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 Bugs
EvidenceTest failure message: "VALIDATION_FAILED: Sun rotation curve must hit ~180 degrees at midday". Agent created X-rotation curve with points (0.0, 0.0) and (1.0, -180) instead of (0.0, 0.0) and (1.0, 360.0). Test.gd line 65-66 checks that sample at 0.5 must be ~180°, and line 68-69 checks that sample at 1.0 must be ~360°. Agent's negative rotation produces -90° at 0.5 and -180° at 1.0, failing both checks.
Root causeThe agent misunderstood the X-rotation curve direction, implementing a negative range (0 to -180 degrees) instead of positive (0 to 360 degrees) as required by the instruction. The instruction explicitly states the curve must sample "≈360° at 1.0" which contradicts the agent's negative endpoint.
RecommendationN/A - task is fine
Trajectory
Tool-by-tool agent trajectory
60 tool calls · 3 tool types · 60 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 to understand what's there.
Bash
find . -type f -not -path './.git/*' | head -100 && echo "---" && ls -la

# args: {"description": "List project files"}
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
---
total 8
drwxr-xr-x 5 user user  128 Jun 19 20:07 .
drwxr-x--- 3 user user  128 Jun 19 20:07 ..
drwxr-xr-x 4 user user 4096 Jun 19 20:07 .godot
-rw-r--r-- 1 user user  560 Jun 18 19:22 project.godot
drwxr-xr-x 2 user user   60 Jun 18 19:22 scenes
drwxr-xr-x 3 user user  128 Jun 19 20:06 scripts

[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
---
total 8
drwxr-xr-x 5 user user  128 Jun 19 20:07 .
drwxr-x--- 3 user user  128 Jun 19 20:07 ..
drwxr-xr-x 4 user user 4096 Jun 19 20:07 .godot
-rw-r--r-- 1 user user  560 Jun 18 19:22 project.godot
drwxr-xr-x 2 user user   60 Jun 18 19:22 scenes
drwxr-xr-x 3 user user  128 Jun 19 20:06 scripts
I'll read all the relevant files to understand the structure and the scripts I need to wire up.
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
Read
{
 "file_path": "/home/user/task/project.godot"
}
output
1	; Engine configuration file.
2	; It's best edited using the editor UI and not directly,
3	; since the parameters that go here are not all obvious.
4	;
5	; Format:
6	;   [section] ; section goes between []
7	;   param=value ; assign values to parameters
8	
9	config_version=5
10	
11	[application]
12	
13	config/name="Day-Night Cycle Controller"
14	config/description="A simple task to test CUA ability to move a player asset to the origin coordinates"
15	run/main_scene="res://scenes/Main.tscn"
16	config/features=PackedStringArray("4.4")
17	
18	[rendering]
19	
20	renderer/rendering_method="gl_compatibility"
21
Let me check the UID files for the scripts so I can reference them correctly in the scene.
Bash
cd /home/user/task/scripts/day_night && for f in *.uid; do echo "$f: $(cat $f)"; done

# args: {"description": "Read script UID files"}
output
DayNightCycleNode.gd.uid: uid://cpajkj8o1xm8h
LightColorTransitionNode.gd.uid: uid://iee5jnb7ugvb
LightIntensityTransitionNode.gd.uid: uid://df82fl4yar4ch
SampledObjectRotatorNode.gd.uid: uid://bjokmmre2r13u
TimeHandler.gd.uid: uid://kaqb58wgrxqm

[stdout]
DayNightCycleNode.gd.uid: uid://cpajkj8o1xm8h
LightColorTransitionNode.gd.uid: uid://iee5jnb7ugvb
LightIntensityTransitionNode.gd.uid: uid://df82fl4yar4ch
SampledObjectRotatorNode.gd.uid: uid://bjokmmre2r13u
TimeHandler.gd.uid: uid://kaqb58wgrxqm
Now I have everything I need. Let me write the complete Main.tscn with all the day-night nodes wired up.
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_dnc\" uid=\"uid://cpajkj8o1xm8h\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/LightColorTransitionNode.gd\" id=\"3_lct\" uid=\"uid://iee5jnb7ugvb\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/SampledObjectRotatorNode.gd\" id=\"4_sor\" uid=\"uid://bjokmmre2r13u\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/TimeHandler.gd\" id=\"5_th\" uid=\"uid://kaqb58wgrxqm\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/LightIntensityTransitionNode.gd\" id=\"6_lit\" uid=\"uid://df82fl4yar4ch\"]\n\n[sub_resource type=\"PlaneMesh\" id=\"PlaneMesh_4noii\"]\nsize = Vector2(40, 40)\n\n[sub_resource type=\"Gradient\" id=\"Gradient_color\"]\noffsets = PackedFloat32Array(0, 0.25, 0.5, 0.75, 1)\ncolors = PackedColorArray(0.05, 0.05, 0.2, 1, 1, 0.5, 0.2, 1, 1, 1, 0.95, 1, 1, 0.5, 0.2, 1, 0.05, 0.05, 0.2, 1)\n\n[sub_resource type=\"Curve\" id=\"Curve_x\"]\nmin_value = -180.0\nmax_value = 0.0\n_data = [Vector2(0, 0), 0.0, 0.0, 0, 1, Vector2(1, -180), 0.0, 0.0, 1, 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_dnc\")\n\n[node name=\"LightColorTransition\" type=\"Node\" parent=\"DayNightCycle\"]\nscript = ExtResource(\"3_lct\")\nlight = NodePath(\"../../SunLight\")\ncolor_gradient = SubResource(\"Gradient_color\")\n\n[node name=\"SampledObjectRotator\" type=\"Node\" parent=\"DayNightCycle\"]\nscript = ExtResource(\"4_sor\")\nx_rotation_curve = SubResource(\"Curve_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_th\")\nday_length_seconds = 10.0\ndisplay_interval_minutes = 10\n\n[node name=\"LightIntensityTransition\" type=\"Node\" parent=\"DayNightCycle\"]\nscript = ExtResource(\"6_lit\")\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 I'll implement the signal handler in main.gd.
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# Hours (inclusive of dawn, exclusive of dusk) during which it is daytime.\nconst DAWN_HOUR : int = 6\nconst DUSK_HOUR : int = 18\n\n@onready var clock_label : Label = $ClockLabel\n@onready var porch_light : OmniLight3D = $PorchLight\n\nfunc _ready() -> void:\n\tpass\n\n## Called whenever the day-night cycle reports a new display time (HH:MM).\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# Determine the current hour from the \"HH:MM\" string.\n\tvar hour : int = int(current_time.split(\":\")[0])\n\n\t# The porch light is on through the night and switches off at dawn,\n\t# back on at dusk.\n\tporch_light.visible = hour < DAWN_HOUR or hour >= DUSK_HOUR"
}
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 correctly by checking if Godot is available.
Bash
cd /home/user/task && which godot godot4 2>/dev/null; ls ~/godot* 2>/dev/null; echo "exit"

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

[stdout]
/usr/local/bin/godot
exit
Bash
timeout 60 godot --headless --check-only --script scripts/main.gd 2>&1 | head -20; echo "=== scene import ==="; timeout 90 godot --headless --quit-after 5 2>&1 | head -40

# args: {"description": "Validate script and load scene headless"}
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)

=== scene import ===
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 o…[truncated]
The NodePath exports aren't resolving to the nodes. Let me investigate how Godot 4 resolves these exported node references.
Bash
cat > /tmp/probe.gd << 'EOF'
extends SceneTree
func _init():
	var s = load("res://scenes/Main.tscn").instantiate()
	get_root().add_child(s)
	var lct = s.get_node("DayNightCycle/LightColorTransition")
	print("light = ", lct.light)
	var sor = s.get_node("DayNightCycle/SampledObjectRotator")
	print("target_node = ", sor.target_node)
	quit()
EOF
timeout 60 godot --headless --script /tmp/probe.gd 2>&1 | grep -v -E "WARNING|security risk|GODOT_SILENCE|main.cpp|Godot Engine" | head -20

# args: {"description": "Probe resolved node references"}
output
light = <null>
target_node = <null>
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)

[stdout]
light = <null>
target_node = <null>
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)
Let me see how Godot actually serializes an exported node reference by setting it and packing the scene.
Bash
cat > /tmp/probe2.gd << 'EOF'
extends SceneTree
func _init():
	var s = load("res://scenes/Main.tscn").instantiate()
	var lct = s.get_node("DayNightCycle/LightColorTransition")
	lct.light = s.get_node("SunLight")
	var sor = s.get_node("DayNightCycle/SampledObjectRotator")
	sor.target_node = s.get_node("SunLight")
	var lit = s.get_node("DayNightCycle/LightIntensityTransition")
	lit.light = s.get_node("SunLight")
	# ensure owners set so packing keeps them
	var packed = PackedScene.new()
	packed.pack(s)
	ResourceSaver.save(packed, "res://scenes/_probe_out.tscn")
	quit()
EOF
timeout 60 godot --headless --script /tmp/probe2.gd 2>&1 | grep -v -E "WARNING|security risk|GODOT_SILENCE|main.cpp|Godot Engine"; echo "=== OUTPUT FILE ==="; grep -nE "light|target_node|LightColor|SampledObj|LightInten|node name" /home/user/task/scenes/_probe_out.tscn

# args: {"description": "Pack scene with refs set to see serialization format"}
output
at: _free_rids (servers/rendering/renderer_canvas_cull.cpp:2677)
ERROR: Pages in use exist at exit in PagedAllocator: N20RasterizerSceneDummy21GeometryInstanceDummyE
   at: ~PagedAllocator (./core/templates/paged_allocator.h:170)
ERROR: 1 RID allocations of type 'N13RendererDummy9DummyMeshE' were leaked at exit.
     at: ~Dependency (servers/rendering/storage/utilities.cpp:56)
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.
     at: cleanup (core/object/object.cpp:2378)
ERROR: 11 resources still in use at exit (run with --verbose for details).
   at: clear (core/io/resource.cpp:614)
=== OUTPUT FILE ===
5:[ext_resource type="Script" path="res://scripts/day_night/LightColorTransitionNode.gd" id="3_h8bv5"]
6:[ext_resource type="Script" path="res://scripts/day_night/SampledObjectRotatorNode.gd" id="4_4pola"]
8:[ext_resource type="Script" path="res://scripts/day_night/LightIntensityTransitionNode.gd" id="6_uxdf0"]
30:[node name="Main" type="Node3D"]
33:[node name="SunLight" type="DirectionalLight3D" parent="."]
37:[node name="PorchLight" type="OmniLight3D" parent="."]
39:light_color = Color(1, 0.94902, 0.721569, 1)
40:light_energy = 700.0
42:[node name="Ground" type="MeshInstance3D" parent="."]
45:[node name="ClockLabel" type="Label" parent="."]
52:[node name="DayNightCycle" type="Node" parent="."]
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")
67:[node name="TimeHandler" type="Node" parent="DayNightCycle"]
72:[node name="LightIntensityTransition" type="Node" parent="DayNightCycle" node_paths=PackedStringArray("light")]
75:light = NodePath("../../SunLight")

[stdout]
     at: _free_rids (servers/rendering/renderer_canvas_cull.cpp:2677)
ERROR: Pages in use exist at exit in PagedAllocator: N20RasterizerSceneDummy21GeometryInstanceDummyE
   at: ~PagedAllocator (./core/templates/paged_allocator.h:170)
ERROR: 1 RID allocations of type 'N13RendererDummy9DummyMeshE' were leaked at exit.
     at: ~Dependency (servers/rendering/storage/utilities.cpp:56)
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.
     at: cleanup (core/object/object.cpp:2378)
ERROR: 11 resources still in use at exit (run with --verbose for details).
   at: clear (core/io/resource.cpp:614)
=== OUTPUT FILE ===
5:[ext_resource type="Script" path="res://scripts/day_night/LightColorTransitionNode.gd" id="3_h8bv5"]
6:[ext_resource type="Script" path="res://scripts/day_night/SampledObjectRotatorNode.gd" id="4_4pola"]
8:[ext_resource type="Script" path="res://scripts/day_night/LightIntensityTransitionNode.gd" id="6_uxdf0"]
30:[node name="Main" type="Node3D"]
33:[node name="SunLight" type="DirectionalLight3D" parent="."]
37:[node name="PorchLight" type="OmniLight3D" parent="."]
39:light_color = Color(1, 0.94902, 0.721569, 1)
40:light_energy = 700.0
42:[node name="Ground" type="MeshInstance3D" parent="."]
45:[node name="ClockLabel" type="Label" parent="."]
52:[node name="DayNightCycle" type="Node" parent="."]
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")
67:[node name="TimeHandler" type="Node" pare…[truncated]
The key detail: nodes with exported node references need `node_paths=PackedStringArray(...)` in the node header. Let me fix the three nodes and clean up.
Bash
rm -f /home/user/task/scenes/_probe_out.tscn /tmp/probe.gd /tmp/probe2.gd

# args: {"description": "Remove probe artifacts"}
output
(Bash completed with no output)
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 verify the full system works end-to-end, checking the references resolve and the time/light behavior is correct.
Bash
cat > /tmp/verify.gd << 'EOF'
extends SceneTree
func _init():
	var s = load("res://scenes/Main.tscn").instantiate()
	get_root().add_child(s)
	var dnc = s.get_node("DayNightCycle")
	var sun = s.get_node("SunLight")
	var porch = s.get_node("PorchLight")
	var clock = s.get_node("ClockLabel")
	# refs resolved?
	print("lct.light ok: ", s.get_node("DayNightCycle/LightColorTransition").light == sun)
	print("sor.target ok: ", s.get_node("DayNightCycle/SampledObjectRotator").target_node == sun)
	print("lit.light ok: ", s.get_node("DayNightCycle/LightIntensityTransition").light == sun)
	print("day_len: ", dnc.day_length_seconds, " interval: ", s.get_node("DayNightCycle/TimeHandler").display_interval_minutes)
	# Simulate across the day by directly driving children at sample points
	var rot = s.get_node("DayNightCycle/SampledObjectRotator")
	var col = s.get_node("DayNightCycle/LightColorTransition")
	var inten = s.get_node("DayNightCycle/LightIntensityTransition")
	for p in [0.0, 0.25, 0.5, 0.75, 1.0]:
		rot.set_rotation_from_sample(p)
		col.set_color_from_sample(p)
		inten.set_intensity_from_sample(p)
		print("p=%.2f  x_rot=%.1f  color=%s  energy=%.3f" % [p, sun.rotation_degrees.x, str(sun.light_color), sun.light_energy])
	print("y/z flat: ", sun.rotation_degrees.y, " ", sun.rotation_degrees.z)
	# Test signal handler / porch logic via emitted strings
	for t in ["00:00","06:00","12:00","17:50","18:00","23:50"]:
		s._on_day_night_cycle_time_changed(t)
		print("time=%s -> clock='%s' porch_on=%s" % [t, clock.text, str(porch.visible)])
	quit()
EOF
timeout 60 godot --headless --script /tmp/verify.gd 2>&1 | grep -vE "WARNING|security risk|GODOT_SILENCE|main.cpp|Godot Engine|leaked|in use|PagedAllocator|_free_rids|Dependency|object.cpp|resource.cpp|paged_allocator"; rm -f /tmp/verify.gd

# args: {"description": "End-to-end verification of refs, curves, and porch logic"}
output
lct.light ok: true
sor.target ok: true
lit.light ok: true
day_len: 10.0 interval: 10
p=0.00  x_rot=0.0  color=(0.05, 0.05, 0.2, 1.0)  energy=0.000
p=0.25  x_rot=-28.1  color=(1.0, 0.5, 0.2, 1.0)  energy=0.500
p=0.50  x_rot=-90.0  color=(1.0, 1.0, 0.95, 1.0)  energy=1.000
p=0.75  x_rot=-151.9  color=(1.0, 0.5, 0.2, 1.0)  energy=0.500
p=1.00  x_rot=-180.0  color=(0.05, 0.05, 0.2, 1.0)  energy=0.000
y/z flat: 0.0 0.0
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:16)
time=00:00 -> clock='00:00' porch_on=true
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:16)
time=06:00 -> clock='00:00' porch_on=true
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:16)
time=12:00 -> clock='00:00' porch_on=true
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:16)
time=17:50 -> clock='00:00' porch_on=true
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:16)
time=18:00 -> clock='00:00' porch_on=true
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:16)
time=23:50 -> clock='00:00' porch_on=true

[stdout]
lct.light ok: true
sor.target ok: true
lit.light ok: true
day_len: 10.0 interval: 10
p=0.00  x_rot=0.0  color=(0.05, 0.05, 0.2, 1.0)  energy=0.000
p=0.25  x_rot=-28.1  color=(1.0, 0.5, 0.2, 1.0)  energy=0.500
p=0.50  x_rot=-90.0  color=(1.0, 1.0, 0.95, 1.0)  energy=1.000
p=0.75  x_rot=-151.9  color=(1.0, 0.5, 0.2, 1.0)  energy=0.500
p=1.00  x_rot=-180.0  color=(0.05, 0.05, 0.2, 1.0)  energy=0.000
y/z flat: 0.0 0.0
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:16)
time=00:00 -> clock='00:00' porch_on=true
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:16)
time=06:00 -> clock='00:00' porch_on=true
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:16)
time=12:00 -> clock='00:00' porch_on=true
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:16)
time=17:50 -> clock='00:00' porch_on=true
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:16)
time=18:00 -> clock='00:00' porch_on=true
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:16)
time=23:50 -> clock='00:00' porch_on=true
Curves, gradient, and node references all resolve correctly. The clock error is a test artifact , I called the handler before `_ready` ran (so `@onready` vars weren't set). Let me re-verify with a processed frame.
Bash
cat > /tmp/verify2.gd << 'EOF'
extends SceneTree
func _init():
	root_ready()
func root_ready():
	var s = load("res://scenes/Main.tscn").instantiate()
	get_root().add_child(s)
	await process_frame
	var porch = s.get_node("PorchLight")
	var clock = s.get_node("ClockLabel")
	for t in ["00:00","05:50","06:00","12:00","17:50","18:00","23:50"]:
		s._on_day_night_cycle_time_changed(t)
		print("time=%s -> clock='%s' porch_on=%s" % [t, clock.text, str(porch.visible)])
	quit()
EOF
timeout 60 godot --headless --script /tmp/verify2.gd 2>&1 | grep -E "time=|ERROR"; rm -f /tmp/verify2.gd

# args: {"description": "Verify handler after _ready runs"}
output
time=00:00 -> clock='00:00' porch_on=true
time=05:50 -> clock='05:50' porch_on=true
time=06:00 -> clock='06:00' porch_on=false
time=12:00 -> clock='12:00' porch_on=false
time=17:50 -> clock='17:50' porch_on=false
time=18:00 -> clock='18:00' porch_on=true
time=23:50 -> clock='23:50' porch_on=true

[stdout]
time=00:00 -> clock='00:00' porch_on=true
time=05:50 -> clock='05:50' porch_on=true
time=06:00 -> clock='06:00' porch_on=false
time=12:00 -> clock='12:00' porch_on=false
time=17:50 -> clock='17:50' porch_on=false
time=18:00 -> clock='18:00' porch_on=true
time=23:50 -> clock='23:50' porch_on=true
Everything works correctly. Let me do a final runtime check of the actual scene running its `_process` loop to confirm no errors occur in normal operation.
Bash
timeout 30 godot --headless --quit-after 30 2>&1 | grep -iE "ERROR|SCRIPT" | head; echo "=== exit code clean (no errors above means success) ==="

# args: {"description": "Run scene for 30 frames, check for runtime errors"}
output
=== exit code clean (no errors above means success) ===

[stdout]
=== exit code clean (no errors above means success) ===
The scene runs cleanly with no errors. Everything is wired up and verified working. ## Summary I finished `res://scenes/Main.tscn` and `scripts/main.gd` to drive the day-night cycle. **Scene wiring (`Main.tscn`)** , added a `DayNightCycle` node (running `DayNightCycleNode.gd`) under `Main` with four children: - **LightColorTransition** (`LightColorTransitionNode.gd`) → `light` = `../../SunLight`; gradient with 5 stops: dark night blue `(0.05,0.05,0.2)` at 0.0/1.0, warm orange `(1.0,0.5,0.2)` at 0.25/0.75 (sunrise/sunset), bright daylight `(1.0,1.0,0.95)` at 0.5 (noon). - **SampledObjectRotator** (`SampledObjectRotatorNode.gd`) → `target_node` = `../../SunLight`; X-rotation curve sweeps linearly `0° → -180°` (horizon → overhead at noon → horizon); Y/Z curves flat at 0. - **TimeHandler** (`TimeHandler.gd`) → `day_length_seconds = 10`, `display_interval_minutes = 10`. - **LightIntensityTransition** (`LightIntensityTransitionNode.gd`) → `light` = `../../SunLight`; intensity curve dims to 0 at night (0.0/1.0), smoothly peaks at 1.0 at midday (0.5). The `DayNightCycle.time_changed` signal is connected to `Main._on_day_night_cycle_time_changed`. **`main.gd`** , implemented the handler so `ClockLabel.text` always shows the emitted `HH:MM` string, and `PorchLight.visible` is on through the night, switching **off at dawn (06:00)** and back **on at dusk (18:00)**. One non-obvious detail worth noting: exported node references (`light`, `target_node`) require the `node_paths=PackedStringArray(...)` attribute on the node's header line in the `.tscn` , without it Godot stores a plain `NodePath` against a typed `Node` property and it silently resolves to `null`. I confirmed this by inspecting how Godot itself serializes the scene, then verified all references resolve and the curves/gradient/porch logic behave correctly at runtime.
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_3da340e8474548a3. Re-running the agent live requires EVAL_PLATFORM_ENABLE_OAUTH_SMOKE=1 and is non-deterministic.

Trial trial_3da340e8474548a3 · verifier authoritative; classifier explanatory.