fixed camera and sword animation issue and upgraded to Godot 4.6
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This commit is contained in:
2026-01-27 17:47:19 +01:00
parent 056a68b0ad
commit caeae26a09
335 changed files with 3035 additions and 2221 deletions

View File

@@ -1,4 +1,4 @@
[gd_resource type="VisualShader" load_steps=15 format=3 uid="uid://c4iaaegacffb1"]
[gd_resource type="VisualShader" format=3 uid="uid://c4iaaegacffb1"]
[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_e8a82"]
default_input_values = [0, 0.0, 1, 5.0]
@@ -50,85 +50,6 @@ op_type = 2
[sub_resource type="VisualShaderNodeTransformVecMult" id="VisualShaderNodeTransformVecMult_5l1m1"]
[resource]
code = "shader_type spatial;
render_mode blend_mix, depth_draw_opaque, depth_test_default, cull_back, diffuse_lambert, specular_schlick_ggx;
// Varyings
varying vec3 var_world_pos;
uniform vec4 ColorParameter : source_color;
uniform sampler2D Noise;
void vertex() {
// Input:3
mat4 n_out3p0 = MODEL_MATRIX;
// Input:4
vec3 n_out4p0 = VERTEX;
float n_out4p1 = n_out4p0.r;
float n_out4p2 = n_out4p0.g;
float n_out4p3 = n_out4p0.b;
// TransformVectorMult:6
vec3 n_out6p0 = (n_out3p0 * vec4(n_out4p0, 1.0)).xyz;
// VaryingSetter:2
var_world_pos = n_out6p0;
}
void fragment() {
// ColorParameter:2
vec4 n_out2p0 = ColorParameter;
// VaryingGetter:5
vec3 n_out5p0 = var_world_pos;
float n_out5p1 = n_out5p0.r;
float n_out5p2 = n_out5p0.g;
// VectorCompose:6
vec2 n_out6p0 = vec2(n_out5p1, n_out5p2);
// Input:9
float n_out9p0 = TIME;
// FloatOp:10
float n_in10p1 = 5.00000;
float n_out10p0 = n_out9p0 / n_in10p1;
// VectorOp:8
vec2 n_out8p0 = n_out6p0 + vec2(n_out10p0);
vec4 n_out4p0;
// Texture2D:4
n_out4p0 = texture(Noise, n_out8p0);
// VectorOp:7
vec3 n_out7p0 = vec3(n_out2p0.xyz) * vec3(n_out4p0.xyz);
// Output:0
ALBEDO = n_out7p0;
ALPHA = n_out4p0.x;
EMISSION = n_out7p0;
}
"
varyings/world_pos = "0,4"
nodes/vertex/0/position = Vector2(560, 80)
nodes/vertex/2/node = SubResource("VisualShaderNodeVaryingSetter_e8a82")