06, 0.18, 1.0) energy=0.00 | clock=00:00 porch=true
p=0.25 sunX= -45.0 color=(1.0, 0.55, 0.25, 1.0) energy=0.50 | clock=06:00 porch=false
p=0.50 sunX= -90.0 color=(1.0, 0.98, 0.92, 1.0) energy=1.00 | clock=12:00 porch=false
p=0.75 sunX=-135.0 color=(1.0, 0.5, 0.22, 1.0) energy=0.50 | clock=18:00 porch=true
p=0.95 sunX=-171.0 color=(0.24, 0.148, 0.188, 1.0) energy=0.03 | clock=22:40 porch=true

[stdout]
dnc.object_rotator=SampledObjectRotator:<Node#28789704094>
p=0.00 sunX=   0.0 color=(0.05, 0.06, 0.18, 1.0) energy=0.00 | clock=00:00 porch=true
p=0.25 sunX= -45.0 color=(1.0, 0.55, 0.25, 1.0) energy=0.50 | clock=06:00 porch=false
p=0.50 sunX= -90.0 color=(1.0, 0.98, 0.92, 1.0) energy=1.00 | clock=12:00 porch=false
p=0.75 sunX=-135.0 color=(1.0, 0.5, 0.22, 1.0) energy=0.50 | clock=18:00 porch=true
p=0.95 sunX=-171.0 color=(0.24, 0.148, 0.188, 1.0) energy=0.03 | clock=22:40 porch=true
Everything works exactly as specified. Final verification of the cycle: | Time | Sun X | Color | Energy | Clock | Porch | |------|-------|-------|--------|-------|-------| | midnight (0.0) | 0° (horizon) | dark blue night | 0.0 (dim) | 00:00 | on | | sunrise (0.25) | −45° | warm orange | 0.5 | 06:00 | **off (dawn)** | | noon (0.5) | −90° (overhead) | bright white | 1.0 (peak) | 12:00 | off | | sunset (0.75) | −135° | warm orange | 0.5 | 18:00 | **on (dusk)** | | night (0.95) | −171° (horizon) | dark | 0.03 | 22:40 | on | Let me confirm no stray probe files remain and the full scene runs clean:
Bash
ls /home/user/task/*.gd 2>/dev/null; ls /home/user/task/scenes/; echo "--- final clean run ---"; timeout 30 godot --headless --quit-after 400 res://scenes/Main.tscn 2>&1 | grep -iE "error|nonexistent" | head; echo "(no errors above = clean)"

# args: {"description": "Verify no stray files and clean run"}
output
Main.tscn
test.tscn
--- final clean run ---
(no errors above = clean)

[stdout]
Main.tscn
test.tscn
--- final clean run ---
(no errors above = clean)
The task is complete and verified end-to-end in Godot 4.4. ## What I did **`scenes/Main.tscn`** , wired up the day-night system: - Added a `DayNightCycle` node (`DayNightCycleNode.gd`) under `Main` with the four children, named exactly as the script's `$` lookups expect (`LightColorTransition`, `SampledObjectRotator`, `TimeHandler`, `LightIntensityTransition`). - **LightColorTransition** → `../../SunLight`, with a 5-stop gradient: dark night at `0.0`/`1.0`, warm tones at `0.25`/`0.75`, bright daylight at `0.5`. - **SampledObjectRotator** → `../../SunLight`, X-rotation curve sweeping `0° → −90° → −180°` (horizon → overhead → horizon); Y/Z curves flat at 0. - **TimeHandler** → `day_length_seconds = 10`, `display_interval_minutes = 10`. - **LightIntensityTransition** → `../../SunLight`, curve `0 → 1 → 0` (dim at night, peak at midday). - Connected `DayNightCycle.time_changed` → `Main._on_day_night_cycle_time_changed`. A key detail: node-reference exports require the `node_paths=PackedStringArray(...)` attribute on the node header , without it the `NodePath`s don't resolve and the lights stay `Nil`. I confirmed the correct format by saving a scene from Godot and matching it. **`scripts/main.gd`** , implemented the handler so `ClockLabel.text` always shows the emitted string, and `PorchLight.visible` is on during night (`hour < 6 or hour >= 18`), turning off at dawn (06:00) and on at dusk (18:00). Verified the loaded resources sample correctly, the integrated cycle produces the right sun angle/color/intensity/clock at each quarter-day, the porch toggles at exactly 06:00/18:00, and a 400-frame headless run is error-free.
Final diff , what the agent changed

No file changes, the agent left the workspace untouched.

Verifier output , the proof behind the reward
tests/test.sh
Godot Engine v4.4.stable.official.4c311cbee - https://godotengine.org
WARNING: Started the engine as `root`/superuser. This is a security risk, and subsystems like audio may not work correctly.
Set the environment variable `GODOT_SILENCE_ROOT_WARNING` to 1 to silence this warning.
     at: setup2 (main/main.cpp:3181)

VALIDATION_FAILED: Sun rotation curve must hit ~180 degrees at midday

Reproduce this trial: git checkout 2f94510 && PYTHONPATH=src python3 scripts/build_site.py , then open trial/trial_1fceb4c86cec4356. Re-running the agent live requires EVAL_PLATFORM_ENABLE_OAUTH_SMOKE=1 and is non-deterministic.

Trial trial_1fceb4c86cec4356 · verifier authoritative; classifier explanatory.