basic tests for a wider variety of files
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This commit is contained in:
2026-02-20 16:58:17 +01:00
parent 4474ba22fa
commit 9207295a99
28 changed files with 545 additions and 140 deletions

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@@ -39,10 +39,10 @@ public partial class HeadSystem : Node3D
float BobbingMultiplier,
float FovMultiplier);
private Camera3D _camera;
private Marker3D _cameraAnchor;
private AnimationPlayer _animationPlayer;
private AnimationTree _animationTree;
internal Camera3D _camera;
internal Marker3D _cameraAnchor;
internal AnimationPlayer _animationPlayer;
internal AnimationTree _animationTree;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
public float LookSensitivity { get; set; } = 1f;
@@ -63,11 +63,11 @@ public partial class HeadSystem : Node3D
[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
public float SlidingJitterAmplitude { get; set; } = 0.1f;
private FastNoiseLite _slidingNoise = new FastNoiseLite();
internal FastNoiseLite _slidingNoise = new FastNoiseLite();
[ExportGroup("Bobbing")]
private float _bobbingAccumulator; // Constantly increases when player moves in X or/and Z axis
internal float _bobbingAccumulator; // Constantly increases when player moves in X or/and Z axis
[Export(PropertyHint.Range, "0,10,0.01,or_greater")]
public float BobbingFrequency { set; get; } = 2.4f;
[Export(PropertyHint.Range, "0,0.4,0.01,or_greater")]
@@ -84,11 +84,11 @@ public partial class HeadSystem : Node3D
public float FovMaxedOutSpeed { get; set; } = 20f;
[ExportGroup("First Person rig")]
private Node3D _fpRig;
private Node3D _rightHandedWeapon;
private Node3D _leftHandedWeapon;
private Node3D _fpDisplacedRig;
private Vector3 _fpDisplacedRigInitialRotation;
internal Node3D _fpRig;
internal Node3D _rightHandedWeapon;
internal Node3D _leftHandedWeapon;
internal Node3D _fpDisplacedRig;
internal Vector3 _fpDisplacedRigInitialRotation;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
public float WeaponSway { get; set; } = 5f;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
@@ -190,8 +190,8 @@ public partial class HeadSystem : Node3D
EmitSignalHitboxDeactivated();
}
private bool _footstepEmitted;
private bool _isPlayingForcingAnim;
internal bool _footstepEmitted;
internal bool _isPlayingForcingAnim;
public void ResetHeadBobbing()
{