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.
SubtypeIncomplete Understanding
EvidenceTest output: 'VALIDATION_FAILED: Sun rotation curve must hit ~180 degrees at midday'. Agent's curve: `min_value = -180.0, max_value = 0.0` with points `Vector2(0, 0)` and `Vector2(1, -180)`. This samples at approximately 0° (p=0.0), -90° (p=0.5), and -180° (p=1.0). Instruction requirement: curve must sample ≈0° at 0.0, ≈180° at 0.5, and ≈360° at 1.0. Reference solution uses linear interpolation from (0, 0) to (1, 360) to achieve the required 360-degree rotation arc.
Root causeThe agent created a mathematically inverted rotation curve (0° to -180° instead of 0° to 360°) and failed to recognize that the instruction requires a full 360-degree rotation sweep, not just a horizon-to-horizon arc. The agent did not explore enough or read closely enough to understand the specific numerical requirement in the instruction.
RecommendationN/A - task is fine. The instruction is clear: 'X rotation curve needs two points so the samples return ≈0° at 0.0, ≈180° at 0.5, and ≈360° at 1.0'. The test correctly validates this specific requirement. The agent simply misunderstood the requirement despite it being explicitly stated.
Trajectory
Tool-by-tool agent trajectory
73 tool calls · 3 tool types · 73 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 existing scripts and scene structure to understand what I'm wiring together.
Bash
find . -type f \( -name "*.gd" -o -name "*.tscn" \) | head -50 && echo "---" && ls scripts/day_night/

# args: {"description": "List scripts and scenes"}
output
./scenes/Main.tscn
./scenes/test.tscn
./scripts/main.gd
./scripts/test.gd
./scripts/day_night/DayNightCycleNode.gd
./scripts/day_night/TimeHandler.gd
./scripts/day_night/LightColorTransitionNode.gd
./scripts/day_night/LightIntensityTransitionNode.gd
./scripts/day_night/SampledObjectRotatorNode.gd
---
DayNightCycleNode.gd
DayNightCycleNode.gd.uid
LightColorTransitionNode.gd
LightColorTransitionNode.gd.uid
LightIntensityTransitionNode.gd
LightIntensityTransitionNode.gd.uid
SampledObjectRotatorNode.gd
SampledObjectRotatorNode.gd.uid
TimeHandler.gd
TimeHandler.gd.uid

[stdout]
./scenes/Main.tscn
./scenes/test.tscn
./scripts/main.gd
./scripts/test.gd
./scripts/day_night/DayNightCycleNode.gd
./scripts/day_night/TimeHandler.gd
./scripts/day_night/LightColorTransitionNode.gd
./scripts/day_night/LightIntensityTransitionNode.gd
./scripts/day_night/SampledObjectRotatorNode.gd
---
DayNightCycleNode.gd
DayNightCycleNode.gd.uid
LightColorTransitionNode.gd
LightColorTransitionNode.gd.uid
LightIntensityTransitionNode.gd
LightIntensityTransitionNode.gd.uid
SampledObjectRotatorNode.gd
SampledObjectRotatorNode.gd.uid
TimeHandler.gd
TimeHandler.gd.uid
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
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
Read
{
 "file_path": "/home/user/task/scripts/day_night/DayNightCycleNode.gd"
}
output
1	## This script defines a Node that facilitates a day night cycle and supplies a user friendly time of day.
2	
3	extends Node
4	
5	class_name DayNightCycleNode
6	
7	## Should time advance (ie not paused)
8	@export var active : bool = true  # Flag to control whether time is advanced
9	
10	# Internal variables
11	var current_day_percentage : float = 0.0
12	var total_time : float = 0.0
13	var day_length_seconds : float: 
14		get:
15			return $TimeHandler.day_length_seconds
16	
17	# Reference to the children nodes
18	@onready var object_rotator = $SampledObjectRotator
19	@onready var light_transition = $LightColorTransition
20	@onready var time_handler = $TimeHandler
21	@onready var light_intensity_transition_node = $LightIntensityTransition
22	
23	signal time_changed(current_time: String)
24	
25	func _ready() -> void:
26		time_handler.time_changed.connect(process_time_changed)
27	
28	# Called every frame
29	func _process(delta: float) -> void:
30		if active:
31			# Update total time
32			total_time += delta
33	
34			# Update the day percentage based on the current time
35			current_day_percentage = fmod(total_time, day_length_seconds) / day_length_seconds
36	
37			# Update nodes every frame
38			update_nodes()
39	
40	## Function to update child nodes based on the current time
41	func update_nodes() -> void:
42		# Update SampledObjectRotatorNode
43		object_rotator.set_rotation_from_sample(current_day_percentage)
44	
45		# Update LightColorTransitionNode
46		light_transition.set_color_from_sample(current_day_percentage)
47		
48		light_intensity_transition_node.set_intensity_from_sample(current_day_percentage)
49	
50		# Update TimeHandler
51		time_handler.set_time(total_time)
52		
53	func process_time_changed(current_time: String):
54		time_changed.emit(current_time)
55
Read
{
 "file_path": "/home/user/task/scripts/day_night/TimeHandler.gd"
}
output
1	## This script defines a Node that calculates a clock time from the total elapsed time, split into specified intervals.
2	## And emit's a signal when the displayed time changes.
3	
4	extends Node
5	
6	class_name TimeHandler
7	
8	# Internal variables
9	var current_time : int = -1
10	
11	# Exposed variables
12	## Length of day in seconds
13	@export var day_length_seconds : float = 600
14	## The displayed game time interval to count as time having changed (eg. 1 minute, 10 minute, 15 minute, 20 minute, 30 minute)
15	@export_range(1, 60) var display_interval_minutes : int = 15
16	
17	# Signals
18	signal time_changed(current_time: String)
19	
20	## Function to handle time-related functionality
21	func set_time(total_time_seconds: float) -> void:
22		# Calculate the current time in intervals
23		var interval_length_in_seconds = day_length_seconds / float((60 / display_interval_minutes) * 24)
24		var new_time = int(fmod(total_time_seconds, day_length_seconds) / interval_length_in_seconds)
25		
26		# If the time has changed, emit the signal
27		if new_time != current_time:
28			current_time = new_time
29			time_changed.emit(get_display_time_of_day())
30	
31	## Function to get the current time of day in HH:MM format
32	func get_display_time_of_day() -> String:
33		var hours : int = current_time * display_interval_minutes / 60
34		var minutes : int = (current_time * display_interval_minutes) % 60
35		return String("%02d:%02d" % [hours, minutes])
36
Read
{
 "file_path": "/home/user/task/scripts/day_night/LightColorTransitionNode.gd"
}
output
1	## This script defines a Node that facilitates color transitions for a 3D light using a gradient.
2	
3	extends Node
4	
5	class_name LightColorTransitionNode
6	
7	# Exposed variables
8	## The Light to set the color for
9	@export var light : Light3D = null
10	
11	## The colour to assign to the light when the set_color function is called
12	@export var color_gradient : Gradient = Gradient.new()
13	
14	
15	## Sets the color of the light based on the provided sample point and the gradient
16	func set_color_from_sample(sample_point: float):
17		light.light_color = color_gradient.sample(sample_point)
18
Read
{
 "file_path": "/home/user/task/scripts/day_night/SampledObjectRotatorNode.gd"
}
output
1	## This script defines a Node that rotates a target Node3D based on sampled curves.
2	
3	extends Node
4	
5	class_name SampledObjectRotatorNode
6	
7	# Exposed variables
8	## The curve that describes the X rotation of the target in degrees at the associated sample points
9	@export var x_rotation_curve : Curve = Curve.new()
10	## The curve that describes the Y rotation of the target in degrees at the associated sample points
11	@export var y_rotation_curve : Curve = Curve.new()
12	## The curve that describes the Z rotation of the target in degrees at the associated sample points
13	@export var z_rotation_curve : Curve = Curve.new()
14	
15	## The node that will be rotated based on the rotation curves based on the associated sample point
16	@export var target_node : Node3D = null
17	
18	## Set the rotation of the target node based on the provided sample point
19	func set_rotation_from_sample(sample_point: float) -> void:
20		var rotation = Vector3(
21			x_rotation_curve.sample_baked(sample_point),
22			y_rotation_curve.sample_baked(sample_point),
23			z_rotation_curve.sample_baked(sample_point)
24		)
25		target_node.rotation_degrees = rotation
26
Read
{
 "file_path": "/home/user/task/scripts/day_night/LightIntensityTransitionNode.gd"
}
output
1	## This script defines a Node that facilitates light_energy transitions for a 3D light using a curve.
2	
3	extends Node
4	
5	class_name LightIntensityTransitionNode
6	
7	# Exposed variables
8	## The curve that determines how intense the light should be throughout the time frame
9	@export var intensity_curve : Curve = Curve.new()
10	## The target light to set the intensity of
11	@export var light : Light3D = null
12	
13	## Set the light intensity based on the provided sample point
14	func set_intensity_from_sample(sample_point: float) -> void:
15		light.light_energy = intensity_curve.sample_baked(sample_point)
16
Let me check the UID files and the test scene for reference patterns.
Bash
for f in scripts/day_night/*.uid scripts/main.gd.uid; do echo "$f: $(cat $f 2>/dev/null)"; done

# args: {"description": "Read all UID files"}
output
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
scripts/main.gd.uid: uid://ctgsrjhv035f3

[stdout]
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
scripts/main.gd.uid: uid://ctgsrjhv035f3
Read
{
 "file_path": "/home/user/task/scenes/test.tscn"
}
output
1	[gd_scene load_steps=2 format=3]
2	
3	[ext_resource type="PackedScene" path="res://scenes/Main.tscn" id="1_pqfry"]
4	[ext_resource type="Script" path="res://scripts/test.gd" id="2_3k5yq"]
5	
6	[node name="Test" type="Node"]
7	script = ExtResource("2_3k5yq")
8	
9	[node name="Main" parent="." instance=ExtResource("1_pqfry")]
10
Now I have everything I need. Let me write the complete scene file and the main.gd method.
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\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/LightColorTransitionNode.gd\" id=\"3_lctrn\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/SampledObjectRotatorNode.gd\" id=\"4_sorot\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/TimeHandler.gd\" id=\"5_thand\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/LightIntensityTransitionNode.gd\" id=\"6_litns\"]\n\n[sub_resource type=\"PlaneMesh\" id=\"PlaneMesh_4noii\"]\nsize = Vector2(40, 40)\n\n[sub_resource type=\"Gradient\" id=\"Gradient_day\"]\noffsets = PackedFloat32Array(0, 0.25, 0.5, 0.75, 1)\ncolors = PackedColorArray(0.05, 0.05, 0.15, 1, 1, 0.6, 0.3, 1, 1, 1, 0.95, 1, 1, 0.5, 0.25, 1, 0.05, 0.05, 0.15, 1)\n\n[sub_resource type=\"Curve\" id=\"Curve_xrot\"]\nmin_value = -180.0\nmax_value = 0.0\n_data = [Vector2(0, 0), 0.0, 0.0, 1, 1, Vector2(1, -180), 0.0, 0.0, 1, 1]\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(0.25, 0.05), 0.0, 0.0, 0, 0, Vector2(0.5, 1), 0.0, 0.0, 0, 0, Vector2(0.75, 0.05), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]\npoint_count = 5\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_lctrn\")\nlight = NodePath(\"../../SunLight\")\ncolor_gradient = SubResource(\"Gradient_day\")\n\n[node name=\"SampledObjectRotator\" type=\"Node\" parent=\"DayNightCycle\"]\nscript = ExtResource(\"4_sorot\")\nx_rotation_curve = SubResource(\"Curve_xrot\")\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_litns\")\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)
Write
{
 "file_path": "/home/user/task/scripts/main.gd",
 "content": "extends Node3D\n\n# References to the scene's lighting and UI nodes\n@onready var clock_label : Label = $ClockLabel\n@onready var porch_light : OmniLight3D = $PorchLight\n\n# Hour at which the sun rises (porch light turns off) and sets (porch light turns on)\nconst DAWN_HOUR : int = 6\nconst DUSK_HOUR : int = 18\n\n## Called whenever the day-night cycle reports a new displayed time.\nfunc _on_day_night_cycle_time_changed(current_time: String) -> void:\n\t# Always reflect the emitted time on the clock.\n\tclock_label.text = current_time\n\n\t# Derive the hour from the \"HH:MM\" string to decide whether it is night.\n\tvar hour : int = int(current_time.split(\":\")[0])\n\n\t# Porch light is on through the night: before dawn and from dusk onward.\n\tporch_light.visible = hour < DAWN_HOUR or hour >= DUSK_HOUR\n"
}
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 project is valid by checking for a Godot binary to do a quick parse check.
Bash
ls -a && echo "---godot---" && which godot godot4 2>/dev/null || echo "no godot binary"

# args: {"description": "Check project files and godot availability"}
output
.
..
.godot
project.godot
scenes
scripts
---godot---
/usr/local/bin/godot
no godot binary

[stdout]
.
..
.godot
project.godot
scenes
scripts
---godot---
/usr/local/bin/godot
no godot binary
Bash
timeout 120 godot --headless --check-only --script scripts/main.gd 2>&1 | head -20; echo "exit: ${PIPESTATUS[0]}"

# args: {"description": "Check main.gd script parse"}
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)

exit: 0

[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.
Set the environment variable `GODOT_SILENCE_ROOT_WARNING` to 1 to silence this warning.
     at: setup2 (main/main.cpp:3181)

exit: 0
main.gd parses cleanly. Now let me validate the scene loads correctly by running it briefly headless.
Bash
cat > /tmp/checkscene.gd <<'EOF'
extends SceneTree
func _init():
	var ps = load("res://scenes/Main.tscn")
	if ps == null:
		print("FAIL: scene did not load")
		quit(1)
	var inst = ps.instantiate()
	var dnc = inst.get_node("DayNightCycle")
	print("DayNightCycle children: ", dnc.get_children().map(func(c): return c.name))
	var lct = dnc.get_node("LightColorTransition")
	print("color light path target name: ", lct.get_node(lct.light).name if lct.light else "NULL")
	print("gradient sample 0.5: ", lct.color_gradient.sample(0.5))
	var sor = dnc.get_node("SampledObjectRotator")
	print("xrot @0,0.5,1: ", sor.x_rotation_curve.sample_baked(0.0), " ", sor.x_rotation_curve.sample_baked(0.5), " ", sor.x_rotation_curve.sample_baked(1.0))
	print("yrot flat @0.5: ", sor.y_rotation_curve.sample_baked(0.5))
	var th = dnc.get_node("TimeHandler")
	print("day_length: ", th.day_length_seconds, " interval: ", th.display_interval_minutes)
	var lit = dnc.get_node("LightIntensityTransition")
	print("intensity @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))
	print("OK")
	quit(0)
EOF
GODOT_SILENCE_ROOT_WARNING=1 timeout 120 godot --headless --script /tmp/checkscene.gd 2>&1 | grep -vE "WARNING|at: |Godot Engine|root" | head -40

# args: {"description": "Instantiate scene and verify wiring"}
output
DayNightCycle children: [&"LightColorTransition", &"SampledObjectRotator", &"TimeHandler", &"LightIntensityTransition"]
color light path target name: NULL
gradient sample 0.5: (1.0, 1.0, 0.95, 1.0)
xrot @0,0.5,1: 0.0 -90.0 -180.0
yrot flat @0.5: 0.0
day_length: 10.0 interval: 10
intensity @0,0.5,1: 0.0 0.99885249137878 0.0
OK
ERROR: Pages in use exist at exit in PagedAllocator: N20RasterizerSceneDummy21GeometryInstanceDummyE
ERROR: 1 RID allocations of type 'N13RendererDummy9DummyMeshE' were leaked at exit.
ERROR: 3 RID allocations of type 'N17RendererSceneCull8InstanceE' were leaked at exit.
ERROR: 2 RID allocations of type 'PN18TextServerAdvanced22ShapedTextDataAdvancedE' were leaked at exit.
ERROR: 1 RID allocations of type 'PN18TextServerAdvanced12FontAdvancedE' were leaked at exit.
ERROR: 11 resources still in use at exit (run with --verbose for details).

[stdout]
DayNightCycle children: [&"LightColorTransition", &"SampledObjectRotator", &"TimeHandler", &"LightIntensityTransition"]
color light path target name: NULL
gradient sample 0.5: (1.0, 1.0, 0.95, 1.0)
xrot @0,0.5,1: 0.0 -90.0 -180.0
yrot flat @0.5: 0.0
day_length: 10.0 interval: 10
intensity @0,0.5,1: 0.0 0.99885249137878 0.0
OK
ERROR: Pages in use exist at exit in PagedAllocator: N20RasterizerSceneDummy21GeometryInstanceDummyE
ERROR: 1 RID allocations of type 'N13RendererDummy9DummyMeshE' were leaked at exit.
ERROR: 3 RID allocations of type 'N17RendererSceneCull8InstanceE' were leaked at exit.
ERROR: 2 RID allocations of type 'PN18TextServerAdvanced22ShapedTextDataAdvancedE' were leaked at exit.
ERROR: 1 RID allocations of type 'PN18TextServerAdvanced12FontAdvancedE' were leaked at exit.
ERROR: 11 resources still in use at exit (run with --verbose for details).
The wiring is correct (child order, gradient, rotation sweep, flat Y/Z, time params, intensity hump). My test's `light` check was buggy , `light` resolves to a node, not a NodePath, and resolution needs the node in the tree. Let me verify properly.
Bash
cat > /tmp/checkscene2.gd <<'EOF'
extends SceneTree
func _init():
	var inst = load("res://scenes/Main.tscn").instantiate()
	root.add_child(inst)
	var dnc = inst.get_node("DayNightCycle")
	var lct = dnc.get_node("LightColorTransition")
	var sor = dnc.get_node("SampledObjectRotator")
	var lit = dnc.get_node("LightIntensityTransition")
	print("LCT.light -> ", lct.light)
	print("SOR.target_node -> ", sor.target_node)
	print("LIT.light -> ", lit.light)
	print("all same SunLight: ", lct.light == inst.get_node("SunLight") and sor.target_node == inst.get_node("SunLight") and lit.light == inst.get_node("SunLight"))
	# verify signal connection Main <- DayNightCycle
	print("signal connected: ", dnc.time_changed.is_connected(inst._on_day_night_cycle_time_changed))
	# simulate a time change at night and at noon
	inst._on_day_night_cycle_time_changed("00:00")
	print("00:00 -> clock=", inst.get_node("ClockLabel").text, " porch_visible=", inst.get_node("PorchLight").visible)
	inst._on_day_night_cycle_time_changed("06:00")
	print("06:00 -> porch_visible=", inst.get_node("PorchLight").visible)
	inst._on_day_night_cycle_time_changed("12:00")
	print("12:00 -> porch_visible=", inst.get_node("PorchLight").visible)
	inst._on_day_night_cycle_time_changed("18:00")
	print("18:00 -> porch_visible=", inst.get_node("PorchLight").visible)
	quit(0)
EOF
GODOT_SILENCE_ROOT_WARNING=1 timeout 120 godot --headless --script /tmp/checkscene2.gd 2>&1 | grep -vE "WARNING|at: |Godot Engine|root|ERROR" | head -30

# args: {"description": "Verify node refs resolve and signal/porch logic"}
output
LCT.light -> <null>
SOR.target_node -> <null>
LIT.light -> <null>
all same SunLight: false
signal connected: true
00:00 -> clock=00:00 porch_visible=true
06:00 -> porch_visible=true
12:00 -> porch_visible=true
18:00 -> porch_visible=true

[stdout]
LCT.light -> <null>
SOR.target_node -> <null>
LIT.light -> <null>
all same SunLight: false
signal connected: true
00:00 -> clock=00:00 porch_visible=true
06:00 -> porch_visible=true
12:00 -> porch_visible=true
18:00 -> porch_visible=true
Two issues surfaced: node references resolve to `<null>`, and porch visibility didn't change. Let me debug both , first check whether the NodePath resolves and how Godot expects node-reference exports to be stored.
Bash
cat > /tmp/dbg.gd <<'EOF'
extends SceneTree
func _init():
	var inst = load("res://scenes/Main.tscn").instantiate()
	root.add_child(inst)
	var lct = inst.get_node("DayNightCycle/LightColorTransition")
	print("SunLight exists from lct: ", lct.get_node_or_null("../../SunLight"))
	print("raw property light type: ", typeof(lct.light), " val=", lct.light)
	# Test porch directly
	var porch = inst.get_node("PorchLight")
	print("porch initial visible=", porch.visible)
	porch.visible = false
	print("after set false: ", porch.visible)
	var h = int("06".split(":")[0]) if false else int("06")
	print("int 06 =", h, " cond=", (h < 6 or h >= 18))
	quit(0)
EOF
GODOT_SILENCE_ROOT_WARNING=1 timeout 120 godot --headless --script /tmp/dbg.gd 2>&1 | grep -vE "WARNING|at: |Godot Engine|root|ERROR" | head

# args: {"description": "Debug node path resolution and porch visible"}
output
SunLight exists from lct: SunLight:<DirectionalLight3D#28571600264>
raw property light type: 0 val=<null>
porch initial visible=true
after set false: false
int 06 =6 cond=false

[stdout]
SunLight exists from lct: SunLight:<DirectionalLight3D#28571600264>
raw property light type: 0 val=<null>
porch initial visible=true
after set false: false
int 06 =6 cond=false
`get_node_or_null("../../SunLight")` resolves fine, but the typed `light` export stays null , so Godot isn't binding my `NodePath(...)` to the Node-typed export. Let me find the canonical serialization Godot uses for a node-reference export by building one in code and packing it.
Bash
cat > /tmp/pack.gd <<'EOF'
extends SceneTree
func _init():
	var inst = load("res://scenes/Main.tscn").instantiate()
	root.add_child(inst)
	var lct = inst.get_node("DayNightCycle/LightColorTransition")
	lct.light = inst.get_node("SunLight")
	var sor = inst.get_node("DayNightCycle/SampledObjectRotator")
	sor.target_node = inst.get_node("SunLight")
	var lit = inst.get_node("DayNightCycle/LightIntensityTransition")
	lit.light = inst.get_node("SunLight")
	# recompute owners so pack includes them
	var ps = PackedScene.new()
	ps.pack(inst)
	ResourceSaver.save(ps, "res://scenes/_probe.tscn")
	print("saved")
	quit(0)
EOF
GODOT_SILENCE_ROOT_WARNING=1 timeout 120 godot --headless --script /tmp/pack.gd 2>&1 | grep -vE "WARNING|at: |Godot Engine|root|ERROR" | head
echo "=== probe relevant lines ==="
grep -nE "light|target_node|LightColorTransition|SampledObjectRotator|LightIntensityTransition" scenes/_probe.tscn 2>/dev/null | head -40

# args: {"description": "Pack scene with refs set in code to see canonical format"}
output
saved
=== probe relevant lines ===
5:[ext_resource type="Script" path="res://scripts/day_night/LightColorTransitionNode.gd" id="3_mdel7"]
6:[ext_resource type="Script" path="res://scripts/day_night/SampledObjectRotatorNode.gd" id="4_u1pix"]
8:[ext_resource type="Script" path="res://scripts/day_night/LightIntensityTransitionNode.gd" id="6_ur8bc"]
39:light_color = Color(1, 0.94902, 0.721569, 1)
40:light_energy = 700.0
55:[node name="LightColorTransition" type="Node" parent="DayNightCycle" node_paths=PackedStringArray("light")]
57:light = NodePath("../../SunLight")
60:[node name="SampledObjectRotator" type="Node" parent="DayNightCycle" node_paths=PackedStringArray("target_node")]
65:target_node = NodePath("../../SunLight")
72:[node name="LightIntensityTransition" type="Node" parent="DayNightCycle" node_paths=PackedStringArray("light")]
75:light = NodePath("../../SunLight")

[stdout]
saved
=== probe relevant lines ===
5:[ext_resource type="Script" path="res://scripts/day_night/LightColorTransitionNode.gd" id="3_mdel7"]
6:[ext_resource type="Script" path="res://scripts/day_night/SampledObjectRotatorNode.gd" id="4_u1pix"]
8:[ext_resource type="Script" path="res://scripts/day_night/LightIntensityTransitionNode.gd" id="6_ur8bc"]
39:light_color = Color(1, 0.94902, 0.721569, 1)
40:light_energy = 700.0
55:[node name="LightColorTransition" type="Node" parent="DayNightCycle" node_paths=PackedStringArray("light")]
57:light = NodePath("../../SunLight")
60:[node name="SampledObjectRotator" type="Node" parent="DayNightCycle" node_paths=PackedStringArray("target_node")]
65:target_node = NodePath("../../SunLight")
72:[node name="LightIntensityTransition" type="Node" parent="DayNightCycle" node_paths=PackedStringArray("light")]
75:light = NodePath("../../SunLight")
Found it , node-reference exports require a `node_paths=PackedStringArray(...)` attribute on the node header. Without it Godot can't bind the `NodePath` to the typed `Light3D`/`Node3D` property. Let me fix the three nodes.
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 clean up the probe file and run a full simulation that actually drives frames through the cycle.
Bash
rm -f scenes/_probe.tscn scenes/_probe.tscn.uid
cat > /tmp/final.gd <<'EOF'
extends SceneTree
var inst
var frames = 0
func _init():
	inst = load("res://scenes/Main.tscn").instantiate()
	root.add_child(inst)
	var dnc = inst.get_node("DayNightCycle")
	var lct = dnc.get_node("LightColorTransition")
	var sor = dnc.get_node("SampledObjectRotator")
	var lit = dnc.get_node("LightIntensityTransition")
	var sun = inst.get_node("SunLight")
	print("bind LCT.light==Sun: ", lct.light == sun)
	print("bind SOR.target==Sun: ", sor.target_node == sun)
	print("bind LIT.light==Sun: ", lit.light == sun)
	# Drive cycle manually via percentages to inspect end-to-end behavior
	for p in [0.0, 0.25, 0.5, 0.75, 0.999]:
		sor.set_rotation_from_sample(p)
		lct.set_color_from_sample(p)
		lit.set_intensity_from_sample(p)
		print("p=%.2f  sunX=%.0f  color=%s  energy=%.2f" % [p, sun.rotation_degrees.x, str(sun.light_color), sun.light_energy])
	# Now test handler-driven clock + porch (isolate from process)
	dnc.active = false
	for t in ["00:00","06:00","12:00","18:00","23:50"]:
		inst._on_day_night_cycle_time_changed(t)
		print("t=%s clock=%s porch=%s" % [t, inst.get_node("ClockLabel").text, str(inst.get_node("PorchLight").visible)])
	quit(0)
EOF
GODOT_SILENCE_ROOT_WARNING=1 timeout 120 godot --headless --script /tmp/final.gd 2>&1 | grep -vE "WARNING|at: |Godot Engine|root warning|ERROR|leaked|in use|silence" | head -30

# args: {"description": "Full end-to-end simulation of cycle and handler"}
output
bind LCT.light==Sun: true
bind SOR.target==Sun: true
bind LIT.light==Sun: true
p=0.00  sunX=0  color=(0.05, 0.05, 0.15, 1.0)  energy=0.00
p=0.25  sunX=-28  color=(1.0, 0.6, 0.3, 1.0)  energy=0.05
p=0.50  sunX=-90  color=(1.0, 1.0, 0.95, 1.0)  energy=1.00
p=0.75  sunX=-152  color=(1.0, 0.5, 0.25, 1.0)  energy=0.05
p=1.00  sunX=-180  color=(0.0538, 0.0518, 0.1504, 1.0)  energy=0.00
t=00:00 clock=00:00 porch=true
t=06:00 clock=00:00 porch=true
t=12:00 clock=00:00 porch=true
t=18:00 clock=00:00 porch=true
t=23:50 clock=00:00 porch=true

[stdout]
bind LCT.light==Sun: true
bind SOR.target==Sun: true
bind LIT.light==Sun: true
p=0.00  sunX=0  color=(0.05, 0.05, 0.15, 1.0)  energy=0.00
p=0.25  sunX=-28  color=(1.0, 0.6, 0.3, 1.0)  energy=0.05
p=0.50  sunX=-90  color=(1.0, 1.0, 0.95, 1.0)  energy=1.00
p=0.75  sunX=-152  color=(1.0, 0.5, 0.25, 1.0)  energy=0.05
p=1.00  sunX=-180  color=(0.0538, 0.0518, 0.1504, 1.0)  energy=0.00
t=00:00 clock=00:00 porch=true
t=06:00 clock=00:00 porch=true
t=12:00 clock=00:00 porch=true
t=18:00 clock=00:00 porch=true
t=23:50 clock=00:00 porch=true
Cycle behavior is perfect (horizon→overhead→horizon, dark/sunrise/daylight/sunset/dark colors, energy 0→1→0). But the clock/porch stay stuck at `00:00`/`true` regardless of input , suspicious. Let me isolate the handler.
Bash
cat > /tmp/h.gd <<'EOF'
extends SceneTree
func _init():
	var inst = load("res://scenes/Main.tscn").instantiate()
	root.add_child(inst)
	inst.get_node("DayNightCycle").active = false
	var clk = inst.get_node("ClockLabel")
	clk.text = "DIRECT"
	print("direct set ClockLabel.text=", clk.text)
	print("handler has method: ", inst.has_method("_on_day_night_cycle_time_changed"))
	inst._on_day_night_cycle_time_changed("12:34")
	print("after handler clk.text=", clk.text, " inst.clock_label.text=", inst.clock_label.text)
	print("clock_label is same node: ", inst.clock_label == clk)
	quit(0)
EOF
GODOT_SILENCE_ROOT_WARNING=1 timeout 120 godot --headless --script /tmp/h.gd 2>&1 | grep -vE "WARNING|at: |Godot Engine|root warning|ERROR|leaked|in use" | head

# args: {"description": "Isolate clock handler behavior"}
output
Exit code 143
Terminated

[error] tool reported failure
Bash
cat > /tmp/h.gd <<'EOF'
extends SceneTree
func _init():
	var inst = load("res://scenes/Main.tscn").instantiate()
	root.add_child(inst)
	inst.get_node("DayNightCycle").active = false
	var clk = inst.get_node("ClockLabel")
	print("has method: ", inst.has_method("_on_day_night_cycle_time_changed"))
	inst.call("_on_day_night_cycle_time_changed", "12:34")
	print("after handler clk.text=", clk.text)
	var porch = inst.get_node("PorchLight")
	print("porch=", porch.visible)
	quit(0)
EOF
GODOT_SILENCE_ROOT_WARNING=1 timeout 60 godot --headless --script /tmp/h.gd 2>&1 | grep -vE "WARNING|at: |Godot Engine|root warning|ERROR|leaked|in use" | head

# args: {"description": "Retry isolated handler test"}
output
has method: true
after handler clk.text=00:00
porch=true

[stdout]
has method: true
after handler clk.text=00:00
porch=true
The handler runs but doesn't set the text , possibly an error I'm filtering out. Let me see the errors.
Bash
GODOT_SILENCE_ROOT_WARNING=1 timeout 60 godot --headless --script /tmp/h.gd 2>&1 | grep -iE "error|null|invalid|script" | grep -ivE "leaked|in use|RID|Pages" | head

# args: {"description": "Show errors from handler test"}
output
SCRIPT ERROR: Invalid assignment of property or key 'text' with value of type 'String' on a base object of type 'Nil'.
          at: _on_day_night_cycle_time_changed (res://scripts/main.gd:14)

[stdout]
SCRIPT ERROR: Invalid assignment of property or key 'text' with value of type 'String' on a base object of type 'Nil'.
          at: _on_day_night_cycle_time_changed (res://scripts/main.gd:14)
`clock_label` is Nil , but that's because `_ready` (which runs `@onready`) hasn't fired yet when I call the handler synchronously inside `SceneTree._init`. Node-path exports resolve at instantiation (so bindings worked), but `@onready` needs the first frame. In real gameplay `time_changed` only fires from `_process`, after `_ready`. Let me verify with a test that actually runs real frames.
Bash
cat > /tmp/runtime.gd <<'EOF'
extends SceneTree
var inst
var elapsed := 0.0
var seen := {}
func _initialize():
	inst = load("res://scenes/Main.tscn").instantiate()
	root.add_child(inst)
func _process(delta):
	elapsed += delta
	var clk = inst.get_node("ClockLabel").text
	var porch = inst.get_node("PorchLight").visible
	var key = clk + "|" + str(porch)
	if not seen.has(key):
		seen[key] = true
		print("t=%5.2f  clock=%s  porch_on=%s  sunX=%.0f  energy=%.2f" % [elapsed, clk, str(porch), inst.get_node("SunLight").rotation_degrees.x, inst.get_node("SunLight").light_energy])
	if elapsed >= 10.5:
		return true  # quit after one full day (day_length=10s)
	return false
EOF
GODOT_SILENCE_ROOT_WARNING=1 timeout 90 godot --headless --fixed-fps 30 --script /tmp/runtime.gd 2>&1 | grep -E "t=" | head -60

# args: {"description": "Run a full real-time day cycle and record clock/porch transitions"}
output
t= 0.03  clock=00:00  porch_on=true  sunX=-60  energy=1.00
t= 0.13  clock=00:10  porch_on=true  sunX=-0  energy=0.00
t= 0.19  clock=00:20  porch_on=true  sunX=-0  energy=0.00
t= 0.26  clock=00:30  porch_on=true  sunX=-0  energy=0.00
t= 0.32  clock=00:40  porch_on=true  sunX=-0  energy=0.00
t= 0.39  clock=00:50  porch_on=true  sunX=-1  energy=0.00
t= 0.46  clock=01:00  porch_on=true  sunX=-1  energy=0.00
t= 0.52  clock=01:10  porch_on=true  sunX=-1  energy=0.01
t= 0.59  clock=01:20  porch_on=true  sunX=-2  energy=0.01
t= 0.69  clock=01:30  porch_on=true  sunX=-2  energy=0.01
t= 0.76  clock=01:40  porch_on=true  sunX=-3  energy=0.01
t= 0.82  clock=01:50  porch_on=true  sunX=-3  energy=0.01
t= 0.89  clock=02:00  porch_on=true  sunX=-4  energy=0.01
t= 0.96  clock=02:10  porch_on=true  sunX=-4  energy=0.02
t= 1.02  clock=02:20  porch_on=true  sunX=-5  energy=0.02
t= 1.09  clock=02:30  porch_on=true  sunX=-6  energy=0.02
t= 1.16  clock=02:40  porch_on=true  sunX=-6  energy=0.02
t= 1.23  clock=02:50  porch_on=true  sunX=-7  energy=0.02
t= 1.29  clock=03:00  porch_on=true  sunX=-8  energy=0.03
t= 1.36  clock=03:10  porch_on=true  sunX=-9  energy=0.03
t= 1.43  clock=03:20  porch_on=true  sunX=-9  energy=0.03
t= 1.49  clock=03:30  porch_on=true  sunX=-10  energy=0.03
t= 1.59  clock=03:40  porch_on=true  sunX=-12  energy=0.03
t= 1.66  clock=03:50  porch_on=true  sunX=-13  energy=0.04
t= 1.73  clock=04:00  porch_on=true  sunX=-14  energy=0.04
t= 1.79  clock=04:10  porch_on=true  sunX=-15  energy=0.04
t= 1.86  clock=04:20  porch_on=true  sunX=-16  energy=0.04
t= 1.93  clock=04:30  porch_on=true  sunX=-17  energy=0.04
t= 1.99  clock=04:40  porch_on=true  sunX=-18  energy=0.04
t= 2.06  clock=04:50  porch_on=true  sunX=-19  energy=0.05
t= 2.13  clock=05:00  porch_on=true  sunX=-20  energy=0.05
t= 2.19  clock=05:10  porch_on=true  sunX=-22  energy=0.05
t= 2.26  clock=05:20  porch_on=true  sunX=-23  energy=0.05
t= 2.33  clock=05:30  porch_on=true  sunX=-24  energy=0.05
t= 2.43  clock=05:40  porch_on=true  sunX=-26  energy=0.05
t= 2.49  clock=05:50  porch_on=true  sunX=-27  energy=0.05
t= 2.56  clock=06:00  porch_on=false  sunX=-29  energy=0.05
t= 2.63  clock=06:10  porch_on=false  sunX=-30  energy=0.05
t= 2.69  clock=06:20  porch_on=false  sunX=-31  energy=0.06
t= 2.76  clock=06:30  porch_on=false  sunX=-33  energy=0.07
t= 2.83  clock=06:40  porch_on=false  sunX=-34  energy=0.09
t= 2.89  clock=06:50  porch_on=false  sunX=-36  energy=0.10
t= 2.96  clock=07:00  porch_on=false  sunX=-37  energy=0.12
t= 3.02  clock=07:10  porch_on=false  sunX=-39  energy=0.15
t= 3.09  clock=07:20  porch_on=false  sunX=-40  energy=0.17
t= 3.19  clock=07:30  porch_on=false  sunX=-43  energy=0.21
t= 3.26  clock=07:40  porch_on=false  sunX=-44  energy=0.24
t= 3.32  clock=07:50  porch_on=false  sunX=-46  energy=0.28
t= 3.39  clock=08:00  porch_on=false  sunX=-47  energy=0.31
t= 3.46  clock=08:10  porch_on=false  sunX=-49  energy=0.34
t= 3.52  clock=08:20  porch_on=false  sunX=-51  energy=0.38
t= 3.59  clock=08:30  porch_on=false  sunX=-52  energy=0.42
t= 3.66  clock=08:40  porch_on=false  sunX=-54  energy=0.45
t= 3.72  clock=08:50  porch_on=false  sunX=-55  energy=0.49
t= 3.79  clock=09:00  porch_on=false  sunX=-57  energy=0.53
t= 3.86  clock=09:10  porch_on=false  sunX=-59  energy=0.57
t= 3.92  clock=09:20  porch_on=false  sunX=-61  energy=0.61
t= 4.02  clock=09:30  porch_on=false  sunX=-63  energy=0.66
t= 4.09  clock=09:40  porch_on=false  sunX=-65  energy=0.70
t= 4.16  clock=09:50  porch_on=false  sunX=-67  energy=0.73

[stdout]
t= 0.03  clock=00:00  porch_on=true  sunX=-60  energy=1.00
t= 0.13  clock=00:10  porch_on=true  sunX=-0  energy=0.00
t= 0.19  clock=00:20  porch_on=true  sunX=-0  energy=0.00
t= 0.26  clock=00:30  porch_on=true  sunX=-0  energy=0.00
t= 0.32  clock=00:40  porch_on=true  sunX=-0  energy=0.00
t= 0.39  clock=00:50  porch_on=true  sunX=-1  energy=0.00
t= 0.46  clock=01:00  porch_on=true  sunX=-1  energy=0.00
t= 0.52  clock=01:10  porch_on=true  su…[truncated]
Everything works correctly at runtime: clock advances, porch turns **off at 06:00 (dawn)**, sun sweeps from horizon, energy ramps up. Let me confirm the noon peak and the dusk transition (porch back on at 18:00).
Bash
GODOT_SILENCE_ROOT_WARNING=1 timeout 90 godot --headless --fixed-fps 30 --script /tmp/runtime.gd 2>&1 | grep -E "t=" | grep -E "12:00|11:50|17:50|18:00|18:10|23:50|00:00" | head

# args: {"description": "Check noon peak and dusk transition"}
output
t= 0.03  clock=00:00  porch_on=true  sunX=-60  energy=1.00
t= 4.99  clock=11:50  porch_on=false  sunX=-89  energy=1.00
t= 5.06  clock=12:00  porch_on=false  sunX=-91  energy=1.00
t= 7.49  clock=17:50  porch_on=false  sunX=-151  energy=0.05
t= 7.56  clock=18:00  porch_on=true  sunX=-152  energy=0.05
t= 7.62  clock=18:10  porch_on=true  sunX=-154  energy=0.05
t= 9.99  clock=23:50  porch_on=true  sunX=-180  energy=0.00

[stdout]
t= 0.03  clock=00:00  porch_on=true  sunX=-60  energy=1.00
t= 4.99  clock=11:50  porch_on=false  sunX=-89  energy=1.00
t= 5.06  clock=12:00  porch_on=false  sunX=-91  energy=1.00
t= 7.49  clock=17:50  porch_on=false  sunX=-151  energy=0.05
t= 7.56  clock=18:00  porch_on=true  sunX=-152  energy=0.05
t= 7.62  clock=18:10  porch_on=true  sunX=-154  energy=0.05
t= 9.99  clock=23:50  porch_on=true  sunX=-180  energy=0.00
All requirements verified end-to-end at runtime: - **Noon (12:00):** sun overhead (−91°), energy peaks at **1.00**, daylight color ✓ - **Dusk (18:00):** PorchLight toggles back **on** ✓ - **Dawn (06:00):** PorchLight toggled **off** ✓ - **Night start/end:** dark color, energy 0, sun at horizon ✓ Let me confirm no stray probe files were left in the project.
Bash
ls scenes/ && rm -f /tmp/checkscene*.gd /tmp/dbg.gd /tmp/pack.gd /tmp/final.gd /tmp/h.gd /tmp/runtime.gd

# args: {"description": "Confirm clean scenes dir and remove temp scripts"}
output
Main.tscn
test.tscn

[stdout]
Main.tscn
test.tscn
Done. `res://scenes/Main.tscn` is fully wired and verified by running an actual day cycle in Godot. ## What I did **Scene (`scenes/Main.tscn`)** , added a `DayNightCycle` Node (running `DayNightCycleNode.gd`) under Main with four children, all targeting `../../SunLight`: - **LightColorTransition** , `Gradient` with 5 stops: dark blue night at `0.0`/`1.0`, warm orange sunrise at `0.25`, bright near-white daylight at `0.5`, warm sunset at `0.75`. - **SampledObjectRotator** , X-rotation `Curve` sweeping linearly `0° → −180°` (horizon → overhead at noon → horizon); Y/Z curves flat at 0. - **TimeHandler** , `day_length_seconds = 10`, `display_interval_minutes = 10`. - **LightIntensityTransition** , `Curve` humped to ~0 at night and peaking at `1.0` at midday. - Connected `DayNightCycle.time_changed` → `Main._on_day_night_cycle_time_changed`. **Script (`scripts/main.gd`)** , implemented the handler: it always writes the emitted string to `ClockLabel.text`, and sets `PorchLight.visible = hour < 6 or hour >= 18` (off at dawn, on at dusk). ## Key detail Node-reference exports (`light`, `target_node`) require a `node_paths=PackedStringArray(...)` attribute on the node header , without it Godot silently leaves the typed property `null`. I caught this by instantiating the scene headless and confirmed the fix binds all three references to `SunLight`. ## Verification A full 10-second day run confirmed: clock advances `00:00 → 23:50`, porch light is on at night and turns **off at 06:00** / back **on at 18:00**, the sun sweeps horizon→overhead→horizon, and light energy ramps from 0 to a `1.00` peak at noon and back down.
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_3aa2323fd07d4a3a. Re-running the agent live requires EVAL_PLATFORM_ENABLE_OAUTH_SMOKE=1 and is non-deterministic.

Trial trial_3aa2323fd07d4a3a · verifier authoritative; classifier explanatory.