Moves stuff around, made a main menu and scene mgr

This commit is contained in:
Dan Baker 2025-07-03 14:08:39 +01:00
parent b2e3a3957b
commit 6c023a60a6
37 changed files with 888 additions and 214 deletions

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@ -1,90 +1,13 @@
shader_type spatial; shader_type spatial;
render_mode unshaded; render_mode cull_front, unshaded;
uniform sampler2D screen_texture : source_color, hint_screen_texture, filter_nearest; uniform vec3 color : source_color = vec3(0,0,0);
uniform sampler2D depth_texture : source_color, hint_depth_texture, filter_nearest; uniform float thickness : hint_range(0.0, 1.0, 0.01) = 0.01;
uniform sampler2D normal_texture : source_color, hint_normal_roughness_texture, filter_nearest;
uniform float depth_threshold : hint_range(0, 1) = 0.05;
uniform float reverse_depth_threshold : hint_range(0, 1) = 0.25;
uniform float normal_threshold : hint_range(0, 1) = 0.6;
uniform float darken_amount : hint_range(0, 1, 0.01) = 0.3;
uniform float lighten_amount : hint_range(0, 10, 0.01) = 1.5;
uniform vec3 normal_edge_bias = vec3(1, 1, 1);
global uniform vec3 light_direction;
float get_depth(vec2 screen_uv, mat4 inv_projection_matrix) {
float depth = texture(depth_texture, screen_uv).r;
vec3 ndc = vec3(screen_uv * 2.0 - 1.0, depth);
vec4 view = inv_projection_matrix * vec4(ndc, 1.0);
view.xyz /= view.w;
return -view.z;
}
void vertex() { void vertex() {
POSITION = vec4(VERTEX.xy, 1.0, 1.0); VERTEX += thickness*NORMAL;
} }
void fragment() { void fragment() {
float depth = get_depth(SCREEN_UV, INV_PROJECTION_MATRIX); ALBEDO = color;
vec3 normal = texture(normal_texture, SCREEN_UV).xyz * 2.0 - 1.0;
vec2 texel_size = 1.0 / VIEWPORT_SIZE.xy;
vec2 uvs[4];
uvs[0] = vec2(SCREEN_UV.x, min(1.0 - 0.001, SCREEN_UV.y + texel_size.y));
uvs[1] = vec2(SCREEN_UV.x, max(0.0, SCREEN_UV.y - texel_size.y));
uvs[2] = vec2(min(1.0 - 0.001, SCREEN_UV.x + texel_size.x), SCREEN_UV.y);
uvs[3] = vec2(max(0.0, SCREEN_UV.x - texel_size.x), SCREEN_UV.y);
float depth_diff = 0.0;
float depth_diff_reversed = 0.0;
float nearest_depth = depth;
vec2 nearest_uv = SCREEN_UV;
float normal_sum = 0.0;
for (int i = 0; i < 4; i++) {
float d = get_depth(uvs[i], INV_PROJECTION_MATRIX);
depth_diff += depth - d;
depth_diff_reversed += d - depth;
if (d < nearest_depth) {
nearest_depth = d;
nearest_uv = uvs[i];
}
vec3 n = texture(normal_texture, uvs[i]).xyz * 2.0 - 1.0;
vec3 normal_diff = normal - n;
// Edge pixels should yield to the normal closest to the bias direction
float normal_bias_diff = dot(normal_diff, normal_edge_bias);
float normal_indicator = smoothstep(-0.01, 0.01, normal_bias_diff);
normal_sum += dot(normal_diff, normal_diff) * normal_indicator;
}
float depth_edge = step(depth_threshold, depth_diff);
// The reverse depth sum produces depth lines inside of the object, but they don't look as nice as the normal depth_diff
// Instead, we can use this value to mask the normal edge along the outside of the object
float reverse_depth_edge = step(reverse_depth_threshold, depth_diff_reversed);
float indicator = sqrt(normal_sum);
float normal_edge = step(normal_threshold, indicator - reverse_depth_edge);
vec3 original = texture(screen_texture, SCREEN_UV).rgb;
vec3 nearest = texture(screen_texture, nearest_uv).rgb;
mat3 view_to_world_normal_mat = mat3(
INV_VIEW_MATRIX[0].xyz,
INV_VIEW_MATRIX[1].xyz,
INV_VIEW_MATRIX[2].xyz
);
float ld = dot((view_to_world_normal_mat * normal), normalize(light_direction));
vec3 depth_col = nearest * darken_amount;
vec3 normal_col = original * (ld > 0.0 ? darken_amount : lighten_amount);
vec3 edge_mix = mix(normal_col, depth_col, depth_edge);
ALBEDO = mix(original, edge_mix, (depth_edge > 0.0 ? depth_edge : normal_edge));
} }

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@ -1 +1 @@
uid://bsemnmdracd4m uid://c67ldhbce6ro7

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@ -0,0 +1,90 @@
shader_type spatial;
render_mode unshaded;
uniform sampler2D screen_texture : source_color, hint_screen_texture, filter_nearest;
uniform sampler2D depth_texture : source_color, hint_depth_texture, filter_nearest;
uniform sampler2D normal_texture : source_color, hint_normal_roughness_texture, filter_nearest;
uniform float depth_threshold : hint_range(0, 1) = 0.05;
uniform float reverse_depth_threshold : hint_range(0, 1) = 0.25;
uniform float normal_threshold : hint_range(0, 1) = 0.6;
uniform float darken_amount : hint_range(0, 1, 0.01) = 0.3;
uniform float lighten_amount : hint_range(0, 10, 0.01) = 1.5;
uniform vec3 normal_edge_bias = vec3(1, 1, 1);
global uniform vec3 light_direction;
float get_depth(vec2 screen_uv, mat4 inv_projection_matrix) {
float depth = texture(depth_texture, screen_uv).r;
vec3 ndc = vec3(screen_uv * 2.0 - 1.0, depth);
vec4 view = inv_projection_matrix * vec4(ndc, 1.0);
view.xyz /= view.w;
return -view.z;
}
void vertex() {
POSITION = vec4(VERTEX.xy, 1.0, 1.0);
}
void fragment() {
float depth = get_depth(SCREEN_UV, INV_PROJECTION_MATRIX);
vec3 normal = texture(normal_texture, SCREEN_UV).xyz * 2.0 - 1.0;
vec2 texel_size = 1.0 / VIEWPORT_SIZE.xy;
vec2 uvs[4];
uvs[0] = vec2(SCREEN_UV.x, min(1.0 - 0.001, SCREEN_UV.y + texel_size.y));
uvs[1] = vec2(SCREEN_UV.x, max(0.0, SCREEN_UV.y - texel_size.y));
uvs[2] = vec2(min(1.0 - 0.001, SCREEN_UV.x + texel_size.x), SCREEN_UV.y);
uvs[3] = vec2(max(0.0, SCREEN_UV.x - texel_size.x), SCREEN_UV.y);
float depth_diff = 0.0;
float depth_diff_reversed = 0.0;
float nearest_depth = depth;
vec2 nearest_uv = SCREEN_UV;
float normal_sum = 0.0;
for (int i = 0; i < 4; i++) {
float d = get_depth(uvs[i], INV_PROJECTION_MATRIX);
depth_diff += depth - d;
depth_diff_reversed += d - depth;
if (d < nearest_depth) {
nearest_depth = d;
nearest_uv = uvs[i];
}
vec3 n = texture(normal_texture, uvs[i]).xyz * 2.0 - 1.0;
vec3 normal_diff = normal - n;
// Edge pixels should yield to the normal closest to the bias direction
float normal_bias_diff = dot(normal_diff, normal_edge_bias);
float normal_indicator = smoothstep(-0.01, 0.01, normal_bias_diff);
normal_sum += dot(normal_diff, normal_diff) * normal_indicator;
}
float depth_edge = step(depth_threshold, depth_diff);
// The reverse depth sum produces depth lines inside of the object, but they don't look as nice as the normal depth_diff
// Instead, we can use this value to mask the normal edge along the outside of the object
float reverse_depth_edge = step(reverse_depth_threshold, depth_diff_reversed);
float indicator = sqrt(normal_sum);
float normal_edge = step(normal_threshold, indicator - reverse_depth_edge);
vec3 original = texture(screen_texture, SCREEN_UV).rgb;
vec3 nearest = texture(screen_texture, nearest_uv).rgb;
mat3 view_to_world_normal_mat = mat3(
INV_VIEW_MATRIX[0].xyz,
INV_VIEW_MATRIX[1].xyz,
INV_VIEW_MATRIX[2].xyz
);
float ld = dot((view_to_world_normal_mat * normal), normalize(light_direction));
vec3 depth_col = nearest * darken_amount;
vec3 normal_col = original * (ld > 0.0 ? darken_amount : lighten_amount);
vec3 edge_mix = mix(normal_col, depth_col, depth_edge);
ALBEDO = mix(original, edge_mix, (depth_edge > 0.0 ? depth_edge : normal_edge));
}

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uid://bsemnmdracd4m

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@ -1,7 +1,6 @@
[gd_scene load_steps=17 format=3 uid="uid://bwcevwwphdvq"] [gd_scene load_steps=16 format=3 uid="uid://bwcevwwphdvq"]
[ext_resource type="Script" uid="uid://bq7hia2dit80y" path="res://Entities/GroundTile/scripts/ground_tile.gd" id="1_uwxqs"] [ext_resource type="Script" uid="uid://bq7hia2dit80y" path="res://Entities/GroundTile/scripts/ground_tile.gd" id="1_uwxqs"]
[ext_resource type="ArrayMesh" uid="uid://duj6747nq4qsk" path="res://Stages/Test3D/assets/stylizedGrassMeshes/grass.res" id="3_8mhad"]
[ext_resource type="Script" uid="uid://cacp8ncwuofuj" path="res://Entities/GroundTile/scripts/grass.gd" id="3_224hx"] [ext_resource type="Script" uid="uid://cacp8ncwuofuj" path="res://Entities/GroundTile/scripts/grass.gd" id="3_224hx"]
[ext_resource type="Material" uid="uid://b1miqvl8lus75" path="res://Stages/Test3D/GrassMaterialOverride.tres" id="3_f37ob"] [ext_resource type="Material" uid="uid://b1miqvl8lus75" path="res://Stages/Test3D/GrassMaterialOverride.tres" id="3_f37ob"]
[ext_resource type="Script" uid="uid://btju6b83mvgvk" path="res://Entities/GroundTile/scripts/grass_multimesh.gd" id="4_3wpcb"] [ext_resource type="Script" uid="uid://btju6b83mvgvk" path="res://Entities/GroundTile/scripts/grass_multimesh.gd" id="4_3wpcb"]
@ -24,7 +23,6 @@ size = Vector3(2, 2, 2)
[sub_resource type="MultiMesh" id="MultiMesh_3wpcb"] [sub_resource type="MultiMesh" id="MultiMesh_3wpcb"]
transform_format = 1 transform_format = 1
mesh = ExtResource("3_8mhad")
[sub_resource type="PlaneMesh" id="PlaneMesh_f37ob"] [sub_resource type="PlaneMesh" id="PlaneMesh_f37ob"]
flip_faces = true flip_faces = true

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@ -10,7 +10,7 @@ func _ready() -> void:
# Load mesh once and reuse # Load mesh once and reuse
if grass_mesh == null: if grass_mesh == null:
grass_mesh = load("res://Stages/Test3D/assets/stylizedGrassMeshes/grass2_mesh.res") grass_mesh = load("res://Entities/Grass/assets/grass2_mesh.res")
func setup_multimesh() -> void: func setup_multimesh() -> void:
if parent_node == null: if parent_node == null:

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@ -61,7 +61,7 @@ func apply_tree_properties():
func setup_outline_material() -> void: func setup_outline_material() -> void:
# Create outline material with your shader # Create outline material with your shader
outline_material = ShaderMaterial.new() outline_material = ShaderMaterial.new()
outline_material.shader = preload("res://outline.gdshader") outline_material.shader = preload("res://Common/shaders/outline.gdshader")
outline_material.set_shader_parameter("color", Vector3(0.702, 0.557, 0.259)) outline_material.set_shader_parameter("color", Vector3(0.702, 0.557, 0.259))
func find_all_mesh_instances(node: Node): func find_all_mesh_instances(node: Node):

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@ -124,7 +124,7 @@ func populate_bush_materials() -> void:
func create_bush_material(color: Color, variation: Color, material_name: String) -> ShaderMaterial: func create_bush_material(color: Color, variation: Color, material_name: String) -> ShaderMaterial:
var material = ShaderMaterial.new() var material = ShaderMaterial.new()
var shader = load("res://leaves.gdshader") var shader = load("res://Common/shaders/leaves.gdshader")
material.shader = shader material.shader = shader
material.resource_name = material_name material.resource_name = material_name

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class_name GameManagerClass
extends Node

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uid://cbpayrc0ep538

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@ -124,48 +124,12 @@ func generate_map():
func generate_camp(): func generate_camp():
print("Generating camp...") print("Generating camp...")
var attempts = 0 var camp_x = (map_width - camp_size) / 2
var placed = false var camp_y = (map_height - camp_size) / 2
while attempts < camp_placement_attempts and not placed: place_camp(camp_x, camp_y)
# Random position with margin to ensure camp fits within map bounds print("Camp placed at (", camp_x, ",", camp_y, ") with size ", camp_size, "x", camp_size)
var margin = camp_size + camp_buffer_zone
var camp_x = randi_range(margin, map_width - margin - camp_size)
var camp_y = randi_range(margin, map_height - margin - camp_size)
# Check if this location is valid for camp placement
if is_valid_camp_location(camp_x, camp_y):
place_camp(camp_x, camp_y)
placed = true
print("Camp placed at (", camp_x, ",", camp_y, ") with size ", camp_size, "x", camp_size)
attempts += 1
if not placed:
print("Could not place camp after ", camp_placement_attempts, " attempts")
# Fallback: place camp in the center of the map
var fallback_x = (map_width - camp_size) / 2
var fallback_y = (map_height - camp_size) / 2
place_camp(fallback_x, fallback_y)
print("Camp placed at fallback location (", fallback_x, ",", fallback_y, ")")
func is_valid_camp_location(camp_x: int, camp_y: int) -> bool:
# Check if the camp area and buffer zone are clear
var check_size = camp_size + (camp_buffer_zone * 2)
var start_x = camp_x - camp_buffer_zone
var start_y = camp_y - camp_buffer_zone
for y in range(start_y, start_y + check_size):
for x in range(start_x, start_x + check_size):
if x >= 0 and x < map_width and y >= 0 and y < map_height:
# For now, just check if we're within map bounds
# Later we'll prevent paths and water from being placed here
continue
else:
# Outside map bounds
return false
return true
func place_camp(camp_x: int, camp_y: int): func place_camp(camp_x: int, camp_y: int):
# Store camp position # Store camp position

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@ -0,0 +1,8 @@
class_name SceneManagerClass
extends Node
signal change_scene(scene_name: String)
func load_scene(scene_name: String) -> void:
Log.pr("Sending signal to change scene", scene_name)
emit_signal("change_scene", scene_name)

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@ -0,0 +1 @@
uid://c43gwdbpsxxeh

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@ -1,10 +0,0 @@
shader_type canvas_item;
uniform sampler2D gradient_fallof;
void light() {
float calculated_light_value = max(0.0, dot(NORMAL, LIGHT_DIRECTION));
float sample = clamp(calculated_light_value * LIGHT_ENERGY, 0.05, 0.95);
vec4 shaded_texture = texture(gradient_fallof, vec2(sample, 0));
LIGHT = vec4(LIGHT_COLOR.rgb * COLOR.rgb * shaded_texture.rgb, LIGHT_COLOR.a);
}

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@ -1 +0,0 @@
uid://ce7q2m8ux2l0j

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@ -1,13 +0,0 @@
shader_type spatial;
render_mode cull_front, unshaded;
uniform vec3 color : source_color = vec3(0,0,0);
uniform float thickness : hint_range(0.0, 1.0, 0.01) = 0.01;
void vertex() {
VERTEX += thickness*NORMAL;
}
void fragment() {
ALBEDO = color;
}

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@ -1 +0,0 @@
uid://os2r7dm88ofb

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@ -17,6 +17,7 @@ config/icon="res://icon.svg"
[autoload] [autoload]
SceneMgr="*res://Utilities/SceneManager/SceneManager.gd"
Debug="*res://Utilities/Debug/DebugHelper.gd" Debug="*res://Utilities/Debug/DebugHelper.gd"
Global="*res://Config/Globals.gd" Global="*res://Config/Globals.gd"
DebugMenu="*res://addons/debug_menu/debug_menu.tscn" DebugMenu="*res://addons/debug_menu/debug_menu.tscn"

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@ -1,41 +0,0 @@
shader_type spatial;
// Uniforms that can be controlled from GDScript
uniform float model_height : hint_range(0.1, 100.0) = 10.0;
uniform float transition_width : hint_range(0.01, 0.5) = 0.1;
uniform vec4 base_color : source_color = vec4(1.0, 1.0, 1.0, 1.0);
uniform float effect_strength : hint_range(0.0, 1.0) = 1.0;
uniform sampler2D main_texture : source_color;
uniform float metallic : hint_range(0.0, 1.0) = 0.0;
uniform float roughness : hint_range(0.0, 1.0) = 0.5;
varying vec3 world_position;
void vertex() {
world_position = VERTEX;
}
void fragment() {
// Get the base texture color
vec4 tex_color = texture(main_texture, UV);
// Calculate normalized Y position (0.0 at bottom, 1.0 at top)
// This uses the local vertex position - adjust based on your model's bounds
float normalized_y = (world_position.y + model_height * 0.5) / model_height;
// Define fade boundaries - top 80% invisible, bottom 20% visible
float fade_start = 0.2; // Start fading at 20% from bottom
float fade_end = fade_start - transition_width;
// Calculate position-based alpha
float position_alpha = smoothstep(fade_end, fade_start, normalized_y);
// Blend between full visibility and position-based alpha based on effect strength
float final_alpha = mix(1.0, position_alpha, effect_strength);
// Set material properties
ALBEDO = base_color.rgb * tex_color.rgb;
ALPHA = base_color.a * tex_color.a * final_alpha;
METALLIC = metallic;
ROUGHNESS = roughness;
}

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@ -1 +0,0 @@
uid://djv8r207ldqn1

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@ -0,0 +1,14 @@
[gd_scene load_steps=4 format=3 uid="uid://cn41yepyhvwsd"]
[ext_resource type="Script" uid="uid://bqtnrs6cjoyj6" path="res://Stages/SceneManager/scripts/scene_manager.gd" id="1_scgkw"]
[ext_resource type="PackedScene" uid="uid://bon4rtm4rv1rf" path="res://Stages/SceneManager/TransitionScene.tscn" id="2_fe7gw"]
[ext_resource type="PackedScene" uid="uid://dkucysn167kp6" path="res://Stages/MainMenu/MainMenu.tscn" id="3_obg8q"]
[node name="SceneManager" type="Node3D"]
script = ExtResource("1_scgkw")
[node name="CurrentScene" type="Node" parent="."]
[node name="MainMenu" parent="CurrentScene" instance=ExtResource("3_obg8q")]
[node name="TransitionScene" parent="." instance=ExtResource("2_fe7gw")]

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@ -0,0 +1,76 @@
[gd_scene load_steps=6 format=3 uid="uid://bon4rtm4rv1rf"]
[ext_resource type="Script" uid="uid://cem1lps8uxlya" path="res://Stages/SceneManager/scripts/transition_scene.gd" id="1_pt42a"]
[sub_resource type="Animation" id="Animation_skyqd"]
length = 0.001
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("ColorRect:color")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [Color(0, 0, 0, 1)]
}
[sub_resource type="Animation" id="Animation_ehfi2"]
resource_name = "fade_to_black"
length = 0.5
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("ColorRect:color")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.5),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Color(0, 0, 0, 0), Color(0, 0, 0, 1)]
}
[sub_resource type="Animation" id="Animation_n8kpy"]
resource_name = "fade_to_normal"
length = 0.5
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("ColorRect:color")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.5),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Color(0, 0, 0, 1), Color(0, 0, 0, 0)]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_lyb8n"]
_data = {
&"RESET": SubResource("Animation_skyqd"),
&"fade_to_black": SubResource("Animation_ehfi2"),
&"fade_to_normal": SubResource("Animation_n8kpy")
}
[node name="TransitionScene" type="CanvasLayer"]
script = ExtResource("1_pt42a")
[node name="ColorRect" type="ColorRect" parent="."]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 2
color = Color(0, 0, 0, 1)
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
libraries = {
&"": SubResource("AnimationLibrary_lyb8n")
}
[connection signal="animation_finished" from="AnimationPlayer" to="." method="_on_animation_player_animation_finished"]

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@ -0,0 +1,32 @@
extends Node3D
class_name SceneManager
const SCENES: Dictionary = {
"MAINMENU": "res://Stages/MainMenu/MainMenu.tscn",
"HIGHSCORES": "res://scenes/high_scores.tscn"
}
var loading_scene_res: Resource = null
func _ready() -> void:
## LOAD GAME DATA
#HighScoreMgr.load()
#HighScoreMgr.debug_output()
# HighScoreMgr.debug_save_high_score()
Log.pr("SceneManager is ready.")
SceneMgr.connect("change_scene", Callable(self, "_on_change_scene"))
$TransitionScene.connect("transitioned", Callable(self, "_on_transition_scene_transitioned"))
func _on_change_scene(scene_name: String) -> void:
Log.pr("Going to load a scene.", scene_name)
if SCENES.has(scene_name):
#GameState.reset()
loading_scene_res = load(SCENES[scene_name])
Log.pr("Loading scene: ", loading_scene_res)
$TransitionScene.transition()
else:
loading_scene_res = null
func _on_transition_scene_transitioned() -> void:
$CurrentScene.get_child(0).queue_free()
$CurrentScene.add_child(loading_scene_res.instantiate())

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@ -0,0 +1 @@
uid://bqtnrs6cjoyj6

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@ -0,0 +1,18 @@
extends CanvasLayer
signal transitioned
func _ready() -> void:
$AnimationPlayer.play("fade_to_normal")
func transition() -> void:
$AnimationPlayer.play("fade_to_black")
Log.pr("Fading to black")
func _on_animation_player_animation_finished(anim_name: StringName) -> void:
if anim_name == "fade_to_black":
Log.pr("Sending transitioned signal...")
emit_signal("transitioned")
$AnimationPlayer.play("fade_to_normal")
if anim_name == "fade_to_normal":
Log.pr("Faded to normal")

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@ -0,0 +1 @@
uid://cem1lps8uxlya

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@ -1,6 +1,6 @@
[gd_resource type="ShaderMaterial" load_steps=4 format=3 uid="uid://b1miqvl8lus75"] [gd_resource type="ShaderMaterial" load_steps=4 format=3 uid="uid://b1miqvl8lus75"]
[ext_resource type="Shader" uid="uid://dbduq0qcaxmyi" path="res://grass.gdshader" id="1_vnnwo"] [ext_resource type="Shader" uid="uid://dbduq0qcaxmyi" path="res://Common/shaders/grass.gdshader" id="1_vnnwo"]
[sub_resource type="FastNoiseLite" id="FastNoiseLite_vnnwo"] [sub_resource type="FastNoiseLite" id="FastNoiseLite_vnnwo"]

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@ -4,7 +4,7 @@
[ext_resource type="Texture2D" uid="uid://c6mugqvfn8ihk" path="res://addons/AllSkyFree/Skyboxes/AllSkyFree_Sky_ClearBlueSky_Equirect.png" id="1_fm6lr"] [ext_resource type="Texture2D" uid="uid://c6mugqvfn8ihk" path="res://addons/AllSkyFree/Skyboxes/AllSkyFree_Sky_ClearBlueSky_Equirect.png" id="1_fm6lr"]
[ext_resource type="AnimationLibrary" uid="uid://bwnn7vpd0dqds" path="res://Common/animations/basic-movement.res" id="1_tfa5t"] [ext_resource type="AnimationLibrary" uid="uid://bwnn7vpd0dqds" path="res://Common/animations/basic-movement.res" id="1_tfa5t"]
[ext_resource type="Script" uid="uid://bbjv6a7yg7m02" path="res://Stages/Test3D/camera_pivot.gd" id="2_sdmks"] [ext_resource type="Script" uid="uid://bbjv6a7yg7m02" path="res://Stages/Test3D/camera_pivot.gd" id="2_sdmks"]
[ext_resource type="Shader" uid="uid://bsemnmdracd4m" path="res://Common/shaders/outline.gdshader" id="4_feu7y"] [ext_resource type="Shader" uid="uid://bsemnmdracd4m" path="res://Common/shaders/pixel_outline.gdshader" id="4_feu7y"]
[ext_resource type="Script" uid="uid://cjbk6jnxla4mn" path="res://Stages/Test3D/camera_3d.gd" id="5_fm6lr"] [ext_resource type="Script" uid="uid://cjbk6jnxla4mn" path="res://Stages/Test3D/camera_3d.gd" id="5_fm6lr"]
[ext_resource type="PackedScene" uid="uid://isogcpkb8su4" path="res://Entities/Tree/assets/temp/tent_detailedOpen.glb" id="9_4jb6r"] [ext_resource type="PackedScene" uid="uid://isogcpkb8su4" path="res://Entities/Tree/assets/temp/tent_detailedOpen.glb" id="9_4jb6r"]
[ext_resource type="Script" uid="uid://bjco8musjqog4" path="res://Stages/Test3D/particles.gd" id="9_oiyue"] [ext_resource type="Script" uid="uid://bjco8musjqog4" path="res://Stages/Test3D/particles.gd" id="9_oiyue"]
@ -149,6 +149,13 @@ func _process(_delta):
radius = 0.2 radius = 0.2
height = 0.5 height = 0.5
[sub_resource type="CameraAttributesPractical" id="CameraAttributesPractical_fm6lr"]
dof_blur_far_enabled = true
dof_blur_far_distance = 5.0
dof_blur_far_transition = 10.0
dof_blur_near_distance = 0.87
dof_blur_amount = 0.08
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_hbd03"] [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_hbd03"]
resource_name = "shoes(Clone)mat" resource_name = "shoes(Clone)mat"
cull_mode = 2 cull_mode = 2
@ -475,13 +482,6 @@ material = SubResource("ShaderMaterial_tfa5t")
flip_faces = true flip_faces = true
size = Vector2(2, 2) size = Vector2(2, 2)
[sub_resource type="CameraAttributesPractical" id="CameraAttributesPractical_fm6lr"]
dof_blur_far_enabled = true
dof_blur_far_distance = 5.0
dof_blur_far_transition = 10.0
dof_blur_near_distance = 0.87
dof_blur_amount = 0.08
[sub_resource type="BoxShape3D" id="BoxShape3D_tfa5t"] [sub_resource type="BoxShape3D" id="BoxShape3D_tfa5t"]
size = Vector3(60, 0, 20) size = Vector3(60, 0, 20)
@ -603,6 +603,14 @@ script = SubResource("GDScript_fm6lr")
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.257867, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.257867, 0)
shape = SubResource("CapsuleShape3D_tfa5t") shape = SubResource("CapsuleShape3D_tfa5t")
[node name="FirstPersonCamera" type="Camera3D" parent="SubViewportContainer/SubViewport/Player"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.359, -0.2)
attributes = SubResource("CameraAttributesPractical_fm6lr")
current = true
fov = 35.0
near = 0.103
far = 125.41
[node name="Pivot" type="Node3D" parent="SubViewportContainer/SubViewport/Player"] [node name="Pivot" type="Node3D" parent="SubViewportContainer/SubViewport/Player"]
[node name="Character" type="Node3D" parent="SubViewportContainer/SubViewport/Player/Pivot"] [node name="Character" type="Node3D" parent="SubViewportContainer/SubViewport/Player/Pivot"]
@ -879,14 +887,6 @@ mesh = SubResource("QuadMesh_tfa5t")
[node name="RayCast3D" type="RayCast3D" parent="SubViewportContainer/SubViewport/Player/CameraPivot/Camera3D"] [node name="RayCast3D" type="RayCast3D" parent="SubViewportContainer/SubViewport/Player/CameraPivot/Camera3D"]
collision_mask = 3 collision_mask = 3
[node name="FirstPersonCamera" type="Camera3D" parent="SubViewportContainer/SubViewport/Player"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.359, -0.2)
attributes = SubResource("CameraAttributesPractical_fm6lr")
current = true
fov = 35.0
near = 0.103
far = 125.41
[node name="Environment" type="Node3D" parent="SubViewportContainer/SubViewport"] [node name="Environment" type="Node3D" parent="SubViewportContainer/SubViewport"]
[node name="Ground" type="StaticBody3D" parent="SubViewportContainer/SubViewport/Environment"] [node name="Ground" type="StaticBody3D" parent="SubViewportContainer/SubViewport/Environment"]
@ -937,7 +937,7 @@ draw_pass_1 = SubResource("QuadMesh_hvb1l")
[node name="OmniLight3D" type="OmniLight3D" parent="SubViewportContainer/SubViewport/Camp/Objects/Camp/Campfire/Fire"] [node name="OmniLight3D" type="OmniLight3D" parent="SubViewportContainer/SubViewport/Camp/Objects/Camp/Campfire/Fire"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.000509977, 0.121094, -0.00151992) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.000509977, 0.121094, -0.00151992)
light_color = Color(0.89, 0.461613, 0.2136, 1) light_color = Color(0.89, 0.461613, 0.2136, 1)
light_energy = 0.816855 light_energy = 0.921402
light_indirect_energy = 1.084 light_indirect_energy = 1.084
light_volumetric_fog_energy = 3.764 light_volumetric_fog_energy = 3.764
light_size = 0.105 light_size = 0.105
@ -967,6 +967,7 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2.727, -0.05, 0.611)
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.609, -0.05, 0.72) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.609, -0.05, 0.72)
[node name="VFX" type="Node3D" parent="SubViewportContainer/SubViewport/Camp"] [node name="VFX" type="Node3D" parent="SubViewportContainer/SubViewport/Camp"]
visible = false
[node name="Rain" type="GPUParticles3D" parent="SubViewportContainer/SubViewport/Camp/VFX"] [node name="Rain" type="GPUParticles3D" parent="SubViewportContainer/SubViewport/Camp/VFX"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.545105, 10.1451, 0.937134) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.545105, 10.1451, 0.937134)