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'. The test checks that x_rotation_curve.sample_baked(0.5) ≈ 180.0°. The agent created a curve from (0,0) to (1,180) with max_value=180.0, which samples to 90° at 0.5, not 180°. The instruction explicitly states the X rotation curve must produce 'samples return ≈0° at 0.0, ≈180° at 0.5, and ≈360° at 1.0'. The correct solution (solve.sh line 76-80) uses max_value=360.0 with point (1.0, 360.0), which produces 180° at 0.5.
Root causeThe agent understood the day-night system and correctly wired the scene structure, signal connections, and main.gd callback, but made a critical curve configuration error: they set the X rotation curve's max_value to 180 instead of 360, causing the midday sample to return 90° instead of the required 180°.
RecommendationN/A - task is fine. The instruction clearly specifies the required curve behavior (0°→180°→360° samples), and the test correctly validates this. The agent failed due to an implementation error, not task ambiguity or specification gaps.
Trajectory
Tool-by-tool agent trajectory
57 tool calls · 3 tool types · 57 steps
# Day-Night Cycle Controller Finish res://scenes/Main.tscn by wiring the provided day-night scripts to the existing SunLight, ClockLabel, and PorchLight. Under Main add a Node named DayNightCycle that runs scripts/day_night/DayNightCycleNode.gd and give it four children: LightColorTransition, SampledObjectRotator, TimeHandler, and LightIntensityTransition. LightColorTransition must use scripts/day_night/LightColorTransitionNode.gd, target ../../SunLight, and its gradient must transition through dark night colors at the start and end, warm sunrise/sunset tones at one-quarter and three-quarters of the day, and bright daylight at noon. SampledObjectRotator must use scripts/day_night/SampledObjectRotatorNode.gd, target ../../SunLight, and its X rotation curve must sweep the sun from horizon to horizon across the day; leave Y/Z curves flat. TimeHandler must run scripts/day_night/TimeHandler.gd with day_length_seconds = 10 and display_interval_minutes = 10. LightIntensityTransition must use scripts/day_night/LightIntensityTransitionNode.gd, target ../../SunLight, and its curve must dim at night and peak at midday. Connect DayNightCycle.time_changed to Main._on_day_night_cycle_time_changed, then implement that method in scripts/main.gd so ClockLabel.text always shows the emitted time string and PorchLight.visible toggles off at dawn and on at dusk.
I'll start by exploring the existing 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
I'll explore the day-night scripts and main.gd in parallel.
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/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
Now I understand all the scripts and their exported variables. Let me update `main.gd` first, then rewrite the scene file.
Write
{
 "file_path": "/home/user/task/scripts/main.gd",
 "content": "extends Node3D\n\n# Hour at which the sun rises and the porch light should switch off.\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.\nfunc _on_day_night_cycle_time_changed(current_time: String) -> void:\n\t# Always mirror the emitted time string on the clock.\n\tclock_label.text = current_time\n\n\t# Derive the hour from the \"HH:MM\" string and toggle the porch light:\n\t# off during daylight (dawn until dusk), on through the night.\n\tvar hour : int = int(current_time.split(\":\")[0])\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)
Now the scene file:
Write
{
 "file_path": "/home/user/task/scenes/Main.tscn",
 "content": "[gd_scene load_steps=12 format=3 uid=\"uid://c3r7ya2n8vlt8\"]\n\n[ext_resource type=\"Script\" path=\"res://scripts/main.gd\" id=\"1_ef7su\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/DayNightCycleNode.gd\" id=\"2_dncyc\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/LightColorTransitionNode.gd\" id=\"3_lcolt\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/SampledObjectRotatorNode.gd\" id=\"4_srot\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/TimeHandler.gd\" id=\"5_thand\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/LightIntensityTransitionNode.gd\" id=\"6_lint\"]\n\n[sub_resource type=\"PlaneMesh\" id=\"PlaneMesh_4noii\"]\nsize = Vector2(40, 40)\n\n[sub_resource type=\"Gradient\" id=\"Gradient_day\"]\noffsets = PackedFloat32Array(0, 0.25, 0.5, 0.75, 1)\ncolors = PackedColorArray(0.04, 0.05, 0.13, 1, 0.98, 0.55, 0.3, 1, 1, 0.98, 0.92, 1, 0.98, 0.45, 0.25, 1, 0.04, 0.05, 0.13, 1)\n\n[sub_resource type=\"Curve\" id=\"Curve_xrot\"]\nmax_value = 180.0\n_data = [Vector2(0, 0), 180.0, 180.0, 0, 0, Vector2(1, 180), 180.0, 180.0, 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, 0.05), 0.0, 0.0, 0, 0, Vector2(0.25, 0.3), 0.0, 0.0, 0, 0, Vector2(0.5, 1), 0.0, 0.0, 0, 0, Vector2(0.75, 0.3), 0.0, 0.0, 0, 0, Vector2(1, 0.05), 0.0, 0.0, 0, 0]\npoint_count = 5\n\n[node name=\"Main\" type=\"Node3D\"]\nscript = ExtResource(\"1_ef7su\")\n\n[node name=\"SunLight\" type=\"DirectionalLight3D\" parent=\".\"]\ntransform = Transform3D(-0.866025, -0.433013, 0.25, 0, 0.5, 0.866025, -0.5, 0.75, -0.433013, 0, 7.5, -1.5)\nshadow_enabled = true\n\n[node name=\"PorchLight\" type=\"OmniLight3D\" parent=\".\"]\ntransform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -4, 3, -4)\nlight_color = Color(1, 0.94902, 0.721569, 1)\nlight_energy = 700.0\n\n[node name=\"Ground\" type=\"MeshInstance3D\" parent=\".\"]\nmesh = SubResource(\"PlaneMesh_4noii\")\n\n[node name=\"ClockLabel\" type=\"Label\" parent=\".\"]\noffset_left = 15.0\noffset_top = 12.0\noffset_right = 195.0\noffset_bottom = 42.0\ntext = \"00:00\"\n\n[node name=\"DayNightCycle\" type=\"Node\" parent=\".\"]\nscript = ExtResource(\"2_dncyc\")\n\n[node name=\"LightColorTransition\" type=\"Node\" parent=\"DayNightCycle\"]\nscript = ExtResource(\"3_lcolt\")\nlight = NodePath(\"../../SunLight\")\ncolor_gradient = SubResource(\"Gradient_day\")\n\n[node name=\"SampledObjectRotator\" type=\"Node\" parent=\"DayNightCycle\"]\nscript = ExtResource(\"4_srot\")\nx_rotation_curve = SubResource(\"Curve_xrot\")\ny_rotation_curve = SubResource(\"Curve_flat\")\nz_rotation_curve = SubResource(\"Curve_flat\")\ntarget_node = NodePath(\"../../SunLight\")\n\n[node name=\"TimeHandler\" type=\"Node\" parent=\"DayNightCycle\"]\nscript = ExtResource(\"5_thand\")\nday_length_seconds = 10.0\ndisplay_interval_minutes = 10\n\n[node name=\"LightIntensityTransition\" type=\"Node\" parent=\"DayNightCycle\"]\nscript = ExtResource(\"6_lint\")\nintensity_curve = SubResource(\"Curve_intensity\")\nlight = NodePath(\"../../SunLight\")\n\n[connection signal=\"time_changed\" from=\"DayNightCycle\" to=\".\" method=\"_on_day_night_cycle_time_changed\"]\n"
}
output
The file /home/user/task/scenes/Main.tscn has been updated successfully. (file state is current in your context , no need to Read it back)
Let me verify the project structure and check whether Godot is available to validate the scene loads cleanly.
Bash
ls -la && echo "---PROJECT---" && cat project.godot 2>/dev/null | head -40 && echo "---GODOT---" && (which godot godot4 2>/dev/null || echo "no godot binary")
output
total 12
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  128 Jun 22 00:10 scenes
drwxr-xr-x 3 user user 4096 Jun 22 00:09 scripts
---PROJECT---
; 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"
---GODOT---
/usr/local/bin/godot
no godot binary

[stdout]
total 12
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  128 Jun 22 00:10 scenes
drwxr-xr-x 3 user user 4096 Jun 22 00:09 scripts
---PROJECT---
; 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"
---GODOT---
/usr/local/bin/godot
no godot binary
Godot is available. Let me validate that the scene loads without errors via a headless run.
Bash
timeout 30 godot --headless --quit-after 5 2>&1 | head -40; echo "EXIT: $?"
output
Godot Engine v4.4.stable.official.4c311cbee - https://godotengine.org
WARNING: Started the engine as `root`/superuser. This is a security risk, and subsystems like audio may not work correctly.
Set the environment variable `GODOT_SILENCE_ROOT_WARNING` to 1 to silence this warning.
     at: setup2 (main/main.cpp:3181)

SCRIPT ERROR: Invalid assignment of property or key 'rotation_degrees' with value of type 'Vector3' on a base object of type 'Nil'.
          at: SampledObjectRotatorNode.set_rotation_from_sample (res://scripts/day_night/SampledObjectRotatorNode.gd:25)
SCRIPT ERROR: Invalid assignment of property or key 'light_color' with value of type 'Color' on a base object of type 'Nil'.
          at: LightColorTransitionNode.set_color_from_sample (res://scripts/day_night/LightColorTransitionNode.gd:17)
SCRIPT ERROR: Invalid assignment of property or key 'light_energy' with value of type 'float' on a base object of type 'Nil'.
          at: LightIntensityTransitionNode.set_intensity_from_sample (res://scripts/day_night/LightIntensityTransitionNode.gd:15)
SCRIPT ERROR: Invalid assignment of property or key 'rotation_degrees' with value of type 'Vector3' on a base object of type 'Nil'.
          at: SampledObjectRotatorNode.set_rotation_from_sample (res://scripts/day_night/SampledObjectRotatorNode.gd:25)
SCRIPT ERROR: Invalid assignment of property or key 'light_color' with value of type 'Color' on a base object of type 'Nil'.
          at: LightColorTransitionNode.set_color_from_sample (res://scripts/day_night/LightColorTransitionNode.gd:17)
SCRIPT ERROR: Invalid assignment of property or key 'light_energy' with value of type 'float' on a base object of type 'Nil'.
          at: LightIntensityTransitionNode.set_intensity_from_sample (res://scripts/day_night/LightIntensityTransitionNode.gd:15)
SCRIPT ERROR: Invalid assignment of property or key 'rotation_degrees' with value of type 'Vector3' on a base object of type 'Nil'.
          at: SampledObjectRotatorNode.set_rotation_from_sample (res://scripts/day_night/SampledObjectRotatorNode.gd:25)
SCRIPT ERROR: Invalid assignment of property or key 'light_color' with value of type 'Color' on a base object of type 'Nil'.
          at: LightColorTransitionNode.set_color_from_sample (res://scripts/day_night/LightColorTransitionNode.gd:17)
SCRIPT ERROR: Invalid assignment of property or key 'light_energy' with value of type 'float' on a base object of type 'Nil'.
          at: LightIntensityTransitionNode.set_intensity_from_sample (res://scripts/day_night/LightIntensityTransitionNode.gd:15)
SCRIPT ERROR: Invalid assignment of property or key 'rotation_degrees' with value of type 'Vector3' on a base object of type 'Nil'.
          at: SampledObjectRotatorNode.set_rotation_from_sample (res://scripts/day_night/SampledObjectRotatorNode.gd:25)
SCRIPT ERROR: Invalid assignment of property or key 'light_color' with value of type 'Color' on a base object of type 'Nil'.
          at: LightColorTransitionNode.set_color_from_sample (res://scripts/day_night/LightColorTransitionNode.gd:17)
SCRIPT ERROR: Invalid assignment of property or key 'light_energy' with value of type 'float' on a base object of type 'Nil'.
          at: LightIntensityTransitionNode.set_intensity_from_sample (res://scripts/day_night/LightIntensityTransitionNode.gd:15)
SCRIPT ERROR: Invalid assignment of property or key 'rotation_degrees' with value of type 'Vector3' on a base object of type 'Nil'.
          at: SampledObjectRotatorNode.set_rotation_from_sample (res://scripts/day_night/SampledObjectRotatorNode.gd:25)
SCRIPT ERROR: Invalid assignment of property or key 'light_color' with value of type 'Color' on a base object of type 'Nil'.
          at: LightColorTransitionNode.set_color_from_sample (res://scripts/day_night/LightColorTransitionNode.gd:17)
SCRIPT ERROR: Invalid assignment of property or key 'light_energy' with value of type 'float' on a base object of type 'Nil'.
          at: LightIntensityTransitionNode.set_int…[truncated]
The NodePath references aren't resolving to nodes. Let me verify how Godot actually serializes exported Node references by having it resave the scene.
Bash
cat > /tmp/resave.gd <<'EOF'
@tool
extends SceneTree

func _initialize():
	var ps = load("res://scenes/Main.tscn")
	var root = ps.instantiate()
	var dnc = root.get_node("DayNightCycle")
	var lct = dnc.get_node("LightColorTransition")
	print("light value: ", lct.light)
	print("light is null: ", lct.light == null)
	var sr = dnc.get_node("SampledObjectRotator")
	print("target_node: ", sr.target_node)
	quit()
EOF
timeout 30 godot --headless --script /tmp/resave.gd 2>&1 | grep -v "WARNING\|root.*superuser\|setup2\|GODOT_SILENCE" | head -20
output
Godot Engine v4.4.stable.official.4c311cbee - https://godotengine.org

light value: <null>
light is null: true
target_node: <null>
     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)

[stdout]
Godot Engine v4.4.stable.official.4c311cbee - https://godotengine.org

light value: <null>
light is null: true
target_node: <null>
     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)
The NodePath form doesn't resolve. Let me have Godot itself set the references and resave the scene to learn the correct serialization format.
Bash
cat > /tmp/fix.gd <<'EOF'
@tool
extends SceneTree

func _initialize():
	var ps = load("res://scenes/Main.tscn")
	var root = ps.instantiate()
	var sun = root.get_node("SunLight")
	var dnc = root.get_node("DayNightCycle")
	dnc.get_node("LightColorTransition").light = sun
	var sr = dnc.get_node("SampledObjectRotator")
	sr.target_node = sun
	dnc.get_node("LightIntensityTransition").light = sun
	var newps = PackedScene.new()
	newps.pack(root)
	ResourceSaver.save(newps, "res://scenes/Main_fixed.tscn")
	quit()
EOF
timeout 30 godot --headless --script /tmp/fix.gd 2>&1 | grep -i "error\|script" | grep -v "leaked\|in use\|PagedAlloc\|_free_rids\|Dependency\|cleanup" | head
echo "=== serialized references ==="
grep -nE "light = |target_node = |\bNodePath\b" /home/user/task/scenes/Main_fixed.tscn
output
=== serialized references ===
57:light = NodePath("../../SunLight")
65:target_node = NodePath("../../SunLight")
75:light = NodePath("../../SunLight")

[stdout]
=== serialized references ===
57:light = NodePath("../../SunLight")
65:target_node = NodePath("../../SunLight")
75:light = NodePath("../../SunLight")
Interesting , Godot serializes it identically to what I wrote. Let me diff the two files and test whether the resaved one actually resolves.
Bash
diff <(grep -vE "^$" scenes/Main.tscn) <(grep -vE "^$" scenes/Main_fixed.tscn)
output
1,7c1,7
< [gd_scene load_steps=12 format=3 uid="uid://c3r7ya2n8vlt8"]
< [ext_resource type="Script" path="res://scripts/main.gd" id="1_ef7su"]
< [ext_resource type="Script" path="res://scripts/day_night/DayNightCycleNode.gd" id="2_dncyc"]
< [ext_resource type="Script" path="res://scripts/day_night/LightColorTransitionNode.gd" id="3_lcolt"]
< [ext_resource type="Script" path="res://scripts/day_night/SampledObjectRotatorNode.gd" id="4_srot"]
< [ext_resource type="Script" path="res://scripts/day_night/TimeHandler.gd" id="5_thand"]
< [ext_resource type="Script" path="res://scripts/day_night/LightIntensityTransitionNode.gd" id="6_lint"]
---
> [gd_scene load_steps=12 format=3]
> [ext_resource type="Script" path="res://scripts/main.gd" id="1_57t4c"]
> [ext_resource type="Script" path="res://scripts/day_night/DayNightCycleNode.gd" id="2_12nw6"]
> [ext_resource type="Script" path="res://scripts/day_night/LightColorTransitionNode.gd" id="3_2nuys"]
> [ext_resource type="Script" path="res://scripts/day_night/SampledObjectRotatorNode.gd" id="4_o5p0m"]
> [ext_resource type="Script" path="res://scripts/day_night/TimeHandler.gd" id="5_o77uk"]
> [ext_resource type="Script" path="res://scripts/day_night/LightIntensityTransitionNode.gd" id="6_ld87i"]
14c14
< max_value = 180.0
---
> _limits = [0.0, 180.0, 0.0, 1.0]
24c24
< script = ExtResource("1_ef7su")
---
> script = ExtResource("1_57t4c")
41,43c41,43
< script = ExtResource("2_dncyc")
< [node name="LightColorTransition" type="Node" parent="DayNightCycle"]
< script = ExtResource("3_lcolt")
---
> script = ExtResource("2_12nw6")
> [node name="LightColorTransition" type="Node" parent="DayNightCycle" node_paths=PackedStringArray("light")]
> script = ExtResource("3_2nuys")
46,47c46,47
< [node name="SampledObjectRotator" type="Node" parent="DayNightCycle"]
< script = ExtResource("4_srot")
---
> [node name="SampledObjectRotator" type="Node" parent="DayNightCycle" node_paths=PackedStringArray("target_node")]
> script = ExtResource("4_o5p0m")
53c53
< script = ExtResource("5_thand")
---
> script = ExtResource("5_o77uk")
56,57c56,57
< [node name="LightIntensityTransition" type="Node" parent="DayNightCycle"]
< script = ExtResource("6_lint")
---
> [node name="LightIntensityTransition" type="Node" parent="DayNightCycle" node_paths=PackedStringArray("light")]
> script = ExtResource("6_ld87i")

[stdout]
1,7c1,7
< [gd_scene load_steps=12 format=3 uid="uid://c3r7ya2n8vlt8"]
< [ext_resource type="Script" path="res://scripts/main.gd" id="1_ef7su"]
< [ext_resource type="Script" path="res://scripts/day_night/DayNightCycleNode.gd" id="2_dncyc"]
< [ext_resource type="Script" path="res://scripts/day_night/LightColorTransitionNode.gd" id="3_lcolt"]
< [ext_resource type="Script" path="res://scripts/day_night/SampledObjectRotatorNode.gd" id="4_srot"]
< [ext_resource type="Script" path="res://scripts/day_night/TimeHandler.gd" id="5_thand"]
< [ext_resource type="Script" path="res://scripts/day_night/LightIntensityTransitionNode.gd" id="6_lint"]
---
> [gd_scene load_steps=12 format=3]
> [ext_resource type="Script" path="res://scripts/main.gd" id="1_57t4c"]
> [ext_resource type="Script" path="res://scripts/day_night/DayNightCycleNode.gd" id="2_12nw6"]
> [ext_resource type="Script" path="res://scripts/day_night/LightColorTransitionNode.gd" id="3_2nuys"]
> [ext_resource type="Script" path="res://scripts/day_night/SampledObjectRotatorNode.gd" id="4_o5p0m"]
> [ext_resource type="Script" path="res://scripts/day_night/TimeHandler.gd" id="5_o77uk"]
> [ext_resource type="Script" path="res://scripts/day_night/LightIntensityTransitionNode.gd" id="6_ld87i"]
14c14
< max_value = 180.0
---
> _limits = [0.0, 180.0, 0.0, 1.0]
24c24
< script = ExtResource("1_ef7su")
---
> script = ExtResource("1_57t4c")
41,43c41,43
< script = ExtResource("2_dncyc")
< [node name="LightColorTransition" type="Node" parent="DayNightCycle"]
< script = ExtResource("3_lcolt")
---
> script = ExtResource("2_12nw6")
> [node name="LightColorTransition" type="Node" parent…[truncated]
Found it. Exported Node references require a `node_paths=PackedStringArray(...)` attribute on the node header so Godot knows to resolve the NodePath into a node reference. My hand-written version was missing that. Let me fix the three nodes.
Edit
{
 "replace_all": false,
 "file_path": "/home/user/task/scenes/Main.tscn",
 "old_string": "[node name=\"LightColorTransition\" type=\"Node\" parent=\"DayNightCycle\"]",
 "new_string": "[node name=\"LightColorTransition\" type=\"Node\" parent=\"DayNightCycle\" node_paths=PackedStringArray(\"light\")]"
}
output
The file /home/user/task/scenes/Main.tscn has been updated successfully. (file state is current in your context , no need to Read it back)
Edit
{
 "replace_all": false,
 "file_path": "/home/user/task/scenes/Main.tscn",
 "old_string": "[node name=\"SampledObjectRotator\" type=\"Node\" parent=\"DayNightCycle\"]",
 "new_string": "[node name=\"SampledObjectRotator\" type=\"Node\" parent=\"DayNightCycle\" node_paths=PackedStringArray(\"target_node\")]"
}
output
The file /home/user/task/scenes/Main.tscn has been updated successfully. (file state is current in your context , no need to Read it back)
Edit
{
 "replace_all": false,
 "file_path": "/home/user/task/scenes/Main.tscn",
 "old_string": "[node name=\"LightIntensityTransition\" type=\"Node\" parent=\"DayNightCycle\"]",
 "new_string": "[node name=\"LightIntensityTransition\" type=\"Node\" parent=\"DayNightCycle\" node_paths=PackedStringArray(\"light\")]"
}
output
The file /home/user/task/scenes/Main.tscn has been updated successfully. (file state is current in your context , no need to Read it back)
Now let me clean up the temp file and run a verification that exercises the full cycle , checking SunLight rotates/colors, the clock updates, and the porch light toggles correctly across a full day.
Bash
rm -f /home/user/task/scenes/Main_fixed.tscn
cat > /tmp/verify.gd <<'EOF'
@tool
extends SceneTree

func _initialize():
	var ps = load("res://scenes/Main.tscn")
	var root = ps.instantiate()
	get_root().add_child(root)
	var sun = root.get_node("SunLight")
	var porch = root.get_node("PorchLight")
	var clock = root.get_node("ClockLabel")
	var dnc = root.get_node("DayNightCycle")
	# verify references resolved
	print("color light: ", dnc.get_node("LightColorTransition").light.name)
	print("rotator target: ", dnc.get_node("SampledObjectRotator").target_node.name)
	print("intensity light: ", dnc.get_node("LightIntensityTransition").light.name)
	print("day_length via DNC: ", dnc.day_length_seconds)
	print("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.current_day_percentage = p
		dnc.update_nodes()
		print("p=%.2f  xrot=%.1f yz=(%.1f,%.1f)  energy=%.3f  color=%s" % [p, sun.rotation_degrees.x, sun.rotation_degrees.y, sun.rotation_degrees.z, sun.light_energy, str(sun.light_color)])
	# verify porch/clock callback at several times
	for t in ["00:00","06:00","12:00","18:00","23:50"]:
		root._on_day_night_cycle_time_changed(t)
		print("time=%s  clock='%s'  porch.visible=%s" % [t, clock.text, str(porch.visible)])
	quit()
EOF
timeout 30 godot --headless --script /tmp/verify.gd 2>&1 | grep -vE "WARNING|superuser|setup2|GODOT_SILENCE|leaked|in use|PagedAlloc|_free_rids|Dependency|cleanup|still in use|RID alloc" | head -40
rm -f /tmp/verify.gd /tmp/fix.gd /tmp/resave.gd
output
Godot Engine v4.4.stable.official.4c311cbee - https://godotengine.org

color light: SunLight
rotator target: SunLight
intensity light: SunLight
day_length via DNC: 10.0
interval: 10
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 yz=(150.0,0.0)  energy=1.000  color=(1.0, 1.0, 1.0, 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 yz=(150.0,0.0)  energy=1.000  color=(1.0, 1.0, 1.0, 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 yz=(150.0,0.0)  energy=1.000  color=(1.0, 1.0, 1.0, 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 yz=(150.0,0.0)  energy=1.000  color=(1.0, 1.0, 1.0, 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 yz=(150.0,0.0)  energy=1.000  color=(1.0, 1.0, 1.0, 1.0)
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=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=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=23:50  clock='00:00'  porch.visible=true

[stdout]
Godot Engine v4.4.stable.official.4c311cbee - https://godotengine.org

color light: SunLight
rotator target: SunLight
intensity light: SunLight
day_length via DNC: 10.0
interval: 10
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 yz=(150.0,0.0)  energy=1.000  color=(1.0, 1.0, 1.0, 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 yz=(150.0,0.0)  energy=1.000  color=(1.0, 1.0, 1.0, 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 yz=(150.0,0.0)  energy=1.000  color=(1.0, 1.0, 1.0, 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 yz=(150.0,0.0)  energy=1.000  color=(1.0, 1.0, 1.0, 1.0)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sampl…[truncated]
The references resolve correctly (all show `SunLight`). The errors are a test-harness artifact: my script ran everything inside `_initialize` before `_ready`/`@onready` fired, so the `@onready` vars were still null. Let me test properly by letting frames process so `_ready` runs.
Bash
cat > /tmp/verify2.gd <<'EOF'
extends SceneTree

var root
var sun
var porch
var clock
var dnc
var frames = 0
var seen = {}

func _initialize():
	var ps = load("res://scenes/Main.tscn")
	root = ps.instantiate()
	get_root().add_child(root)
	sun = root.get_node("SunLight")
	porch = root.get_node("PorchLight")
	clock = root.get_node("ClockLabel")
	dnc = root.get_node("DayNightCycle")

func _process(delta):
	frames += 1
	if frames == 2:
		# refs resolved + @onready wired now that _ready ran
		print("rotator var: ", dnc.object_rotator)
		# drive samples directly
		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=%.1f  yz=(%.1f,%.1f)  energy=%.3f  color=%s" % [p, sun.rotation_degrees.x, sun.rotation_degrees.y, sun.rotation_degrees.z, sun.light_energy, str(sun.light_color)])
		for t in ["00:00","06:00","12:00","17:50","18:00","23:50"]:
			root._on_day_night_cycle_time_changed(t)
			print("time=%s -> clock='%s' porch.visible=%s" % [t, clock.text, str(porch.visible)])
		return true if quit() else true
	return false
EOF
timeout 30 godot --headless --script /tmp/verify2.gd 2>&1 | grep -vE "WARNING|superuser|setup2|GODOT_SILENCE|leaked|in use|PagedAlloc|_free_rids|Dependency|cleanup|still in use|RID alloc|^Godot Engine|^$" | head -40
rm -f /tmp/verify2.gd
output
SCRIPT ERROR: Parse Error: Member "root" redefined (original in native class 'SceneTree')
          at: GDScript::reload (/tmp/verify2.gd:3)
SCRIPT ERROR: Parse Error: Cannot get return value of call to "quit()" because it returns "void".
          at: GDScript::reload (/tmp/verify2.gd:33)
ERROR: Failed to load script "/tmp/verify2.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/verify2.gd:3)
SCRIPT ERROR: Parse Error: Cannot get return value of call to "quit()" because it returns "void".
          at: GDScript::reload (/tmp/verify2.gd:33)
ERROR: Failed to load script "/tmp/verify2.gd" with error "Parse error".
   at: load (modules/gdscript/gdscript.cpp:3022)
Bash
cat > /tmp/verify2.gd <<'EOF'
extends SceneTree

var scene_root
var sun
var porch
var clock
var dnc
var frames = 0

func _initialize():
	var ps = load("res://scenes/Main.tscn")
	scene_root = ps.instantiate()
	get_root().add_child(scene_root)
	sun = scene_root.get_node("SunLight")
	porch = scene_root.get_node("PorchLight")
	clock = scene_root.get_node("ClockLabel")
	dnc = scene_root.get_node("DayNightCycle")

func _process(_delta):
	frames += 1
	if frames == 2:
		print("rotator var resolved: ", dnc.object_rotator != null)
		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=%.1f  yz=(%.1f,%.1f)  energy=%.3f  color=%s" % [p, sun.rotation_degrees.x, sun.rotation_degrees.y, sun.rotation_degrees.z, sun.light_energy, str(sun.light_color)])
		for t in ["00:00","06:00","12:00","17:50","18:00","23:50"]:
			scene_root._on_day_night_cycle_time_changed(t)
			print("time=%s -> clock='%s' porch.visible=%s" % [t, clock.text, str(porch.visible)])
		quit()
	return false
EOF
timeout 30 godot --headless --script /tmp/verify2.gd 2>&1 | grep -vE "WARNING|superuser|setup2|GODOT_SILENCE|leaked|in use|PagedAlloc|_free_rids|Dependency|cleanup|still in use|RID alloc|^Godot Engine|^$" | head -40
rm -f /tmp/verify2.gd
output
rotator var resolved: true
p=0.00  xrot=0.0  yz=(0.0,0.0)  energy=0.050  color=(0.04, 0.05, 0.13, 1.0)
p=0.25  xrot=45.0  yz=(0.0,0.0)  energy=0.300  color=(0.98, 0.55, 0.3, 1.0)
p=0.50  xrot=90.0  yz=(0.0,0.0)  energy=0.999  color=(1.0, 0.98, 0.92, 1.0)
p=0.75  xrot=135.0  yz=(0.0,0.0)  energy=0.300  color=(0.98, 0.45, 0.25, 1.0)
p=0.99  xrot=178.2  yz=(0.0,0.0)  energy=0.051  color=(0.0776, 0.066, 0.1348, 1.0)
time=00:00 -> clock='00:00' porch.visible=true
time=06:00 -> clock='06:00' porch.visible=false
time=12:00 -> clock='12:00' porch.visible=false
time=17:50 -> clock='17:50' porch.visible=false
time=18:00 -> clock='18:00' porch.visible=true
time=23:50 -> clock='23:50' porch.visible=true

[stdout]
rotator var resolved: true
p=0.00  xrot=0.0  yz=(0.0,0.0)  energy=0.050  color=(0.04, 0.05, 0.13, 1.0)
p=0.25  xrot=45.0  yz=(0.0,0.0)  energy=0.300  color=(0.98, 0.55, 0.3, 1.0)
p=0.50  xrot=90.0  yz=(0.0,0.0)  energy=0.999  color=(1.0, 0.98, 0.92, 1.0)
p=0.75  xrot=135.0  yz=(0.0,0.0)  energy=0.300  color=(0.98, 0.45, 0.25, 1.0)
p=0.99  xrot=178.2  yz=(0.0,0.0)  energy=0.051  color=(0.0776, 0.066, 0.1348, 1.0)
time=00:00 -> clock='00:00' porch.visible=true
time=06:00 -> clock='06:00' porch.visible=false
time=12:00 -> clock='12:00' porch.visible=false
time=17:50 -> clock='17:50' porch.visible=false
time=18:00 -> clock='18:00' porch.visible=true
time=23:50 -> clock='23:50' porch.visible=true
Everything works correctly. Let me do a final real-gameplay run (actual `_process` loop driving the signal) to confirm there are zero runtime errors in normal operation.
Bash
timeout 12 godot --headless --quit-after 200 2>&1 | grep -iE "error|warning" | grep -vE "superuser|root.*security|GODOT_SILENCE|leaked|in use|PagedAlloc|_free_rids|Dependency|cleanup|still in use|RID alloc" | head; echo "=== run completed, exit ${PIPESTATUS[0]} (no errors above = clean) ==="
output
=== run completed, exit 0 (no errors above = clean) ===

[stdout]
=== run completed, exit 0 (no errors above = clean) ===
A clean run with no errors. The day-night cycle is fully wired and verified. ## Summary I finished `res://scenes/Main.tscn` and implemented the callback in `scripts/main.gd`. **Scene (`scenes/Main.tscn`)** , added a `DayNightCycle` node (running `DayNightCycleNode.gd`) under `Main` with four children: - **LightColorTransition** → `LightColorTransitionNode.gd`, `light` → `../../SunLight`, with a 5-stop gradient: dark night (0.0 & 1.0), warm sunrise (0.25), bright daylight (0.5), warm sunset (0.75). - **SampledObjectRotator** → `SampledObjectRotatorNode.gd`, `target_node` → `../../SunLight`, X-rotation curve sweeping linearly 0°→180° (horizon to horizon, overhead at noon); Y/Z curves flat at 0. - **TimeHandler** → `TimeHandler.gd`, `day_length_seconds = 10`, `display_interval_minutes = 10`. - **LightIntensityTransition** → `LightIntensityTransitionNode.gd`, `light` → `../../SunLight`, intensity curve dim at night (~0.05) peaking at midday (1.0). - Connected `DayNightCycle.time_changed` → `Main._on_day_night_cycle_time_changed`. **Script (`scripts/main.gd`)** , `_on_day_night_cycle_time_changed` sets `ClockLabel.text` to the emitted string and toggles `PorchLight.visible` off from dawn (06:00) and back on at dusk (18:00). **Key gotcha I caught and fixed:** exported `Node`-typed properties (`light`, `target_node`) only resolve when the node header carries a `node_paths=PackedStringArray(...)` attribute , without it the references stayed `null`. I discovered the correct serialization by having Godot itself resave the scene, then applied it. Verification (headless Godot 4.4) confirmed: all three light references resolve to `SunLight`; the sun sweeps 0→45→90→135→178° with flat Y/Z; intensity and color track night→sunrise→noon→sunset→night; the clock mirrors every emitted time; and the porch light is on at night, off at 06:00, and back on exactly at 18:00. A full real-`_process` run produced no errors.
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_6b73749d947041bc. Re-running the agent live requires EVAL_PLATFORM_ENABLE_OAUTH_SMOKE=1 and is non-deterministic.

Trial trial_6b73749d947041bc · verifier authoritative; classifier explanatory.