SyncValsverifier → artifact → classifier → verdict
SyncVals · Trajectory

day-night-cycle-controller

claude-code claude-opus-4-8 ✗ failed BAD_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
BAD_FAILUREThe task is at fault, underspecified/contradictory instruction, brittle/flaky tests, or tests demanding undiscoverable behavior.
SubtypeUnderspecified Instruction
EvidenceTest output: 'VALIDATION_FAILED: Sun rotation curve must start near 0 degrees'. The instruction states the X rotation curve should 'sweep the sun from horizon to horizon' with samples returning '≈0° at 0.0, ≈180° at 0.5, and ≈360° at 1.0', but does not explicitly specify that the curve must start at exactly 0°. The agent's implementation (Vector2(0, 90) to Vector2(1, -270)) is a valid interpretation of a full 360° horizon-to-horizon sweep but fails the validator's specific requirement that rotation_degrees must be 'near 0' at t=0.
Root causeThe instruction uses imprecise language about the rotation curve ('sweep from horizon to horizon') without explicitly stating the starting rotation value must be ~0°. The test validates a specific numeric constraint (start near 0°) that contradicts the agent's reasonable interpretation of 'horizon-to-horizon' rotation, which could start at any angle and sweep 360°.
RecommendationClarify the instruction by explicitly stating: 'its X rotation curve must have two points starting at approximately 0° (t=0), reaching approximately 180° (t=0.5), and approximately 360° (t=1.0)'. Alternatively, adjust the test validator message to be more specific about why the curve is wrong and what the expected values are. The current instruction language 'sweep the sun from horizon to horizon' is ambiguous regarding the absolute rotation values required."
Trajectory
Tool-by-tool agent trajectory
66 tool calls · 3 tool types · 66 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 "---SCRIPTS---" && ls -la scripts/day_night/ 2>/dev/null

# args: {"description": "List project files and day_night scripts"}
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
---SCRIPTS---
total 27
drwxr-xr-x 2 user user 4096 Jun 18 19:22 .
drwxr-xr-x 3 user user  128 Jun 19 20:06 ..
-rw-r--r-- 1 user user 1640 Jun 18 19:22 DayNightCycleNode.gd
-rw-r--r-- 1 user user   20 Jun 18 19:22 DayNightCycleNode.gd.uid
-rw-r--r-- 1 user user  561 Jun 18 19:22 LightColorTransitionNode.gd
-rw-r--r-- 1 user user   19 Jun 18 19:22 LightColorTransitionNode.gd.uid
-rw-r--r-- 1 user user  583 Jun 18 19:22 LightIntensityTransitionNode.gd
-rw-r--r-- 1 user user   20 Jun 18 19:22 LightIntensityTransitionNode.gd.uid
-rw-r--r-- 1 user user 1093 Jun 18 19:22 SampledObjectRotatorNode.gd
-rw-r--r-- 1 user user   20 Jun 18 19:22 SampledObjectRotatorNode.gd.uid
-rw-r--r-- 1 user user 1366 Jun 18 19:22 TimeHandler.gd
-rw-r--r-- 1 user user   19 Jun 18 19:22 TimeHandler.gd.uid

[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
---SCRIPTS---
total 27
drwxr-xr-x 2 user user 4096 Jun 18 19:22 .
drwxr-xr-x 3 user user  128 Jun 19 20:06 ..
-rw-r--r-- 1 user user 1640 Jun 18 19:22 DayNightCycleNode.gd
-rw-r--r-- 1 user user   20 Jun 18 19:22 DayNightCycleNode.gd.uid
-rw-r--r-- 1 user user  561 Jun 18 19:22 LightColorTransitionNode.gd
-rw-r--r-- 1 user user   19 Jun 18 19:22 LightColorTransitionNode.gd.uid
-rw-r--r-- 1 user user  583 Jun 18 19:22 LightIntensityTransitionNode.gd
-rw-r--r-- 1 user user   20 Jun 18 19:22 LightIntensityTransitionNode.gd.uid
-rw-r--r-- 1 user user 1093 Jun 18 19:22 SampledObjectRotatorNode.gd
-rw-r--r-- 1 user user   20 Jun 18 19:22 SampledObjectRotatorNode.gd.uid
-rw-r--r-- 1 user user 1366 Jun 18 19:22 TimeHandler.gd
-rw-r--r-- 1 user user   19 Jun 18 19:22 TimeHandler.gd.uid
Let me read all the scripts and the scene file.
Read
{
 "file_path": "/home/user/task/scenes/Main.tscn"
}
output
1	[gd_scene load_steps=3 format=3 uid="uid://c3r7ya2n8vlt8"]
2	
3	[ext_resource type="Script" path="res://scripts/main.gd" id="1_ef7su"]
4	
5	[sub_resource type="PlaneMesh" id="PlaneMesh_4noii"]
6	size = Vector2(40, 40)
7	
8	[node name="Main" type="Node3D"]
9	script = ExtResource("1_ef7su")
10	
11	[node name="SunLight" type="DirectionalLight3D" parent="."]
12	transform = Transform3D(-0.866025, -0.433013, 0.25, 0, 0.5, 0.866025, -0.5, 0.75, -0.433013, 0, 7.5, -1.5)
13	shadow_enabled = true
14	
15	[node name="PorchLight" type="OmniLight3D" parent="."]
16	transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -4, 3, -4)
17	light_color = Color(1, 0.94902, 0.721569, 1)
18	light_energy = 700.0
19	
20	[node name="Ground" type="MeshInstance3D" parent="."]
21	mesh = SubResource("PlaneMesh_4noii")
22	
23	[node name="ClockLabel" type="Label" parent="."]
24	offset_left = 15.0
25	offset_top = 12.0
26	offset_right = 195.0
27	offset_bottom = 42.0
28	text = "00:00"
29
Read
{
 "file_path": "/home/user/task/scripts/main.gd"
}
output
1	extends Node3D
2	
3	func _ready() -> void:
4		# The day-night cycle system will be wired in by the solver.
5		pass
6
Read
{
 "file_path": "/home/user/task/scripts/day_night/DayNightCycleNode.gd"
}
output
1	## This script defines a Node that facilitates a day night cycle and supplies a user friendly time of day.
2	
3	extends Node
4	
5	class_name DayNightCycleNode
6	
7	## Should time advance (ie not paused)
8	@export var active : bool = true  # Flag to control whether time is advanced
9	
10	# Internal variables
11	var current_day_percentage : float = 0.0
12	var total_time : float = 0.0
13	var day_length_seconds : float: 
14		get:
15			return $TimeHandler.day_length_seconds
16	
17	# Reference to the children nodes
18	@onready var object_rotator = $SampledObjectRotator
19	@onready var light_transition = $LightColorTransition
20	@onready var time_handler = $TimeHandler
21	@onready var light_intensity_transition_node = $LightIntensityTransition
22	
23	signal time_changed(current_time: String)
24	
25	func _ready() -> void:
26		time_handler.time_changed.connect(process_time_changed)
27	
28	# Called every frame
29	func _process(delta: float) -> void:
30		if active:
31			# Update total time
32			total_time += delta
33	
34			# Update the day percentage based on the current time
35			current_day_percentage = fmod(total_time, day_length_seconds) / day_length_seconds
36	
37			# Update nodes every frame
38			update_nodes()
39	
40	## Function to update child nodes based on the current time
41	func update_nodes() -> void:
42		# Update SampledObjectRotatorNode
43		object_rotator.set_rotation_from_sample(current_day_percentage)
44	
45		# Update LightColorTransitionNode
46		light_transition.set_color_from_sample(current_day_percentage)
47		
48		light_intensity_transition_node.set_intensity_from_sample(current_day_percentage)
49	
50		# Update TimeHandler
51		time_handler.set_time(total_time)
52		
53	func process_time_changed(current_time: String):
54		time_changed.emit(current_time)
55
Read
{
 "file_path": "/home/user/task/scripts/day_night/TimeHandler.gd"
}
output
1	## This script defines a Node that calculates a clock time from the total elapsed time, split into specified intervals.
2	## And emit's a signal when the displayed time changes.
3	
4	extends Node
5	
6	class_name TimeHandler
7	
8	# Internal variables
9	var current_time : int = -1
10	
11	# Exposed variables
12	## Length of day in seconds
13	@export var day_length_seconds : float = 600
14	## The displayed game time interval to count as time having changed (eg. 1 minute, 10 minute, 15 minute, 20 minute, 30 minute)
15	@export_range(1, 60) var display_interval_minutes : int = 15
16	
17	# Signals
18	signal time_changed(current_time: String)
19	
20	## Function to handle time-related functionality
21	func set_time(total_time_seconds: float) -> void:
22		# Calculate the current time in intervals
23		var interval_length_in_seconds = day_length_seconds / float((60 / display_interval_minutes) * 24)
24		var new_time = int(fmod(total_time_seconds, day_length_seconds) / interval_length_in_seconds)
25		
26		# If the time has changed, emit the signal
27		if new_time != current_time:
28			current_time = new_time
29			time_changed.emit(get_display_time_of_day())
30	
31	## Function to get the current time of day in HH:MM format
32	func get_display_time_of_day() -> String:
33		var hours : int = current_time * display_interval_minutes / 60
34		var minutes : int = (current_time * display_interval_minutes) % 60
35		return String("%02d:%02d" % [hours, minutes])
36
Read
{
 "file_path": "/home/user/task/scripts/day_night/LightColorTransitionNode.gd"
}
output
1	## This script defines a Node that facilitates color transitions for a 3D light using a gradient.
2	
3	extends Node
4	
5	class_name LightColorTransitionNode
6	
7	# Exposed variables
8	## The Light to set the color for
9	@export var light : Light3D = null
10	
11	## The colour to assign to the light when the set_color function is called
12	@export var color_gradient : Gradient = Gradient.new()
13	
14	
15	## Sets the color of the light based on the provided sample point and the gradient
16	func set_color_from_sample(sample_point: float):
17		light.light_color = color_gradient.sample(sample_point)
18
Read
{
 "file_path": "/home/user/task/scripts/day_night/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/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
Bash
cat scripts/day_night/*.uid; echo "---"; cat scripts/main.gd.uid; echo "---PROJECT---"; cat project.godot

# args: {"description": "Read uid files and project config"}
output
uid://cpajkj8o1xm8h
uid://iee5jnb7ugvb
uid://df82fl4yar4ch
uid://bjokmmre2r13u
uid://kaqb58wgrxqm
---
uid://ctgsrjhv035f3
---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"

[stdout]
uid://cpajkj8o1xm8h
uid://iee5jnb7ugvb
uid://df82fl4yar4ch
uid://bjokmmre2r13u
uid://kaqb58wgrxqm
---
uid://ctgsrjhv035f3
---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"
All scripts read. Now I understand the structure. Let me note key details: - `DayNightCycleNode.gd` references children by exact names: `$SampledObjectRotator`, `$LightColorTransition`, `$TimeHandler`, `$LightIntensityTransition` - Exported `Light3D`/`Node3D` properties serialize as `NodePath` - Property names: `light`, `color_gradient`, `target_node`, `x/y/z_rotation_curve`, `intensity_curve`, `day_length_seconds`, `display_interval_minutes` - Time mapping: sunrise at 25% = 06:00, sunset at 75% = 18:00 Let me set up task tracking and write the files.
ToolSearch
{
 "query": "select:TaskCreate",
 "max_results": 1
}
output
{"type": "tool_reference", "tool_name": "TaskCreate"}
I'll skip task tracking , this is two files. Let me write the scene and the script.
Write
{
 "file_path": "/home/user/task/scenes/Main.tscn",
 "content": "[gd_scene load_steps=11 format=3 uid=\"uid://c3r7ya2n8vlt8\"]\n\n[ext_resource type=\"Script\" path=\"res://scripts/main.gd\" id=\"1_ef7su\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/DayNightCycleNode.gd\" id=\"2_dncyc\" uid=\"uid://cpajkj8o1xm8h\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/LightColorTransitionNode.gd\" id=\"3_lcolr\" uid=\"uid://iee5jnb7ugvb\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/SampledObjectRotatorNode.gd\" id=\"4_srotr\" uid=\"uid://bjokmmre2r13u\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/TimeHandler.gd\" id=\"5_timeh\" uid=\"uid://kaqb58wgrxqm\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/LightIntensityTransitionNode.gd\" id=\"6_linty\" uid=\"uid://df82fl4yar4ch\"]\n\n[sub_resource type=\"PlaneMesh\" id=\"PlaneMesh_4noii\"]\nsize = Vector2(40, 40)\n\n[sub_resource type=\"Gradient\" id=\"Gradient_day\"]\noffsets = PackedFloat32Array(0, 0.25, 0.5, 0.75, 1)\ncolors = PackedColorArray(0.05, 0.05, 0.18, 1, 1, 0.6, 0.3, 1, 1, 0.98, 0.92, 1, 1, 0.5, 0.25, 1, 0.05, 0.05, 0.18, 1)\n\n[sub_resource type=\"Curve\" id=\"Curve_sunx\"]\nmin_value = -270.0\nmax_value = 90.0\n_data = [Vector2(0, 90), 0.0, -360.0, 0, 1, Vector2(1, -270), -360.0, 0.0, 1, 0]\npoint_count = 2\n\n[sub_resource type=\"Curve\" id=\"Curve_intensity\"]\n_data = [Vector2(0, 0), 0.0, 0.0, 0, 0, Vector2(0.5, 1), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]\npoint_count = 3\n\n[node name=\"Main\" type=\"Node3D\"]\nscript = ExtResource(\"1_ef7su\")\n\n[node name=\"SunLight\" type=\"DirectionalLight3D\" parent=\".\"]\ntransform = Transform3D(-0.866025, -0.433013, 0.25, 0, 0.5, 0.866025, -0.5, 0.75, -0.433013, 0, 7.5, -1.5)\nshadow_enabled = true\n\n[node name=\"PorchLight\" type=\"OmniLight3D\" parent=\".\"]\ntransform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -4, 3, -4)\nlight_color = Color(1, 0.94902, 0.721569, 1)\nlight_energy = 700.0\n\n[node name=\"Ground\" type=\"MeshInstance3D\" parent=\".\"]\nmesh = SubResource(\"PlaneMesh_4noii\")\n\n[node name=\"ClockLabel\" type=\"Label\" parent=\".\"]\noffset_left = 15.0\noffset_top = 12.0\noffset_right = 195.0\noffset_bottom = 42.0\ntext = \"00:00\"\n\n[node name=\"DayNightCycle\" type=\"Node\" parent=\".\"]\nscript = ExtResource(\"2_dncyc\")\n\n[node name=\"LightColorTransition\" type=\"Node\" parent=\"DayNightCycle\"]\nscript = ExtResource(\"3_lcolr\")\nlight = NodePath(\"../../SunLight\")\ncolor_gradient = SubResource(\"Gradient_day\")\n\n[node name=\"SampledObjectRotator\" type=\"Node\" parent=\"DayNightCycle\"]\nscript = ExtResource(\"4_srotr\")\nx_rotation_curve = SubResource(\"Curve_sunx\")\ntarget_node = NodePath(\"../../SunLight\")\n\n[node name=\"TimeHandler\" type=\"Node\" parent=\"DayNightCycle\"]\nscript = ExtResource(\"5_timeh\")\nday_length_seconds = 10.0\ndisplay_interval_minutes = 10\n\n[node name=\"LightIntensityTransition\" type=\"Node\" parent=\"DayNightCycle\"]\nscript = ExtResource(\"6_linty\")\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## Hours (inclusive) marking the start of daylight (dawn) and the start of night (dusk).\nconst DAWN_HOUR : int = 6\nconst DUSK_HOUR : int = 18\n\n## Called whenever the DayNightCycle reports a new display time.\n## Keeps the clock label in sync and toggles the porch light: off at dawn, on at dusk.\nfunc _on_day_night_cycle_time_changed(current_time: String) -> void:\n\t$ClockLabel.text = current_time\n\n\tvar hour : int = current_time.substr(0, 2).to_int()\n\tvar is_daytime : bool = hour >= DAWN_HOUR and hour < DUSK_HOUR\n\t$PorchLight.visible = not is_daytime\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 Godot can parse the scene without errors, if it's available.
Bash
which godot godot4 godot-headless 2>/dev/null; ls /usr/local/bin 2>/dev/null | grep -i godot; echo "exit"

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

[stdout]
/usr/local/bin/godot
godot
exit
Bash
timeout 60 godot --headless --quit-after 5 res://scenes/Main.tscn 2>&1 | head -40; echo "EXIT=$?"

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

SCRIPT ERROR: Invalid assignment of property or key 'rotation_degrees' with value of type 'Vector3' on a base object of type 'Nil'.
          at: SampledObjectRotatorNode.set_rotation_from_sample (res://scripts/day_night/SampledObjectRotatorNode.gd:25)
SCRIPT ERROR: Invalid assignment of property or key 'light_color' with value of type 'Color' on a base object of type 'Nil'.
          at: LightColorTransitionNode.set_color_from_sample (res://scripts/day_night/LightColorTransitionNode.gd:17)
SCRIPT ERROR: Invalid assignment of property or key 'light_energy' with value of type 'float' on a base object of type 'Nil'.
          at: LightIntensityTransitionNode.set_intensity_from_sample (res://scripts/day_night/LightIntensityTransitionNode.gd:15)
SCRIPT ERROR: Invalid assignment of property or key 'rotation_degrees' with value of type 'Vector3' on a base object of type 'Nil'.
          at: SampledObjectRotatorNode.set_rotation_from_sample (res://scripts/day_night/SampledObjectRotatorNode.gd:25)
SCRIPT ERROR: Invalid assignment of property or key 'light_color' with value of type 'Color' on a base object of type 'Nil'.
          at: LightColorTransitionNode.set_color_from_sample (res://scripts/day_night/LightColorTransitionNode.gd:17)
SCRIPT ERROR: Invalid assignment of property or key 'light_energy' with value of type 'float' on a base object of type 'Nil'.
          at: LightIntensityTransitionNode.set_intensity_from_sample (res://scripts/day_night/LightIntensityTransitionNode.gd:15)
SCRIPT ERROR: Invalid assignment of property or key 'rotation_degrees' with value of type 'Vector3' on a base object of type 'Nil'.
          at: SampledObjectRotatorNode.set_rotation_from_sample (res://scripts/day_night/SampledObjectRotatorNode.gd:25)
SCRIPT ERROR: Invalid assignment of property or key 'light_color' with value of type 'Color' on a base object of type 'Nil'.
          at: LightColorTransitionNode.set_color_from_sample (res://scripts/day_night/LightColorTransitionNode.gd:17)
SCRIPT ERROR: Invalid assignment of property or key 'light_energy' with value of type 'float' on a base object of type 'Nil'.
          at: LightIntensityTransitionNode.set_intensity_from_sample (res://scripts/day_night/LightIntensityTransitionNode.gd:15)
SCRIPT ERROR: Invalid assignment of property or key 'rotation_degrees' with value of type 'Vector3' on a base object of type 'Nil'.
          at: SampledObjectRotatorNode.set_rotation_from_sample (res://scripts/day_night/SampledObjectRotatorNode.gd:25)
SCRIPT ERROR: Invalid assignment of property or key 'light_color' with value of type 'Color' on a base object of type 'Nil'.
          at: LightColorTransitionNode.set_color_from_sample (res://scripts/day_night/LightColorTransitionNode.gd:17)
SCRIPT ERROR: Invalid assignment of property or key 'light_energy' with value of type 'float' on a base object of type 'Nil'.
          at: LightIntensityTransitionNode.set_intensity_from_sample (res://scripts/day_night/LightIntensityTransitionNode.gd:15)
SCRIPT ERROR: Invalid assignment of property or key 'rotation_degrees' with value of type 'Vector3' on a base object of type 'Nil'.
          at: SampledObjectRotatorNode.set_rotation_from_sample (res://scripts/day_night/SampledObjectRotatorNode.gd:25)
SCRIPT ERROR: Invalid assignment of property or key 'light_color' with value of type 'Color' on a base object of type 'Nil'.
          at: LightColorTransitionNode.set_color_from_sample (res://scripts/day_night/LightColorTransitionNode.gd:17)
SCRIPT ERROR: Invalid assignment of property or key 'light_energy' with value of type 'float' on a base object of type 'Nil'.
          at: LightIntensityTransitionNode.set_int…[truncated]
The node references aren't resolving , `light`/`target_node` are Nil. Let me have Godot re-serialize the scene through the editor to get the canonical format for typed-Node exports, then compare.
Bash
cp scenes/Main.tscn /tmp/Main.before.tscn && timeout 90 godot --headless --editor --quit 2>&1 | tail -5; echo "---DIFF---"; diff /tmp/Main.before.tscn scenes/Main.tscn; echo "EXIT=$?"

# args: {"description": "Re-serialize scene via editor and diff"}
output
at: task_step (editor/progress_dialog.cpp:217)
ERROR: Condition "!tasks.has(p_task)" is true. Returning: canceled
   at: task_step (editor/progress_dialog.cpp:217)
ERROR: Condition "!tasks.has(p_task)" is true.
   at: end_task (editor/progress_dialog.cpp:240)
---DIFF---
EXIT=0

[stdout]
   at: task_step (editor/progress_dialog.cpp:217)
ERROR: Condition "!tasks.has(p_task)" is true. Returning: canceled
   at: task_step (editor/progress_dialog.cpp:217)
ERROR: Condition "!tasks.has(p_task)" is true.
   at: end_task (editor/progress_dialog.cpp:240)
---DIFF---
EXIT=0
Empty diff , my serialization is canonical. The editor resave may have rebuilt caches. Let me re-run the scene.
Bash
timeout 60 godot --headless --quit-after 5 res://scenes/Main.tscn 2>&1 | grep -i -E "error|warning" | grep -v "root/superuser\|GODOT_SILENCE" | head -20; echo "DONE"

# args: {"description": "Re-run scene after editor resave"}
output
WARNING: Started the engine as `root`/superuser. This is a security risk, and subsystems like audio may not work correctly.
SCRIPT ERROR: Invalid assignment of property or key 'rotation_degrees' with value of type 'Vector3' on a base object of type 'Nil'.
SCRIPT ERROR: Invalid assignment of property or key 'light_color' with value of type 'Color' on a base object of type 'Nil'.
SCRIPT ERROR: Invalid assignment of property or key 'light_energy' with value of type 'float' on a base object of type 'Nil'.
SCRIPT ERROR: Invalid assignment of property or key 'rotation_degrees' with value of type 'Vector3' on a base object of type 'Nil'.
SCRIPT ERROR: Invalid assignment of property or key 'light_color' with value of type 'Color' on a base object of type 'Nil'.
SCRIPT ERROR: Invalid assignment of property or key 'light_energy' with value of type 'float' on a base object of type 'Nil'.
SCRIPT ERROR: Invalid assignment of property or key 'rotation_degrees' with value of type 'Vector3' on a base object of type 'Nil'.
SCRIPT ERROR: Invalid assignment of property or key 'light_color' with value of type 'Color' on a base object of type 'Nil'.
SCRIPT ERROR: Invalid assignment of property or key 'light_energy' with value of type 'float' on a base object of type 'Nil'.
SCRIPT ERROR: Invalid assignment of property or key 'rotation_degrees' with value of type 'Vector3' on a base object of type 'Nil'.
SCRIPT ERROR: Invalid assignment of property or key 'light_color' with value of type 'Color' on a base object of type 'Nil'.
SCRIPT ERROR: Invalid assignment of property or key 'light_energy' with value of type 'float' on a base object of type 'Nil'.
SCRIPT ERROR: Invalid assignment of property or key 'rotation_degrees' with value of type 'Vector3' on a base object of type 'Nil'.
SCRIPT ERROR: Invalid assignment of property or key 'light_color' with value of type 'Color' on a base object of type 'Nil'.
SCRIPT ERROR: Invalid assignment of property or key 'light_energy' with value of type 'float' on a base object of type 'Nil'.
DONE

[stdout]
WARNING: Started the engine as `root`/superuser. This is a security risk, and subsystems like audio may not work correctly.
SCRIPT ERROR: Invalid assignment of property or key 'rotation_degrees' with value of type 'Vector3' on a base object of type 'Nil'.
SCRIPT ERROR: Invalid assignment of property or key 'light_color' with value of type 'Color' on a base object of type 'Nil'.
SCRIPT ERROR: Invalid assignment of property or key 'light_energy' with value of type 'float' on a base object of type 'Nil'.
SCRIPT ERROR: Invalid assignment of property or key 'rotation_degrees' with value of type 'Vector3' on a base object of type 'Nil'.
SCRIPT ERROR: Invalid assignment of property or key 'light_color' with value of type 'Color' on a base object of type 'Nil'.
SCRIPT ERROR: Invalid assignment of property or key 'light_energy' with value of type 'float' on a base object of type 'Nil'.
SCRIPT ERROR: Invalid assignment of property or key 'rotation_degrees' with value of type 'Vector3' on a base object of type 'Nil'.
SCRIPT ERROR: Invalid assignment of property or key 'light_color' with value of type 'Color' on a base object of type 'Nil'.
SCRIPT ERROR: Invalid assignment of property or key 'light_energy' with value of type 'float' on a base object of type 'Nil'.
SCRIPT ERROR: Invalid assignment of property or key 'rotation_degrees' with value of type 'Vector3' on a base object of type 'Nil'.
SCRIPT ERROR: Invalid assignment of property or key 'light_color' with value of type 'Color' on a base object of type 'Nil'.
SCRIPT ERROR: Invalid assignment of property or key 'light_energy' with value of type 'float' on a base object of type 'Nil'.
SCRIPT ERROR: Invalid assignment of property or key 'rotation_degrees' with value of type 'Vector3' on a base object of type 'Nil'.
SCRIPT ERROR: Invalid assignment of property or key 'light_color' with value of type 'Color' on a base object of type 'Nil'.
SCRIPT ERROR: Invalid assignment …[truncated]
Still Nil. The NodePath isn't resolving for the typed-Node exports. Let me test the correct serialization empirically with a minimal scene.
Bash
cat > /tmp/probe.gd <<'EOF'
extends SceneTree
func _initialize():
	var s = load("res://scenes/Main.tscn")
	var n = s.instantiate()
	var lct = n.get_node("DayNightCycle/LightColorTransition")
	print("light = ", lct.light)
	print("light type = ", typeof(lct.light))
	quit()
EOF
timeout 60 godot --headless --script /tmp/probe.gd 2>&1 | grep -v -E "root/superuser|GODOT_SILENCE|Started the engine" | head

# args: {"description": "Probe whether exported light resolves"}
output
Godot Engine v4.4.stable.official.4c311cbee - https://godotengine.org
     at: setup2 (main/main.cpp:3181)

light = <null>
light type = 0
WARNING: 1 RID of type "CanvasItem" was leaked.
     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.

[stdout]
Godot Engine v4.4.stable.official.4c311cbee - https://godotengine.org
     at: setup2 (main/main.cpp:3181)

light = <null>
light type = 0
WARNING: 1 RID of type "CanvasItem" was leaked.
     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.
Confirmed null. Let me build a scene programmatically that assigns the node reference, save it, and inspect the canonical serialization format.
Bash
cat > /tmp/build.gd <<'EOF'
extends SceneTree
func _initialize():
	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 = LightColorTransitionNode.new()
	lct.name = "LightColorTransition"
	dnc.add_child(lct)
	lct.owner = root
	lct.light = sun
	lct.set_script(load("res://scripts/day_night/LightColorTransitionNode.gd"))
	lct.light = sun
	var ps = PackedScene.new()
	ps.pack(root)
	ResourceSaver.save(ps, "res://scenes/probe_out.tscn")
	quit()
EOF
timeout 60 godot --headless --script /tmp/build.gd 2>&1 | grep -v -E "root/superuser|GODOT_SILENCE|Started the engine|leaked|PagedAllocator|setup2" | head
echo "=== RESULT TSCN ==="
cat /home/user/task/scenes/probe_out.tscn

# args: {"description": "Programmatically build and save scene with node reference"}
output
Godot Engine v4.4.stable.official.4c311cbee - https://godotengine.org

     at: cleanup (core/object/object.cpp:2378)
ERROR: 1 resources still in use at exit (run with --verbose for details).
   at: clear (core/io/resource.cpp:614)
=== RESULT TSCN ===
[gd_scene load_steps=3 format=3]

[ext_resource type="Script" path="res://scripts/day_night/LightColorTransitionNode.gd" id="1_t4il2"]

[sub_resource type="Gradient" id="Gradient_5p4r7"]

[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_t4il2")
light = NodePath("../../SunLight")
color_gradient = SubResource("Gradient_5p4r7")

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

     at: cleanup (core/object/object.cpp:2378)
ERROR: 1 resources still in use at exit (run with --verbose for details).
   at: clear (core/io/resource.cpp:614)
=== RESULT TSCN ===
[gd_scene load_steps=3 format=3]

[ext_resource type="Script" path="res://scripts/day_night/LightColorTransitionNode.gd" id="1_t4il2"]

[sub_resource type="Gradient" id="Gradient_5p4r7"]

[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_t4il2")
light = NodePath("../../SunLight")
color_gradient = SubResource("Gradient_5p4r7")
Found it , the `[node]` header needs `node_paths=PackedStringArray(...)` to mark exported-Node properties for resolution. Without it, the NodePath is stored as a plain value and never resolved. Let me fix all three nodes.
Edit
{
 "replace_all": false,
 "file_path": "/home/user/task/scenes/Main.tscn",
 "old_string": "[node name=\"LightColorTransition\" type=\"Node\" parent=\"DayNightCycle\"]\nscript = ExtResource(\"3_lcolr\")",
 "new_string": "[node name=\"LightColorTransition\" type=\"Node\" parent=\"DayNightCycle\" node_paths=PackedStringArray(\"light\")]\nscript = ExtResource(\"3_lcolr\")"
}
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_srotr\")",
 "new_string": "[node name=\"SampledObjectRotator\" type=\"Node\" parent=\"DayNightCycle\" node_paths=PackedStringArray(\"target_node\")]\nscript = ExtResource(\"4_srotr\")"
}
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_linty\")",
 "new_string": "[node name=\"LightIntensityTransition\" type=\"Node\" parent=\"DayNightCycle\" node_paths=PackedStringArray(\"light\")]\nscript = ExtResource(\"6_linty\")"
}
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)
Bash
rm -f /home/user/task/scenes/probe_out.tscn /home/user/task/scenes/probe_out.tscn.uid
cat > /tmp/probe.gd <<'EOF'
extends SceneTree
var dnc
func _initialize():
	var s = load("res://scenes/Main.tscn")
	var n = s.instantiate()
	get_root().add_child(n)
	dnc = n.get_node("DayNightCycle")
	var lct = n.get_node("DayNightCycle/LightColorTransition")
	var sor = n.get_node("DayNightCycle/SampledObjectRotator")
	var lit = n.get_node("DayNightCycle/LightIntensityTransition")
	print("color light = ", lct.light)
	print("rotator target = ", sor.target_node)
	print("intensity light = ", lit.light)
	print("day_length = ", n.get_node("DayNightCycle/TimeHandler").day_length_seconds)
	print("interval = ", n.get_node("DayNightCycle/TimeHandler").display_interval_minutes)
	dnc.time_changed.connect(func(t): print("TIME -> ", t, "  porch_visible=", n.get_node("PorchLight").visible, "  clock=", n.get_node("ClockLabel").text, "  sun_xdeg=%.1f" % n.get_node("SunLight").rotation_degrees.x, "  energy=%.2f" % n.get_node("SunLight").light_energy))
	# simulate ~one full day (10s) by stepping
	var t = 0.0
	while t < 10.5:
		n.propagate_call("_process", [0.25])
		dnc._process(0.25)
		t += 0.25
	quit()
func _process(_d): pass
EOF
timeout 60 godot --headless --script /tmp/probe.gd 2>&1 | grep -v -E "root/superuser|GODOT_SILENCE|Started the engine|leaked|PagedAllocator|setup2|RID|resources still|cleanup|clear " | head -60

# args: {"description": "Verify references resolve and simulate a day"}
output
Godot Engine v4.4.stable.official.4c311cbee - https://godotengine.org

color light = SunLight:<DirectionalLight3D#28605154697>
rotator target = SunLight:<DirectionalLight3D#28605154697>
intensity light = SunLight:<DirectionalLight3D#28605154697>
day_length = 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)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SC…[truncated]
References resolve correctly now (`light = SunLight`). The remaining errors are an artifact of my probe manually calling `_process`. Let me rewrite the probe to let the engine drive frames naturally.
Bash
cat > /tmp/probe2.gd <<'EOF'
extends SceneTree
var elapsed := 0.0
var n
func _initialize():
	var s = load("res://scenes/Main.tscn")
	n = s.instantiate()
	get_root().add_child(n)
	var dnc = n.get_node("DayNightCycle")
	dnc.time_changed.connect(func(t):
		var sun = n.get_node("SunLight")
		print("TIME=%s clock=%s porch=%s sun_x=%.1f energy=%.2f color=%s" % [t, n.get_node("ClockLabel").text, str(n.get_node("PorchLight").visible), sun.rotation_degrees.x, sun.light_energy, str(sun.light_color)])
	)
func _process(delta):
	elapsed += delta
	if elapsed > 10.2:
		return true
	return false
EOF
timeout 60 godot --headless --fixed-fps 20 --script /tmp/probe2.gd 2>&1 | grep -E "^TIME=" | head -200

# args: {"description": "Run scene naturally and log time changes over a full day"}
output
TIME=00:00 clock=00:00 porch=true sun_x=88.5 energy=0.00 color=(0.0658, 0.0592, 0.182, 1.0)
TIME=00:10 clock=00:10 porch=true sun_x=86.4 energy=0.00 color=(0.088, 0.072, 0.1848, 1.0)
TIME=00:20 clock=00:20 porch=true sun_x=84.6 energy=0.00 color=(0.107, 0.083, 0.1872, 1.0)
TIME=00:30 clock=00:30 porch=true sun_x=81.3 energy=0.01 color=(0.1421, 0.1033, 0.1916, 1.0)
TIME=00:40 clock=00:40 porch=true sun_x=79.5 energy=0.01 color=(0.1608, 0.1142, 0.194, 1.0)
TIME=00:50 clock=00:50 porch=true sun_x=75.9 energy=0.02 color=(0.1988, 0.1362, 0.1988, 1.0)
TIME=01:00 clock=01:00 porch=true sun_x=74.1 energy=0.02 color=(0.2178, 0.1472, 0.2012, 1.0)
TIME=01:10 clock=01:10 porch=true sun_x=72.3 energy=0.03 color=(0.2368, 0.1582, 0.2036, 1.0)
TIME=01:20 clock=01:20 porch=true sun_x=68.7 energy=0.04 color=(0.2748, 0.1802, 0.2084, 1.0)
TIME=01:30 clock=01:30 porch=true sun_x=66.9 energy=0.05 color=(0.2938, 0.1912, 0.2108, 1.0)
TIME=01:40 clock=01:40 porch=true sun_x=63.3 energy=0.06 color=(0.3318, 0.2132, 0.2156, 1.0)
TIME=01:50 clock=01:50 porch=true sun_x=61.5 energy=0.07 color=(0.3508, 0.2242, 0.218, 1.0)
TIME=02:00 clock=02:00 porch=true sun_x=59.7 energy=0.08 color=(0.3698, 0.2352, 0.2204, 1.0)
TIME=02:10 clock=02:10 porch=true sun_x=56.1 energy=0.09 color=(0.4078, 0.2572, 0.2252, 1.0)
TIME=02:20 clock=02:20 porch=true sun_x=54.3 energy=0.10 color=(0.4268, 0.2682, 0.2276, 1.0)
TIME=02:30 clock=02:30 porch=true sun_x=52.5 energy=0.11 color=(0.4458, 0.2792, 0.23, 1.0)
TIME=02:40 clock=02:40 porch=true sun_x=48.9 energy=0.13 color=(0.4838, 0.3012, 0.2348, 1.0)
TIME=02:50 clock=02:50 porch=true sun_x=47.1 energy=0.14 color=(0.5028, 0.3122, 0.2372, 1.0)
TIME=03:00 clock=03:00 porch=true sun_x=43.5 energy=0.17 color=(0.5408, 0.3342, 0.242, 1.0)
TIME=03:10 clock=03:10 porch=true sun_x=41.7 energy=0.18 color=(0.5598, 0.3452, 0.2444, 1.0)
TIME=03:20 clock=03:20 porch=true sun_x=39.9 energy=0.19 color=(0.5788, 0.3562, 0.2468, 1.0)
TIME=03:30 clock=03:30 porch=true sun_x=36.3 energy=0.21 color=(0.6168, 0.3782, 0.2516, 1.0)
TIME=03:40 clock=03:40 porch=true sun_x=34.5 energy=0.23 color=(0.6358, 0.3892, 0.254, 1.0)
TIME=03:50 clock=03:50 porch=true sun_x=30.9 energy=0.25 color=(0.6738, 0.4112, 0.2588, 1.0)
TIME=04:00 clock=04:00 porch=true sun_x=29.1 energy=0.27 color=(0.6928, 0.4222, 0.2612, 1.0)
TIME=04:10 clock=04:10 porch=true sun_x=27.3 energy=0.28 color=(0.7118, 0.4332, 0.2636, 1.0)
TIME=04:20 clock=04:20 porch=true sun_x=23.7 energy=0.31 color=(0.7498, 0.4552, 0.2684, 1.0)
TIME=04:30 clock=04:30 porch=true sun_x=21.9 energy=0.32 color=(0.7688, 0.4662, 0.2708, 1.0)
TIME=04:40 clock=04:40 porch=true sun_x=18.3 energy=0.35 color=(0.8068, 0.4882, 0.2756, 1.0)
TIME=04:50 clock=04:50 porch=true sun_x=16.5 energy=0.36 color=(0.8258, 0.4992, 0.278, 1.0)
TIME=05:00 clock=05:00 porch=true sun_x=14.7 energy=0.38 color=(0.8448, 0.5102, 0.2804, 1.0)
TIME=05:10 clock=05:10 porch=true sun_x=11.1 energy=0.41 color=(0.8828, 0.5322, 0.2852, 1.0)
TIME=05:20 clock=05:20 porch=true sun_x=9.3 energy=0.42 color=(0.9018, 0.5432, 0.2876, 1.0)
TIME=05:30 clock=05:30 porch=true sun_x=7.5 energy=0.44 color=(0.9208, 0.5542, 0.29, 1.0)
TIME=05:40 clock=05:40 porch=true sun_x=3.9 energy=0.47 color=(0.9588, 0.5762, 0.2948, 1.0)
TIME=05:50 clock=05:50 porch=true sun_x=2.1 energy=0.48 color=(0.9778, 0.5872, 0.2972, 1.0)
TIME=06:00 clock=06:00 porch=false sun_x=-1.5 energy=0.51 color=(1.0, 0.6063, 0.3103, 1.0)
TIME=06:10 clock=06:10 porch=false sun_x=-3.3 energy=0.53 color=(1.0, 0.6139, 0.3227, 1.0)
TIME=06:20 clock=06:20 porch=false sun_x=-5.1 energy=0.54 color=(1.0, 0.6215, 0.3351, 1.0)
TIME=06:30 clock=06:30 porch=false sun_x=-8.7 energy=0.57 color=(1.0, 0.6367, 0.3599, 1.0)
TIME=06:40 clock=06:40 porch=false sun_x=-10.5 energy=0.59 color=(1.0, 0.6443, 0.3723, 1.0)
TIME=06:50 clock=06:50 porch=false sun_x=-14.1 energy=0.62 color=(1.0, 0.6595, 0.3971, 1.0)
TIME=07:00 clock=07:00 porch=false sun_x=-15.9 energy=0.63 color=(1.0, 0.6671, 0.4095, 1.0)
TIME=07:10 clock=07:10 porch=f…[truncated]
Everything works exactly as specified across a full day cycle: - **ClockLabel** always matches the emitted time string ✓ - **PorchLight** is on (`porch=true`) through the night, switches **off at 06:00 (dawn)**, back **on at 18:00 (dusk)** ✓ - **Sun X rotation** sweeps horizon→horizon: ~88° (below horizon) → 0° at sunrise → −91° overhead at noon → −181° at sunset ✓ - **Intensity** dims to 0.00 at night, peaks at 1.00 at noon ✓ - **Color gradient**: dark blue night → warm orange at sunrise (06:00) → bright daylight at noon → warm sunset (18:00) → dark night ✓ Let me clean up the probe artifacts.
Bash
rm -f /tmp/probe.gd /tmp/probe2.gd /tmp/build.gd /tmp/Main.before.tscn
ls scenes/ scripts/ 2>/dev/null
echo "--- confirm no stray probe files in project ---"
find . -name 'probe*' -not -path './.git/*' 2>/dev/null; echo done

# args: {"description": "Clean up temp/probe files"}
output
scenes/:
Main.tscn
test.tscn

scripts/:
day_night
main.gd
main.gd.uid
test.gd
test.gd.uid
--- confirm no stray probe files in project ---
done

[stdout]
scenes/:
Main.tscn
test.tscn

scripts/:
day_night
main.gd
main.gd.uid
test.gd
test.gd.uid
--- confirm no stray probe files in project ---
done
Clean. Let me do a final error-free run of the actual main scene.
Bash
timeout 40 godot --headless --quit-after 30 res://scenes/Main.tscn 2>&1 | grep -i -E "error|invalid|nil" | grep -v -E "root/superuser|GODOT_SILENCE" | head; echo "=== no errors above means clean ==="

# args: {"description": "Final clean run of main scene"}
output
=== no errors above means clean ===

[stdout]
=== no errors above means clean ===
The scene runs cleanly with no errors. Done. ## Summary I wired up the day-night cycle in `res://scenes/Main.tscn` and implemented the handler in `scripts/main.gd`. **`scenes/Main.tscn`** , added a `DayNightCycle` node (running `DayNightCycleNode.gd`) under `Main` with four children: - **LightColorTransition** (`LightColorTransitionNode.gd`) , `light` → `../../SunLight`; gradient at offsets 0 / 0.25 / 0.5 / 0.75 / 1.0 going dark-night-blue → warm sunrise orange → bright daylight → warm sunset orange → dark-night-blue. - **SampledObjectRotator** (`SampledObjectRotatorNode.gd`) , `target_node` → `../../SunLight`; X-rotation curve sweeps 90°→−270° (a full horizon-to-horizon arc, sun overhead at noon); Y/Z curves left flat (default empty → 0°). - **TimeHandler** (`TimeHandler.gd`) , `day_length_seconds = 10`, `display_interval_minutes = 10`. - **LightIntensityTransition** (`LightIntensityTransitionNode.gd`) , `light` → `../../SunLight`; curve 0 → 1 → 0, dim at night and peaking at midday. The `DayNightCycle.time_changed` signal is connected to `Main._on_day_night_cycle_time_changed`. **`scripts/main.gd`** , implemented the handler: sets `ClockLabel.text` to the emitted string and toggles `PorchLight.visible` off during daytime (06:00–18:00) and on at night. **Key gotcha resolved:** exported `Light3D`/`Node3D` properties only resolve from a `NodePath` when the `[node]` header includes `node_paths=PackedStringArray(...)`. Without that they silently stay `null` , I verified this empirically by round-tripping a scene through Godot, then confirmed a full simulated day produces correct clock text, porch toggling at exactly 06:00/18:00, the sun arc, intensity peak, and color transitions.
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_c372b8007e9449fa. Re-running the agent live requires EVAL_PLATFORM_ENABLE_OAUTH_SMOKE=1 and is non-deterministic.

Trial trial_c372b8007e9449fa · verifier authoritative; classifier explanatory.