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.
SubtypeWrong Approach / Incomplete Exploration
EvidenceTest output: 'VALIDATION_FAILED: Sun rotation curve must start near 0 degrees'. Agent's curve specification from trajectory step 25: '[sub_resource type=\"Curve\" id=\"Curve_xrot\"] _data = [Vector2(0, 90), 0.0, -360.0, 0, 0, Vector2(1, -270), -360.0, 0.0, 0, 0]' which creates a curve starting at 90° instead of 0°. Instruction requirement: 'samples return ≈0° at 0.0, ≈180° at 0.5, and ≈360° at 1.0'. Agent's verification at step 60 showed xrot=90.0 at p=0.0 instead of 0.0, but agent did not correct this fundamental error before submitting.
Root causeThe agent misspecified the X rotation curve, creating a curve with endpoints (0°, 90°) → (1.0, -270°) instead of the required (0°, 0°) → (1.0, 360°). Although the agent's own verification tests showed the curve was wrong (step 60 printed xrot=90.0 at the start), the agent failed to debug and correct this critical parameter before the final submission.
RecommendationN/A - task is fine. The instruction is clear and unambiguous. The agent's failure to correctly specify the curve parameters is due to insufficient debugging and correction of their own verification output, not a task specification issue.
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 "---SCENES---" && cat scenes/Main.tscn 2>/dev/null

# 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
---SCENES---
[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
---SCENES---
[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"
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/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/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/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/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
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 script UIDs"}
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
I now have everything I need. Let me write the completed scene and implement 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\" uid=\"uid://cpajkj8o1xm8h\" path=\"res://scripts/day_night/DayNightCycleNode.gd\" id=\"2_dncn\"]\n[ext_resource type=\"Script\" uid=\"uid://iee5jnb7ugvb\" path=\"res://scripts/day_night/LightColorTransitionNode.gd\" id=\"3_lct\"]\n[ext_resource type=\"Script\" uid=\"uid://bjokmmre2r13u\" path=\"res://scripts/day_night/SampledObjectRotatorNode.gd\" id=\"4_sor\"]\n[ext_resource type=\"Script\" uid=\"uid://kaqb58wgrxqm\" path=\"res://scripts/day_night/TimeHandler.gd\" id=\"5_th\"]\n[ext_resource type=\"Script\" uid=\"uid://df82fl4yar4ch\" path=\"res://scripts/day_night/LightIntensityTransitionNode.gd\" id=\"6_lit\"]\n\n[sub_resource type=\"PlaneMesh\" id=\"PlaneMesh_4noii\"]\nsize = Vector2(40, 40)\n\n[sub_resource type=\"Gradient\" id=\"Gradient_dn\"]\noffsets = PackedFloat32Array(0, 0.25, 0.5, 0.75, 1)\ncolors = PackedColorArray(0.05, 0.05, 0.15, 1, 1, 0.5, 0.2, 1, 1, 1, 0.95, 1, 1, 0.45, 0.2, 1, 0.05, 0.05, 0.15, 1)\n\n[sub_resource type=\"Curve\" id=\"Curve_xrot\"]\nmin_value = -270.0\nmax_value = 90.0\n_data = [Vector2(0, 90), 0.0, -360.0, 0, 0, Vector2(1, -270), -360.0, 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_dncn\")\n\n[node name=\"LightColorTransition\" type=\"Node\" parent=\"DayNightCycle\"]\nscript = ExtResource(\"3_lct\")\nlight = NodePath(\"../../SunLight\")\ncolor_gradient = SubResource(\"Gradient_dn\")\n\n[node name=\"SampledObjectRotator\" type=\"Node\" parent=\"DayNightCycle\"]\nscript = ExtResource(\"4_sor\")\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_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
<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\" uid=\"uid://cpajkj8o1xm8h\" path=\"res://scripts/day_night/DayNightCycleNode.gd\" id=\"2_dncn\"]\n[ext_resource type=\"Script\" uid=\"uid://iee5jnb7ugvb\" path=\"res://scripts/day_night/LightColorTransitionNode.gd\" id=\"3_lct\"]\n[ext_resource type=\"Script\" uid=\"uid://bjokmmre2r13u\" path=\"res://scripts/day_night/SampledObjectRotatorNode.gd\" id=\"4_sor\"]\n[ext_resource type=\"Script\" uid=\"uid://kaqb58wgrxqm\" path=\"res://scripts/day_night/TimeHandler.gd\" id=\"5_th\"]\n[ext_resource type=\"Script\" uid=\"uid://df82fl4yar4ch\" path=\"res://scripts/day_night/LightIntensityTransitionNode.gd\" id=\"6_lit\"]\n\n[sub_resource type=\"PlaneMesh\" id=\"PlaneMesh_4noii\"]\nsize = Vector2(40, 40)\n\n[sub_resource type=\"Gradient\" id=\"Gradient_dn\"]\noffsets = PackedFloat32Array(0, 0.25, 0.5, 0.75, 1)\ncolors = PackedColorArray(0.05, 0.05, 0.15, 1, 1, 0.5, 0.2, 1, 1, 1, 0.95, 1, 1, 0.45, 0.2, 1, 0.05, 0.05, 0.15, 1)\n\n[sub_resource type=\"Curve\" id=\"Curve_xrot\"]\nmin_value = -270.0\nmax_value = 90.0\n_data = [Vector2(0, 90), 0.0, -360.0, 0, 0, Vector2(1, -270), -360.0, 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_dncn\")\n\n[node name=\"LightColorTransition\" type=\"Node\" parent=\"DayNightCycle\"]\nscript = ExtResource(\"3_lct\")\nlight = NodePath(\"../../SunLight\")\ncolor_gradient = SubResource(\"Gradient_dn\")\n\n[node name=\"SampledObjectRotator\" type=\"Node\" parent=\"DayNightCycle\"]\nscript = ExtResource(\"4_sor\")\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_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 the `main.gd` handler:
Write
{
 "file_path": "/home/user/task/scripts/main.gd",
 "content": "extends Node3D\n\n# Hour at which the sun rises and the porch light is no longer needed.\nconst DAWN_HOUR : int = 6\n# Hour at which the sun sets and the porch light should switch on.\nconst DUSK_HOUR : int = 18\n\n@onready var clock_label : Label = $ClockLabel\n@onready var porch_light : OmniLight3D = $PorchLight\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 mirror the emitted time on the on-screen clock.\n\tclock_label.text = current_time\n\n\t# The porch light is only useful while it is dark: off at dawn, on at dusk.\n\tvar hour : int = int(current_time.substr(0, 2))\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 loads cleanly if Godot is available.
Bash
which godot godot4 2>/dev/null; cat project.godot 2>/dev/null | head -30

# args: {"description": "Check for godot binary and project config"}
output
/usr/local/bin/godot
; 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"

[stdout]
/usr/local/bin/godot
; 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"
Bash
timeout 60 godot --headless --quit-after 120 2>&1 | grep -iE "error|script|parse|invalid|fail" | head -40; echo "exit done"

# args: {"description": "Run Godot headless to check for load/parse errors"}
output
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_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/SampledObjectRotato…[truncated]
The exported node targets aren't resolving. Let me test how Godot resolves hand-written NodePath exports with a minimal check.
Bash
cat > /tmp/probe.gd <<'EOF'
extends SceneTree
func _init():
	var ps = load("res://scenes/Main.tscn")
	var root = ps.instantiate()
	var lct = root.get_node("DayNightCycle/LightColorTransition")
	print("light prop = ", lct.light)
	print("classname = ", lct.get_script().get_global_name() if lct.get_script() else "none")
	quit()
EOF
timeout 40 godot --headless --script /tmp/probe.gd 2>&1 | grep -iE "light prop|classname|error" | head

# args: {"description": "Probe whether exported node path resolves"}
output
light prop = <null>
classname = LightColorTransitionNode
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]
light prop = <null>
classname = LightColorTransitionNode
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).
Hand-written `NodePath` doesn't resolve for typed-Node exports. Let me discover the canonical serialization Godot uses by building and saving a scene programmatically.
Bash
cat > /tmp/gen.gd <<'EOF'
extends SceneTree
func _init():
	var root = Node3D.new()
	root.name = "Main"
	var sun = DirectionalLight3D.new()
	sun.name = "SunLight"
	root.add_child(sun)
	sun.owner = root
	var dnc = Node.new()
	dnc.name = "DayNightCycle"
	root.add_child(dnc)
	dnc.owner = root
	var lct = Node.new()
	lct.name = "LightColorTransition"
	lct.set_script(load("res://scripts/day_night/LightColorTransitionNode.gd"))
	dnc.add_child(lct)
	lct.owner = root
	lct.light = sun
	var ps = PackedScene.new()
	ps.pack(root)
	ResourceSaver.save(ps, "res://scenes/_probe_out.tscn")
	quit()
EOF
timeout 40 godot --headless --script /tmp/gen.gd 2>&1 | grep -iE "error" | grep -v "leaked\|in use\|PagedAlloc\|RID alloc" | head
echo "=== OUTPUT TSCN ==="
cat scenes/_probe_out.tscn

# args: {"description": "Generate scene programmatically and inspect serialization"}
output
=== OUTPUT TSCN ===
[gd_scene load_steps=3 format=3]

[ext_resource type="Script" path="res://scripts/day_night/LightColorTransitionNode.gd" id="1_jaw53"]

[sub_resource type="Gradient" id="Gradient_2mh7b"]

[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_jaw53")
light = NodePath("../../SunLight")
color_gradient = SubResource("Gradient_2mh7b")

[stdout]
=== OUTPUT TSCN ===
[gd_scene load_steps=3 format=3]

[ext_resource type="Script" path="res://scripts/day_night/LightColorTransitionNode.gd" id="1_jaw53"]

[sub_resource type="Gradient" id="Gradient_2mh7b"]

[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_jaw53")
light = NodePath("../../SunLight")
color_gradient = SubResource("Gradient_2mh7b")
The missing piece is the `node_paths=PackedStringArray(...)` attribute on each node declaration. Let me fix the scene and clean up probe files.
Bash
rm -f scenes/_probe_out.tscn scenes/_probe_out.tscn.uid /tmp/gen.gd /tmp/probe.gd; echo cleaned

# args: {"description": "Remove probe artifacts"}
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\"]\nscript = ExtResource(\"3_lct\")",
 "new_string": "[node name=\"LightColorTransition\" type=\"Node\" parent=\"DayNightCycle\" node_paths=PackedStringArray(\"light\")]\nscript = ExtResource(\"3_lct\")"
}
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\"]\nscript = ExtResource(\"4_sor\")",
 "new_string": "[node name=\"SampledObjectRotator\" type=\"Node\" parent=\"DayNightCycle\" node_paths=PackedStringArray(\"target_node\")]\nscript = ExtResource(\"4_sor\")"
}
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\"]\nscript = ExtResource(\"6_lit\")",
 "new_string": "[node name=\"LightIntensityTransition\" type=\"Node\" parent=\"DayNightCycle\" node_paths=PackedStringArray(\"light\")]\nscript = ExtResource(\"6_lit\")"
}
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 scene runs cleanly and the behavior is correct (clock updates, porch light toggles, sun sweeps).
Bash
cat > /tmp/verify.gd <<'EOF'
extends SceneTree
func _init():
	var ps = load("res://scenes/Main.tscn")
	var root = ps.instantiate()
	get_root().add_child(root)
	var dnc = root.get_node("DayNightCycle")
	var sun = root.get_node("SunLight")
	var clock = root.get_node("ClockLabel")
	var porch = root.get_node("PorchLight")
	var lct = dnc.get_node("LightColorTransition")
	var sor = dnc.get_node("SampledObjectRotator")
	var lit = dnc.get_node("LightIntensityTransition")
	print("targets resolved: light=", lct.light != null, " rot=", sor.target_node != null, " lit=", lit.light != null)
	print("day_len via getter = ", dnc.day_length_seconds, " interval = ", dnc.get_node("TimeHandler").display_interval_minutes)
	# sample across the day
	for p in [0.0, 0.25, 0.5, 0.75, 0.99]:
		dnc.update_nodes_at(p) if dnc.has_method("update_nodes_at") else dnc.set("current_day_percentage", p)
		dnc.update_nodes()
		var t = dnc.get_node("TimeHandler").get_display_time_of_day()
		print("p=%.2f  xrot=%6.1f  energy=%.3f  color=%s" % [p, sun.rotation_degrees.x, sun.light_energy, str(lct.color_gradient.sample(p))])
	# test the handler / signal wiring at a few times
	for tt in ["00:00","06:00","12:00","18:00","23:00"]:
		root._on_day_night_cycle_time_changed(tt)
		print("time=%s -> clock='%s' porch_visible=%s" % [tt, clock.text, str(porch.visible)])
	quit()
EOF
timeout 40 godot --headless --script /tmp/verify.gd 2>&1 | grep -vE "leaked|in use|PagedAlloc|RID alloc|resources still"; rm -f /tmp/verify.gd

# args: {"description": "Verify resolution, sun sweep, intensity, clock and porch toggle"}
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)

targets resolved: light=true rot=true lit=true
day_len via getter = 10.0 interval = 10
SCRIPT ERROR: Trying to get a return value of a method that returns "void"
Terminated

[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)

targets resolved: light=true rot=true lit=true
day_len via getter = 10.0 interval = 10
SCRIPT ERROR: Trying to get a return value of a method that returns "void"
Terminated
Resolution works. Let me redo the sweep check with a cleaner script.
Bash
cat > /tmp/verify.gd <<'EOF'
extends SceneTree
func _init():
	var ps = load("res://scenes/Main.tscn")
	var root = ps.instantiate()
	get_root().add_child(root)
	var dnc = root.get_node("DayNightCycle")
	var sun = root.get_node("SunLight")
	var clock = root.get_node("ClockLabel")
	var porch = root.get_node("PorchLight")
	var lct = dnc.get_node("LightColorTransition")
	for p in [0.0, 0.25, 0.5, 0.75, 0.99]:
		dnc.current_day_percentage = p
		dnc.update_nodes()
		print("p=%.2f  xrot=%6.1f  energy=%.3f  color=%s" % [p, sun.rotation_degrees.x, sun.light_energy, str(lct.color_gradient.sample(p))])
	print("Y/Z flat: ", sun.rotation_degrees.y, " ", sun.rotation_degrees.z)
	for tt in ["00:00","05:50","06:00","12:00","17:50","18:00","23:00"]:
		root._on_day_night_cycle_time_changed(tt)
		print("time=%s -> clock='%s' porch_visible=%s" % [tt, clock.text, str(porch.visible)])
	quit()
EOF
timeout 40 godot --headless --script /tmp/verify.gd 2>&1 | grep -vE "leaked|in use|PagedAlloc|RID alloc|resources still|WARNING|root.superuser|Set the env|at: setup2|Godot Engine v"; rm -f /tmp/verify.gd

# args: {"description": "Verify sun sweep, intensity, clock, porch toggle"}
output
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
p=0.00  xrot= -60.0  energy=1.000  color=(0.05, 0.05, 0.15, 1.0)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
p=0.25  xrot= -60.0  energy=1.000  color=(1.0, 0.5, 0.2, 1.0)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
p=0.50  xrot= -60.0  energy=1.000  color=(1.0, 1.0, 0.95, 1.0)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
p=0.75  xrot= -60.0  energy=1.000  color=(1.0, 0.45, 0.2, 1.0)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
p=0.99  xrot= -60.0  energy=1.000  color=(0.088, 0.066, 0.152, 1.0)
Y/Z flat: 149.999984741211 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:14)
time=00:00 -> clock='00:00' porch_visible=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:14)
time=05:50 -> clock='00:00' porch_visible=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:14)
time=06:00 -> clock='00:00' porch_visible=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:14)
time=12:00 -> clock='00:00' porch_visible=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:14)
time=17:50 -> clock='00:00' porch_visible=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:14)
time=18:00 -> clock='00:00' porch_visible=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:14)
time=23:00 -> clock='00:00' porch_visible=true

[stdout]
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
p=0.00  xrot= -60.0  energy=1.000  color=(0.05, 0.05, 0.15, 1.0)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
p=0.25  xrot= -60.0  energy=1.000  color=(1.0, 0.5, 0.2, 1.0)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
p=0.50  xrot= -60.0  energy=1.000  color=(1.0, 1.0, 0.95, 1.0)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
p=0.75  xrot= -60.0  energy=1.000  color=(1.0, 0.45, 0.2, 1.0)
SCRIPT ERROR: Invalid call. Non…[truncated]
Those are harness artifacts , `@onready` vars resolve on `_ready`, which is deferred until a frame is processed (my script called `update_nodes()` synchronously before any frame). Let me verify by actually processing frames.
Bash
cat > /tmp/verify.gd <<'EOF'
extends SceneTree
var root
var frames = 0
func _initialize():
	root = load("res://scenes/Main.tscn").instantiate()
	get_root().add_child(root)
func _process(_d):
	frames += 1
	if frames < 3:
		return false
	var dnc = root.get_node("DayNightCycle")
	var sun = root.get_node("SunLight")
	var clock = root.get_node("ClockLabel")
	var porch = root.get_node("PorchLight")
	var lct = dnc.get_node("LightColorTransition")
	dnc.active = false
	print("--- sun sweep / intensity / color across day ---")
	for p in [0.0, 0.25, 0.5, 0.75, 0.99]:
		dnc.current_day_percentage = p
		dnc.update_nodes()
		print("p=%.2f  xrot=%7.1f  energy=%.3f  color=%s" % [p, sun.rotation_degrees.x, sun.light_energy, str(lct.color_gradient.sample(p))])
	print("Y/Z flat -> y=%.1f z=%.1f" % [sun.rotation_degrees.y, sun.rotation_degrees.z])
	print("--- clock + porch toggle ---")
	for tt in ["00:00","05:50","06:00","12:00","17:50","18:00","23:00"]:
		root._on_day_night_cycle_time_changed(tt)
		print("time=%s -> clock='%s' porch_visible=%s" % [tt, clock.text, str(porch.visible)])
	quit()
	return true
EOF
timeout 40 godot --headless --script /tmp/verify.gd 2>&1 | grep -vE "leaked|in use|PagedAlloc|RID alloc|resources still|WARNING|root.superuser|Set the env|at: setup2|Godot Engine v"; rm -f /tmp/verify.gd

# args: {"description": "Process frames so _ready fires, then verify"}
output
SCRIPT ERROR: Parse Error: Member "root" redefined (original in native class 'SceneTree')
          at: GDScript::reload (/tmp/verify.gd:2)
ERROR: Failed to load script "/tmp/verify.gd" with error "Parse error".
   at: load (modules/gdscript/gdscript.cpp:3022)

[stdout]
SCRIPT ERROR: Parse Error: Member "root" redefined (original in native class 'SceneTree')
          at: GDScript::reload (/tmp/verify.gd:2)
ERROR: Failed to load script "/tmp/verify.gd" with error "Parse error".
   at: load (modules/gdscript/gdscript.cpp:3022)
Bash
cat > /tmp/verify.gd <<'EOF'
extends SceneTree
var rootn
var frames = 0
func _initialize():
	rootn = load("res://scenes/Main.tscn").instantiate()
	get_root().add_child(rootn)
func _process(_d):
	frames += 1
	if frames < 3:
		return false
	var dnc = rootn.get_node("DayNightCycle")
	var sun = rootn.get_node("SunLight")
	var clock = rootn.get_node("ClockLabel")
	var porch = rootn.get_node("PorchLight")
	var lct = dnc.get_node("LightColorTransition")
	dnc.active = false
	print("--- sun sweep / intensity / color across day ---")
	for p in [0.0, 0.25, 0.5, 0.75, 0.99]:
		dnc.current_day_percentage = p
		dnc.update_nodes()
		print("p=%.2f  xrot=%7.1f  energy=%.3f  color=%s" % [p, sun.rotation_degrees.x, sun.light_energy, str(lct.color_gradient.sample(p))])
	print("Y/Z flat -> y=%.1f z=%.1f" % [sun.rotation_degrees.y, sun.rotation_degrees.z])
	print("--- clock + porch toggle ---")
	for tt in ["00:00","05:50","06:00","12:00","17:50","18:00","23:00"]:
		rootn._on_day_night_cycle_time_changed(tt)
		print("time=%s -> clock='%s' porch_visible=%s" % [tt, clock.text, str(porch.visible)])
	quit()
	return true
EOF
timeout 40 godot --headless --script /tmp/verify.gd 2>&1 | grep -vE "leaked|in use|PagedAlloc|RID alloc|resources still|WARNING|root.superuser|Set the env|at: setup2|Godot Engine v"; rm -f /tmp/verify.gd

# args: {"description": "Verify with proper frame processing"}
output
--- sun sweep / intensity / color across day ---
p=0.00  xrot=   90.0  energy=0.000  color=(0.05, 0.05, 0.15, 1.0)
p=0.25  xrot=    0.0  energy=0.500  color=(1.0, 0.5, 0.2, 1.0)
p=0.50  xrot=  -90.0  energy=1.000  color=(1.0, 1.0, 0.95, 1.0)
p=0.75  xrot= -180.0  energy=0.500  color=(1.0, 0.45, 0.2, 1.0)
p=0.99  xrot= -266.4  energy=0.001  color=(0.088, 0.066, 0.152, 1.0)
Y/Z flat -> y=0.0 z=0.0
--- clock + porch toggle ---
time=00:00 -> clock='00:00' porch_visible=true
time=05:50 -> clock='05:50' 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=23:00 -> clock='23:00' porch_visible=true

[stdout]
--- sun sweep / intensity / color across day ---
p=0.00  xrot=   90.0  energy=0.000  color=(0.05, 0.05, 0.15, 1.0)
p=0.25  xrot=    0.0  energy=0.500  color=(1.0, 0.5, 0.2, 1.0)
p=0.50  xrot=  -90.0  energy=1.000  color=(1.0, 1.0, 0.95, 1.0)
p=0.75  xrot= -180.0  energy=0.500  color=(1.0, 0.45, 0.2, 1.0)
p=0.99  xrot= -266.4  energy=0.001  color=(0.088, 0.066, 0.152, 1.0)
Y/Z flat -> y=0.0 z=0.0
--- clock + porch toggle ---
time=00:00 -> clock='00:00' porch_visible=true
time=05:50 -> clock='05:50' 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=23:00 -> clock='23:00' porch_visible=true
Everything works correctly. Let me confirm the full scene loads with no script errors during a normal run.
Bash
timeout 30 godot --headless --quit-after 60 2>&1 | grep -iE "script error|parse error|invalid" | head; echo "=== clean run (no errors above) ==="

# args: {"description": "Run scene normally and check for errors"}
output
=== clean run (no errors above) ===

[stdout]
=== clean run (no errors above) ===
The implementation is complete and verified. Here's what I did: ## Summary **`scenes/Main.tscn`** , wired up the day-night system under `Main`: - **`DayNightCycle`** (Node, `DayNightCycleNode.gd`) with the four required children, and its `time_changed` signal connected to `Main._on_day_night_cycle_time_changed`. - **`LightColorTransition`** (`LightColorTransitionNode.gd`) → targets `../../SunLight`; gradient: dark night (`0.05,0.05,0.15`) at 0.0 and 1.0, warm orange at 0.25/0.75, bright daylight (`1,1,0.95`) at 0.5. - **`SampledObjectRotator`** (`SampledObjectRotatorNode.gd`) → targets `../../SunLight`; X-rotation curve sweeps linearly 90° → −270° (horizon→zenith→horizon), Y/Z curves flat at 0. - **`TimeHandler`** (`TimeHandler.gd`) → `day_length_seconds = 10`, `display_interval_minutes = 10`. - **`LightIntensityTransition`** (`LightIntensityTransitionNode.gd`) → targets `../../SunLight`; curve dims to 0 at night, peaks at 1.0 at midday. A key detail: typed-Node exports (`light`, `target_node`) only resolve when the node declaration carries a `node_paths=PackedStringArray(...)` attribute , I discovered the canonical format by having Godot serialize a scene, then applied it. **`scripts/main.gd`** , implemented `_on_day_night_cycle_time_changed`: always sets `ClockLabel.text` to the emitted string, and toggles `PorchLight.visible` off from dawn (06:00) through dusk, on at dusk (18:00) through night. Verification (run via Godot 4.4 headless) confirmed: targets resolve, the sun sweeps horizon→horizon with flat Y/Z, intensity peaks at noon and dims at night, the gradient hits the right tones, the clock mirrors the time, and the porch light flips off at 06:00 and on at 18:00 , with no script or parse errors on a normal run.
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 start near 0 degrees

Reproduce this trial: git checkout 2f94510 && PYTHONPATH=src python3 scripts/build_site.py , then open trial/trial_655504c79da74d72. Re-running the agent live requires EVAL_PLATFORM_ENABLE_OAUTH_SMOKE=1 and is non-deterministic.

Trial trial_655504c79da74d72 · verifier authoritative; classifier explanatory.