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Author SHA1 Message Date
591993a1f2 textures
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2025-10-16 11:27:55 +02:00
e39620ce52 F O G
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2025-10-15 13:57:44 +02:00
7312b2b22b second part of city well on track
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2025-10-14 23:15:55 +02:00
45e8ac2f3c mor city
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2025-10-13 17:12:03 +02:00
46bea7ba14 more greyboxing
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2025-10-07 10:28:11 +02:00
c35ce49669 more greyboxing
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2025-10-03 16:55:24 +02:00
c1e8235895 moving away from blend files and using explicit imports through gltf
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2025-10-03 15:45:40 +02:00
1813973daa weapon clip fix
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2025-09-16 11:01:31 +02:00
7b036c5889 fixed mantle after dash bug
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2025-09-16 10:28:41 +02:00
88d20431ce updated CI to godot 4.5
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2025-09-16 09:43:21 +02:00
d15542e4ed ported to Godot 5 and fixed collisions on tooling script
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2025-09-16 09:40:20 +02:00
63ea62ff74 some greyboxing attempt
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2025-09-15 17:33:48 +02:00
c563390796 Merge branch 'main' of https://git.game-dev.space/minimata/MovementTests
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2025-09-13 19:15:41 +02:00
5f37f39558 deleted useless stuss 2025-09-13 19:15:38 +02:00
4922e597d9 Merge pull request 'test adding a blend file mesh' (#2) from more-rework into main
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Reviewed-on: #2
2025-09-13 17:14:19 +00:00
739968afbf test adding a clend file mesh 2025-09-13 19:11:50 +02:00
e0301064bb Merge pull request 'more-rework' (#1) from more-rework into main
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Reviewed-on: #1
2025-09-13 16:57:41 +00:00
925b7004c0 complete move patterns 2025-09-13 18:57:11 +02:00
e6cdb26ee0 throwing weapon back on 2025-09-12 14:54:08 +02:00
49ba007613 mantling seems to work 2025-09-11 18:12:34 +02:00
285365becf least worst version 2025-09-11 16:36:27 +02:00
00c4c1ddfa scene saved 2025-09-09 16:23:45 +02:00
f4d5a02e42 fucked up 2025-09-09 16:09:59 +02:00
5087cb58bc god dayum wall hugging on point man 2025-08-18 14:54:41 +02:00
4f9005d016 revamped megajump and air control 2025-08-07 16:13:21 +02:00
f905e55f65 revamped jump 2025-08-05 12:12:07 +02:00
0d6d1c86de moved movement code to player 2025-07-29 16:41:31 +02:00
ffdb3366a5 two empoered actions on cooldown 2025-07-29 11:08:02 +02:00
cd9e6da4e9 trying with cooldown 2025-07-28 18:51:51 +02:00
77c62c74de changing acceleration factors 2025-07-28 17:27:23 +02:00
3df89c6d28 i dunno man 2025-07-22 16:18:43 +02:00
9d29ec8ee4 trying other setup 2025-07-22 11:51:48 +02:00
4c16ad4f9a dash and jump 2025-07-21 14:40:48 +02:00
374012569b fix: forgot to commit curve resource
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2025-07-11 10:34:46 +02:00
98b6537fdd feat: time dilation and indicator 2025-07-11 10:34:20 +02:00
e3d10840c9 fix: dash indicator vfx works
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2025-07-06 22:18:59 +02:00
e4880d42f9 feat: removed crouch and added a UI for available jumps
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2025-07-06 15:11:25 +02:00
ef16d6c83f feat: broken crouching
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2025-07-06 11:49:59 +02:00
85eab200ea ci,fix: ficed checkout action address
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2025-07-04 14:18:44 +02:00
767d0fc768 gd: made wall jump more intuitive and act like a double jump
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2025-07-04 14:15:09 +02:00
cf98e6c36c fix: less bugs when dashing to planted weapon 2025-06-23 17:10:42 +02:00
4f5ca49c76 fix: fixed some dash issues, there's still some 2025-06-20 13:56:42 +02:00
3a761fd0bd gd,fix: player won't go through thin platforms from underneath, added a small cooldown to dash actions, remapped inputs a bit for gamefeel 2025-06-20 11:55:19 +02:00
826eaac10c fix: jumping and dashing on tilted floor was triggering mantle in bad locations 2025-06-19 14:36:31 +02:00
21bc3f4724 gd,ld: some LD and some bug fixing that didn't fix the bugs 2025-06-19 13:34:31 +02:00
01d0488d91 ci: testing new LFS action 2025-06-19 08:55:59 +02:00
da682b50f9 ld: inside of guard barracks top floor 2025-06-18 15:57:25 +02:00
7e66ae4178 ci: trying artifacts 2025-06-17 16:58:13 +02:00
e6573fc44f ci: trying to push to release 2025-06-17 16:27:29 +02:00
140 changed files with 6773 additions and 1747 deletions

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@@ -40,16 +40,17 @@ jobs:
runs-on: ubuntu-latest
needs: BumpTag
container:
image: barichello/godot-ci:mono-4.4.1
image: barichello/godot-ci:mono-4.5
steps:
- name: Install node, curl and zip
run: |
apt update && apt -y install curl zip nodejs
- name: Checkout with LFS
uses: https://git.game-dev.space/minimata/checkout-lfs.git@main
uses: https://git.game-dev.space/minimata/checkout-with-lfs.git@main
with:
checkout-version: 3
- name: Import resources and build solution
run: |
godot --headless --editor --build-solutions --quit --import --path $PWD
@@ -67,16 +68,8 @@ jobs:
run: |
mkdir -v -p build/mac
godot --headless --verbose --export-release "macOS" build/mac/${{ env.GAME_NAME }}.zip
zip -r Mac.zip build/mac
# - name: Upload to release
# uses: akkuman/gitea-release-action@v1
# with:
# name: Running release
# tag_name: ${{ needs.BumpTag.outputs.tag_name }}
# files: |-
# Windows.zip
# Linux.zip
# Mac.zip
zip -r Mac.zip build/mac
- name: Upload to Itch
uses: KikimoraGames/itch-publish@v0.0.3
with:

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@@ -1,4 +1,4 @@
<Project Sdk="Godot.NET.Sdk/4.4.1">
<Project Sdk="Godot.NET.Sdk/4.5.0">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<EnableDynamicLoading>true</EnableDynamicLoading>

131
Movement tests.csproj.old Normal file
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@@ -0,0 +1,131 @@
<Project Sdk="Godot.NET.Sdk/4.4.1">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<EnableDynamicLoading>true</EnableDynamicLoading>
<RootNamespace>Movementtests</RootNamespace>
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<ItemGroup>
<Folder Include="addons\" />
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</ItemGroup>
</Project>

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@@ -250,5 +250,3 @@ func _editor_name() -> String:
return name
return resource_path.get_file().replace(".tres", "")

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@@ -0,0 +1,7 @@
[gd_scene load_steps=2 format=3 uid="uid://bfriujv0l1yjy"]
[sub_resource type="CapsuleMesh" id="CapsuleMesh_3j616"]
height = 1.8
[node name="MeshInstance3D" type="MeshInstance3D"]
mesh = SubResource("CapsuleMesh_3j616")

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@@ -0,0 +1,42 @@
[remap]
importer="scene"
importer_version=1
type="PackedScene"
uid="uid://2huty67y1g5w"
path="res://.godot/imported/Guard tower.glb-7dc55f179090ff4a70140c5e94077843.scn"
[deps]
source_file="res://assets/greyboxing/Guard tower.glb"
dest_files=["res://.godot/imported/Guard tower.glb-7dc55f179090ff4a70140c5e94077843.scn"]
[params]
nodes/root_type=""
nodes/root_name=""
nodes/root_script=null
nodes/apply_root_scale=true
nodes/root_scale=1.0
nodes/import_as_skeleton_bones=false
nodes/use_name_suffixes=true
nodes/use_node_type_suffixes=true
meshes/ensure_tangents=true
meshes/generate_lods=true
meshes/create_shadow_meshes=true
meshes/light_baking=1
meshes/lightmap_texel_size=0.2
meshes/force_disable_compression=false
skins/use_named_skins=true
animation/import=true
animation/fps=30
animation/trimming=false
animation/remove_immutable_tracks=true
animation/import_rest_as_RESET=false
import_script/path=""
materials/extract=0
materials/extract_format=0
materials/extract_path=""
_subresources={}
gltf/naming_version=2
gltf/embedded_image_handling=1

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BIN
assets/ladder/Textures/colormap.png (Stored with Git LFS) Normal file

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@@ -2,9 +2,9 @@
importer="texture"
type="CompressedTexture2D"
uid="uid://lp2pt8mtj7ty"
path.s3tc="res://.godot/imported/kenney-green-checkerboar-cc0.png-2ce8609a39a655125c8e037014f6f2db.s3tc.ctex"
path.etc2="res://.godot/imported/kenney-green-checkerboar-cc0.png-2ce8609a39a655125c8e037014f6f2db.etc2.ctex"
uid="uid://kyoessd1518w"
path.s3tc="res://.godot/imported/colormap.png-0164da4e3e43f54bbcc6c773ee30521d.s3tc.ctex"
path.etc2="res://.godot/imported/colormap.png-0164da4e3e43f54bbcc6c773ee30521d.etc2.ctex"
metadata={
"imported_formats": ["s3tc_bptc", "etc2_astc"],
"vram_texture": true
@@ -12,8 +12,8 @@ metadata={
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@@ -0,0 +1,38 @@
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path="res://.godot/imported/ladder-top.fbx-3af719d67bc92743407297e84a0e273a.scn"
[deps]
source_file="res://assets/ladder/ladder-top.fbx"
dest_files=["res://.godot/imported/ladder-top.fbx-3af719d67bc92743407297e84a0e273a.scn"]
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shader_type spatial;
uniform float blendSharpness;
uniform float specular = 0.0;
uniform vec4 albedoTint : source_color = vec4(1.0);
uniform float roughnessMultiplier = 1.0;
uniform vec4 floorAlbedoTint : source_color = vec4(1.0);
uniform float floorRoughnessMultiplier = 1.0;
uniform sampler2D textureMap : source_color;
uniform sampler2D roughnessMap : hint_roughness_gray;
uniform sampler2D normalMap : hint_normal;
uniform sampler2D heightMap : hint_default_white;
uniform float normalMapStrength : hint_range(0, 1) = 1.0;
uniform float uvScale = 1.0;
uniform bool enableFloor = false;
uniform sampler2D floorTextureMap : source_color;
uniform sampler2D floorRoughnessMap : hint_roughness_gray;
uniform sampler2D floorNormalMap : hint_normal;
uniform sampler2D floorHeightMap : hint_default_white;
uniform float floorUvScale = 1.0;
uniform bool enablePom = true;
uniform int heightMinLayers = 8;
uniform int heightMaxLayers = 64;
uniform float heightScale = 1.0;
varying vec3 worldPos;
varying vec3 worldNormal;
void vertex() {
// Transform the vertex position to world space
worldPos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
// Transform the vertex normal to world space
worldNormal = normalize((MODEL_MATRIX * vec4(NORMAL, 0.0)).xyz);
}
// TODO conditionals...
vec2 scaleUV(float yDot, vec2 uv) {
return uv * (enableFloor && yDot > 0.0 ? floorUvScale : uvScale);
}
// TODO conditionals...
vec4 sampleColor(float yDot, vec2 uv) {
return enableFloor && yDot > 0.0 ? texture(floorTextureMap, uv)*floorAlbedoTint : texture(textureMap, uv)*albedoTint;
}
// TODO conditionals...
vec4 sampleRoughness(float yDot, vec2 uv) {
return enableFloor && yDot > 0.0 ? texture(floorRoughnessMap, uv)*floorRoughnessMultiplier : texture(roughnessMap, uv)*roughnessMultiplier;
}
// TODO conditionals...
vec4 sampleHeight(float yDot, vec2 uv) {
return enableFloor && yDot > 0.0 ? texture(floorHeightMap, uv) : texture(heightMap, uv);
}
// TODO conditionals...
vec4 sampleNormal(float yDot, vec2 uv) {
return enableFloor && yDot > 0.0 ? texture(floorNormalMap, uv) : texture(normalMap, uv);
}
vec4 triplanarSample(vec2 uvX, vec2 uvY, vec2 uvZ, vec3 blend, float yDot) {
// Sample the texture using the calculated texture coordinates
vec4 texColorX = texture(textureMap, uvX);
vec4 texColorY = sampleColor(yDot, uvY);
vec4 texColorZ = texture(textureMap, uvZ);
// Blend the samples together
return texColorX * blend.x
+ texColorY * blend.y
+ texColorZ * blend.z;
}
vec4 triplanarRoughness(vec2 uvX, vec2 uvY, vec2 uvZ, vec3 blend, float yDot) {
// Sample the texture using the calculated texture coordinates
vec4 texColorX = texture(textureMap, uvX);
vec4 texColorY = sampleRoughness(yDot, uvY);
vec4 texColorZ = texture(textureMap, uvZ);
// Blend the samples together
return texColorX * blend.x
+ texColorY * blend.y
+ texColorZ * blend.z;
}
// The simplest appoach suggested in the goat's article:
// https://bgolus.medium.com/normal-mapping-for-a-triplanar-shader-10bf39dca05a
vec3 triplanarNormal(float yDot, vec2 uvX, vec2 uvY, vec2 uvZ, vec3 blend) {
// Tangent space normal maps
vec3 tnormalX = texture(normalMap, uvX).rgb;
vec3 tnormalY = sampleNormal(yDot, uvY).rgb;
vec3 tnormalZ = texture(normalMap, uvZ).rgb;
// Get the sign (-1 or 1) of the surface normal
vec3 axisSign = sign(worldNormal);
// Flip tangent normal z to account for surface normal facing
tnormalX.z *= axisSign.x;
tnormalY.z *= axisSign.y;
tnormalZ.z *= axisSign.z;
// Swizzle tangent normals to match world orientation and triblend
return normalize(
tnormalX.zyx * blend.x +
tnormalY.xzy * blend.y +
tnormalZ.xyz * blend.z
);
}
// Adapted from the tutorial. Changed to accept a viewDir which represents each plane.
// https://www.youtube.com/watch?v=LrnE5f3h2SU
vec2 pomUV(float yDot, vec2 m_base_uv, vec3 viewDir) {
float viewDot = dot(viewDir, vec3(1, 0, 0));
float minLayers = float(min(heightMinLayers, heightMaxLayers));
float maxLayers = float(max(heightMinLayers, heightMaxLayers));
float numLayers = mix(maxLayers, minLayers, abs(viewDot));
numLayers = clamp(numLayers, minLayers, maxLayers);
float layerDepth = 1.0f / numLayers;
vec2 uvOffset = viewDir.xy * heightScale / numLayers;
// tracks how "deep" we are on each iteration
float currentLayerDepth = 0.0;
// tracks how deep the heightmap; adjusted on each iteration as UVs shift
float depthMapValue = 1.0 - sampleHeight(yDot, m_base_uv).r;
// loop until the current layer is deeper than the heightmap (hit)
// the 100 iteration cap is because I'm paranoid
for (int i = 0; i < 100 && currentLayerDepth < depthMapValue; i++) {
m_base_uv -= uvOffset;
depthMapValue = 1.0 - sampleHeight(yDot, m_base_uv).r;
currentLayerDepth += layerDepth;
}
// occlusion (interpolate with prev value)
vec2 prevUV = m_base_uv + uvOffset;
float afterDepth = depthMapValue - currentLayerDepth;
float beforeDepth = 1.0 - sampleHeight(yDot, prevUV).r - currentLayerDepth + layerDepth;
float weight = afterDepth / (afterDepth - beforeDepth);
m_base_uv = prevUV * weight + m_base_uv * (1.0 - weight);
return m_base_uv;
}
void fragment() {
// Calculate blending
float yDot = dot(worldNormal, vec3(0.0, 1.0, 0.0));
vec3 blend = vec3(
smoothstep(blendSharpness, 1.0, abs(dot(worldNormal, vec3(1.0, 0.0, 0.0)))),
smoothstep(blendSharpness, 1.0, abs(yDot)),
smoothstep(blendSharpness, 1.0, abs(dot(worldNormal, vec3(0.0, 0.0, 1.0))))
);
// view dir will be swizzled to match coordinates
vec3 viewDir = normalize(CAMERA_POSITION_WORLD - worldPos);
// Calculate texture coordinates
vec2 texCoordX = worldPos.zy * uvScale;
vec2 texCoordY = scaleUV(yDot, worldPos.zx);
vec2 texCoordZ = worldPos.xy * uvScale;
// TODO conditionals...
if (enablePom) {
texCoordX = pomUV(yDot, texCoordX, viewDir.zyx);
texCoordY = pomUV(yDot, texCoordY, viewDir.zxy);
texCoordZ = pomUV(yDot, texCoordZ, viewDir.xyz);
}
// sample and output
SPECULAR = specular;
ALBEDO = triplanarSample(texCoordX, texCoordY, texCoordZ, blend, yDot).rgb;
ROUGHNESS = triplanarRoughness(texCoordX, texCoordY, texCoordZ, blend, yDot).r;
NORMAL = mix(worldNormal, triplanarNormal(yDot, texCoordX, texCoordY, texCoordZ, blend), normalMapStrength);
NORMAL = normalize((VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz);
}
//void light() {
// // Called for every pixel for every light affecting the material.
// // Uncomment to replace the default light processing function with this one.
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assets/stairs/Textures/colormap.png (Stored with Git LFS) Normal file

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[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://bu1pl3y7v25g2"
path.s3tc="res://.godot/imported/colormap.png-e3b1f476363d5485f6d3fb73d08e41e5.s3tc.ctex"
path.etc2="res://.godot/imported/colormap.png-e3b1f476363d5485f6d3fb73d08e41e5.etc2.ctex"
metadata={
"imported_formats": ["s3tc_bptc", "etc2_astc"],
"vram_texture": true
}
[deps]
source_file="res://assets/stairs/Textures/colormap.png"
dest_files=["res://.godot/imported/colormap.png-e3b1f476363d5485f6d3fb73d08e41e5.s3tc.ctex", "res://.godot/imported/colormap.png-e3b1f476363d5485f6d3fb73d08e41e5.etc2.ctex"]
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compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=0

View File

@@ -0,0 +1,88 @@
shader_type spatial;
uniform vec3 albedo : source_color;
uniform vec3 albedo2 : source_color;
uniform float metallic : hint_range(0.0, 1.0, 0.01) = 0;
uniform float roughness : hint_range(0.0, 1.0, 0.01) = 0.02;
uniform sampler2D texture_normal;
uniform sampler2D texture_normal2;
uniform vec2 wave_direction = vec2(0.0, 0.0);
uniform vec2 wave_direction2 = vec2(0.0, 0.0);
uniform float time_scale : hint_range(0.0, 0.2, 0.005) = 0.025;
uniform sampler2D depth_texture : hint_depth_texture, repeat_disable, filter_nearest;
uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
uniform vec4 color_deep : source_color;
uniform vec4 color_shallow : source_color;
uniform float beers_law = 2.0;
uniform float depth_offset = -0.75;
uniform float depth_color_change = 5.0;
uniform float edge_scale = 0.1;
uniform float near = 1.0;
uniform float far = 100.0;
uniform vec3 edge_color : source_color;
uniform sampler2D waves;
uniform float noise_scale = 10.0;
uniform float height_scale = 0.15;
varying float height;
varying vec3 world_pos;
float fresnel(float amount, vec3 normal, vec3 view)
{
return pow((1.0 - clamp(dot(normalize(normal), normalize(view)), 0.0, 1.0)), amount);
}
float edge(float depth)
{
depth = 1.0 - 2.0*depth;
return near * far / (far + depth * (near - far));
}
void vertex() {
world_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
height = texture(waves, world_pos.xz / noise_scale + TIME * time_scale).r;
VERTEX.y += height * height_scale;
}
void fragment() {
float depth_tex = clamp(pow(texture(depth_texture, SCREEN_UV).r * depth_color_change, 5.0), 0.0, 1.0);
float depth = PROJECTION_MATRIX[3][2] / (clamp(depth_tex, 0.0, 1.0) + PROJECTION_MATRIX[2][2]);
float depth_blend = exp((depth+VERTEX.z + depth_offset) * -beers_law);
depth_blend = clamp(1.0 - depth_blend, 0.0, 1.0);
float depth_blend_power = clamp(pow(depth_blend, 2.5), 0.0, 1.0);
vec3 screen_color = textureLod(screen_texture, SCREEN_UV, 0.0).rgb;
vec3 depth_color = mix(color_shallow.rgb, color_deep.rgb, depth_blend_power);
vec3 color = mix(screen_color*depth_color, depth_color*0.25, depth_blend_power*0.5);
float z_depth = edge(texture(depth_texture, SCREEN_UV).x);
float z_pos = edge(FRAGCOORD.z);
float z_dif = z_depth - z_pos;
vec2 time = (TIME * wave_direction) * time_scale;
vec2 time2 = (TIME * wave_direction2) * time_scale;
vec3 normal = mix(texture(texture_normal, world_pos.xz/(noise_scale*2.0) + time).rgb, texture(texture_normal2, world_pos.xz/noise_scale + time2).rgb, 0.5);
float fresnel_alpha = fresnel(5.0, NORMAL, VIEW);
vec3 surface_color = mix(albedo, albedo2, fresnel_alpha);
vec3 surface_and_depth_color = mix(surface_color, color, 0.75);
vec3 with_edges = mix(edge_color, surface_color, step(edge_scale, z_dif));
ALBEDO = vec3(surface_color);
METALLIC = metallic;
ROUGHNESS = roughness;
NORMAL_MAP = normal;
}
//void light() {
// // Called for every pixel for every light affecting the material.
// // Uncomment to replace the default light processing function with this one.
//}

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@@ -0,0 +1 @@
uid://l11jog608jo1

56
assets/water/water.tres Normal file
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@@ -0,0 +1,56 @@
[gd_resource type="ShaderMaterial" load_steps=8 format=3 uid="uid://bibpkiinj8gq7"]
[ext_resource type="Shader" uid="uid://l11jog608jo1" path="res://assets/water/water.gdshader" id="1_441rt"]
[sub_resource type="FastNoiseLite" id="FastNoiseLite_441rt"]
noise_type = 3
fractal_type = 2
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_qceba"]
noise = SubResource("FastNoiseLite_441rt")
seamless = true
as_normal_map = true
bump_strength = 6.9
[sub_resource type="FastNoiseLite" id="FastNoiseLite_v5uja"]
noise_type = 3
seed = 10
fractal_type = 2
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_oqpjr"]
noise = SubResource("FastNoiseLite_v5uja")
seamless = true
as_normal_map = true
bump_strength = 2.4
[sub_resource type="FastNoiseLite" id="FastNoiseLite_qceba"]
fractal_octaves = 3
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_v5uja"]
noise = SubResource("FastNoiseLite_qceba")
seamless = true
[resource]
render_priority = 0
shader = ExtResource("1_441rt")
shader_parameter/albedo = Color(0, 0.32156864, 0.43137255, 1)
shader_parameter/albedo2 = Color(0.23849446, 0.558395, 0.6758933, 1)
shader_parameter/metallic = 0.01999999955296
shader_parameter/roughness = 0.01999999955296
shader_parameter/texture_normal = SubResource("NoiseTexture2D_qceba")
shader_parameter/texture_normal2 = SubResource("NoiseTexture2D_oqpjr")
shader_parameter/wave_direction = Vector2(2, 0)
shader_parameter/wave_direction2 = Vector2(0, 1)
shader_parameter/time_scale = 0.0249999994412
shader_parameter/color_deep = Color(0, 0.32156864, 0.43137255, 1)
shader_parameter/color_shallow = Color(0.37512296, 0.8792228, 0.9831924, 1)
shader_parameter/beers_law = 0.01
shader_parameter/depth_offset = -0.75
shader_parameter/depth_color_change = 73.16
shader_parameter/edge_scale = 0.395
shader_parameter/near = 1.0
shader_parameter/far = 100.0
shader_parameter/edge_color = Color(0.816028, 0.99999994, 0.9852888, 1)
shader_parameter/waves = SubResource("NoiseTexture2D_v5uja")
shader_parameter/noise_scale = 10.0
shader_parameter/height_scale = 0.1

13
assets/water/water.tscn Normal file
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@@ -0,0 +1,13 @@
[gd_scene load_steps=3 format=3 uid="uid://c066hc7yu36wx"]
[ext_resource type="Material" uid="uid://bibpkiinj8gq7" path="res://assets/water/water.tres" id="1_6nw2d"]
[sub_resource type="PlaneMesh" id="PlaneMesh_i6g1k"]
size = Vector2(1, 1)
subdivide_width = 200
subdivide_depth = 200
[node name="Water" type="MeshInstance3D"]
cast_shadow = 0
mesh = SubResource("PlaneMesh_i6g1k")
surface_material_override/0 = ExtResource("1_6nw2d")

0
authoring/.gdignore Normal file
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@@ -2,12 +2,12 @@
[ext_resource type="Texture2D" uid="uid://bgw8xgbwc2flx" path="res://godot_state_charts_examples/history_states/white_rectangle.svg" id="1_3v23e"]
[ext_resource type="PackedScene" uid="uid://bcwkugn6v3oy7" path="res://addons/godot_state_charts/utilities/state_chart_debugger.tscn" id="2_fgw1q"]
[ext_resource type="Script" path="res://addons/godot_state_charts/state_chart.gd" id="2_pqmip"]
[ext_resource type="Script" path="res://godot_state_charts_examples/history_states/history_demo.gd" id="2_vphtk"]
[ext_resource type="Script" path="res://addons/godot_state_charts/compound_state.gd" id="3_nsw2j"]
[ext_resource type="Script" path="res://addons/godot_state_charts/history_state.gd" id="4_0qaqv"]
[ext_resource type="Script" path="res://addons/godot_state_charts/atomic_state.gd" id="5_lh5sp"]
[ext_resource type="Script" path="res://addons/godot_state_charts/transition.gd" id="6_xvm5g"]
[ext_resource type="Script" uid="uid://couw105c3bde4" path="res://addons/godot_state_charts/state_chart.gd" id="2_pqmip"]
[ext_resource type="Script" uid="uid://bad613wfktgah" path="res://godot_state_charts_examples/history_states/history_demo.gd" id="2_vphtk"]
[ext_resource type="Script" uid="uid://jk2jm1g6q853" path="res://addons/godot_state_charts/compound_state.gd" id="3_nsw2j"]
[ext_resource type="Script" uid="uid://b4dwolbvt8our" path="res://addons/godot_state_charts/history_state.gd" id="4_0qaqv"]
[ext_resource type="Script" uid="uid://cytafq8i1y8qm" path="res://addons/godot_state_charts/atomic_state.gd" id="5_lh5sp"]
[ext_resource type="Script" uid="uid://cf1nsco3w0mf6" path="res://addons/godot_state_charts/transition.gd" id="6_xvm5g"]
[ext_resource type="Theme" uid="uid://s2bj74tt0y7f" path="res://godot_state_charts_examples/new_theme.tres" id="8_najew"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_kl3ga"]

View File

@@ -3,25 +3,27 @@
importer="texture"
type="CompressedTexture2D"
uid="uid://bnwj7ltdfximr"
path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"
path.s3tc="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.s3tc.ctex"
path.etc2="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.etc2.ctex"
metadata={
"vram_texture": false
"imported_formats": ["s3tc_bptc", "etc2_astc"],
"vram_texture": true
}
[deps]
source_file="res://icon.svg"
dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"]
dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.s3tc.ctex", "res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.etc2.ctex"]
[params]
compress/mode=0
compress/mode=2
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
@@ -31,7 +33,7 @@ process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
detect_3d/compress_to=0
svg/scale=1.0
editor/scale_with_editor_scale=false
editor/convert_colors_with_editor_theme=false

View File

@@ -29,7 +29,7 @@ glow_enabled = true
[node name="Main" type="Node3D"]
[node name="Player" parent="." instance=ExtResource("1_1s2y7")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -10, 6, -31)
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 1, 1.5)
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = SubResource("Environment_1bvp3")
@@ -286,6 +286,24 @@ use_collision = true
size = Vector3(5, 10, 5)
material = ExtResource("3_vvhq3")
[node name="CSGBox3D30" type="CSGBox3D" parent="Greybox/JumpHeights"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 9.5, -50)
use_collision = true
size = Vector3(5, 1, 5)
material = ExtResource("3_vvhq3")
[node name="CSGBox3D31" type="CSGBox3D" parent="Greybox/JumpHeights"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 6, 9.75, -50)
use_collision = true
size = Vector3(5, 0.5, 5)
material = ExtResource("3_vvhq3")
[node name="CSGBox3D32" type="CSGBox3D" parent="Greybox/JumpHeights"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 11, 9.875, -50)
use_collision = true
size = Vector3(5, 0.25, 5)
material = ExtResource("3_vvhq3")
[node name="CSGBox3D26" type="CSGBox3D" parent="Greybox/JumpHeights"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -10.5, 6.25, -61.5)
use_collision = true
@@ -309,3 +327,75 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -10.5, 10, -76.5)
use_collision = true
size = Vector3(5, 20, 5)
material = ExtResource("3_vvhq3")
[node name="Passageways" type="CSGCombiner3D" parent="Greybox"]
[node name="CSGBox3D30" type="CSGBox3D" parent="Greybox/Passageways"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 12, 2.25, -6.5)
use_collision = true
size = Vector3(5, 5, 5)
material = ExtResource("3_vvhq3")
[node name="CSGBox3D34" type="CSGBox3D" parent="Greybox/Passageways"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 12, 1.5, -6.5)
operation = 2
use_collision = true
size = Vector3(5, 3, 3)
material = ExtResource("3_vvhq3")
[node name="CSGBox3D31" type="CSGBox3D" parent="Greybox/Passageways"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 12, 2.25, -16.5)
use_collision = true
size = Vector3(5, 5, 5)
material = ExtResource("3_vvhq3")
[node name="CSGBox3D35" type="CSGBox3D" parent="Greybox/Passageways"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 12, 0.5, -16.5)
operation = 2
use_collision = true
size = Vector3(5, 3, 2)
material = ExtResource("3_vvhq3")
[node name="CSGBox3D32" type="CSGBox3D" parent="Greybox/Passageways"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 12, 2.25, -26.5)
use_collision = true
size = Vector3(5, 5, 5)
material = ExtResource("3_vvhq3")
[node name="CSGBox3D36" type="CSGBox3D" parent="Greybox/Passageways"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 12, 0.5, -26.5)
operation = 2
use_collision = true
size = Vector3(5, 3, 1)
material = ExtResource("3_vvhq3")
[node name="CSGBox3D33" type="CSGBox3D" parent="Greybox/Passageways"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 12, 2.25, -36.5)
use_collision = true
size = Vector3(5, 5, 5)
material = ExtResource("3_vvhq3")
[node name="CSGBox3D37" type="CSGBox3D" parent="Greybox/Passageways"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 12, -0.5, -36.5)
operation = 2
use_collision = true
size = Vector3(5, 3, 1)
material = ExtResource("3_vvhq3")
[node name="CSGBox3D14" type="CSGBox3D" parent="Greybox/Passageways"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 12, 4.5, -21.5)
use_collision = true
size = Vector3(0.5, 0.5, 5)
material = ExtResource("3_vvhq3")
[node name="CSGBox3D16" type="CSGBox3D" parent="Greybox/Passageways"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 12, 4.5, -31.5)
use_collision = true
size = Vector3(0.25, 0.5, 5)
material = ExtResource("3_vvhq3")
[node name="CSGBox3D15" type="CSGBox3D" parent="Greybox/Passageways"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 12, 4.5, -11.5)
use_collision = true
size = Vector3(1, 0.5, 5)
material = ExtResource("3_vvhq3")

View File

@@ -1,832 +1,79 @@
[gd_scene load_steps=10 format=3 uid="uid://dmkw8cmalm5k"]
[gd_scene load_steps=13 format=3 uid="uid://dmkw8cmalm5k"]
[ext_resource type="PackedScene" uid="uid://bei4nhkf8lwdo" path="res://player_controller/PlayerController.tscn" id="1_2vsi6"]
[ext_resource type="Texture2D" uid="uid://ca4kkq3w8cd4n" path="res://assets/sky/sky_15_2k.png" id="2_ruo5i"]
[ext_resource type="PackedScene" uid="uid://dkr80d2pi0d41" path="res://addons/guide/debugger/guide_debugger.tscn" id="2_uet8a"]
[ext_resource type="Material" uid="uid://31aulub2nqov" path="res://assets/greybox/m_greybox.tres" id="3_cieeo"]
[ext_resource type="Texture2D" uid="uid://7kcmi16gedd0" path="res://assets/LD-0001.png" id="3_ruo5i"]
[ext_resource type="PackedScene" uid="uid://br76ixljh42i8" path="res://maps/Components/large_square_tower.tscn" id="4_omvc4"]
[ext_resource type="PackedScene" uid="uid://fxj0a6p5h6lm" path="res://maps/Components/small_square_tower.tscn" id="5_ruo5i"]
[ext_resource type="PackedScene" uid="uid://dip6cce5gtwi8" path="res://assets/greyboxing/guard_tower.tscn" id="11_wctvs"]
[ext_resource type="PackedScene" uid="uid://c066hc7yu36wx" path="res://assets/water/water.tscn" id="12_i2xii"]
[sub_resource type="ProceduralSkyMaterial" id="ProceduralSkyMaterial_0xm2m"]
sky_horizon_color = Color(0.662243, 0.671743, 0.686743, 1)
ground_horizon_color = Color(0.662243, 0.671743, 0.686743, 1)
[sub_resource type="PanoramaSkyMaterial" id="PanoramaSkyMaterial_feb1n"]
panorama = ExtResource("2_ruo5i")
[sub_resource type="Sky" id="Sky_h2yge"]
sky_material = SubResource("ProceduralSkyMaterial_0xm2m")
sky_material = SubResource("PanoramaSkyMaterial_feb1n")
[sub_resource type="Environment" id="Environment_1bvp3"]
background_mode = 2
sky = SubResource("Sky_h2yge")
ambient_light_source = 2
ambient_light_color = Color(0.576076, 0.459788, 0.652401, 1)
ambient_light_source = 3
reflected_light_source = 2
tonemap_mode = 4
tonemap_exposure = 1.32
ssao_enabled = true
ssao_radius = 3.61
ssil_enabled = true
ssil_radius = 8.4
sdfgi_use_occlusion = true
glow_enabled = true
fog_light_energy = 0.0
volumetric_fog_enabled = true
volumetric_fog_density = 0.0
volumetric_fog_emission = Color(1, 1, 1, 1)
volumetric_fog_emission_energy = 0.1
volumetric_fog_length = 200.0
[sub_resource type="FastNoiseLite" id="FastNoiseLite_wxle6"]
seed = 22
frequency = 1.0
[sub_resource type="NoiseTexture3D" id="NoiseTexture3D_pxgdh"]
noise = SubResource("FastNoiseLite_wxle6")
[sub_resource type="FogMaterial" id="FogMaterial_ukfuy"]
density = 0.3
height_falloff = 0.07596937
edge_fade = 6.625852
density_texture = SubResource("NoiseTexture3D_pxgdh")
[node name="Main" type="Node3D"]
[node name="Player" parent="." instance=ExtResource("1_2vsi6")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.7981, 101, 0.300598)
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -9.21207, 64.344444, -41.363285)
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = SubResource("Environment_1bvp3")
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
transform = Transform3D(-0.772218, 0.611111, 0.173844, 0.0446935, -0.220691, 0.974319, 0.633783, 0.760157, 0.143109, 0, 0, 0)
transform = Transform3D(-0.78043425, 0.15240018, 0.60637933, 0.17673612, -0.8765135, 0.44775894, 0.5997381, 0.4566158, 0.6571267, 0, 0, 0)
light_color = Color(0.99999934, 0.76777613, 0.6549227, 1)
light_energy = 5.0
shadow_enabled = true
shadow_opacity = 0.95
shadow_blur = 2.435
[node name="DebugLayer" type="CanvasLayer" parent="."]
[node name="GuideDebugger" parent="DebugLayer" instance=ExtResource("2_uet8a")]
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[node name="Greybox" type="CSGCombiner3D" parent="."]
transform = Transform3D(0.707107, 0, 0.707107, 0, 1, 0, -0.707107, 0, 0.707107, 0, 0, 0)
use_collision = true
collision_layer = 3
collision_mask = 5
[node name="Map" type="Sprite3D" parent="Greybox"]
transform = Transform3D(5.65685, -5.65685, -2.47269e-08, 0, -3.49691e-07, 0.8, -5.65685, -5.65685, -2.47269e-08, 141.335, 0, -122.33)
[node name="Map" type="Sprite3D" parent="."]
transform = Transform3D(-3.278354e-07, -7.5, -3.278354e-08, 0, -3.278354e-07, 0.75, -7.5, 3.278354e-07, 1.4330142e-15, 7.1878185, 8.602432, -175.5159)
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texture = ExtResource("3_ruo5i")
[node name="GuardTower" type="CSGCombiner3D" parent="Greybox"]
[node name="Guard tower" parent="." instance=ExtResource("11_wctvs")]
transform = Transform3D(0.09033705, 0, 0.99591124, 0, 1, 0, -0.99591124, 0, 0.09033705, -4.6100636, 1.5, 0.5658741)
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