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76 Commits

Author SHA1 Message Date
4224333963 improved weapon system and cleaner weapon setup
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2026-01-19 17:25:12 +01:00
4dd48bed70 orienting flying sword 2026-01-19 16:55:22 +01:00
abe6f42a3b some juice work on the first person weapon 2026-01-19 16:46:00 +01:00
27c67dbdd9 Some swords
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2026-01-18 18:34:11 +01:00
98ed361546 reorganizing stuff
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2026-01-18 17:04:28 +01:00
eb1c7f78fa flying knockback as well
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2026-01-18 16:58:23 +01:00
35b9ea383c knockback component 2026-01-18 12:39:01 +01:00
9690280cd7 better spawning
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2026-01-18 10:27:21 +01:00
65538495c4 spawning
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2026-01-17 23:18:06 +01:00
561e026834 ok so this should be the way to go
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2026-01-17 21:51:57 +01:00
7c74b8b5e5 removing broken ABC and refactoring enemy movement
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2026-01-17 19:55:51 +01:00
f7705a6d57 moving files around
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2026-01-17 17:58:23 +01:00
0dcf4a3f99 fixed damage composition issue 2026-01-17 17:47:14 +01:00
4ccdbc0ee6 broken composition and signals 2026-01-17 17:02:31 +01:00
0436053c62 broken composition and signals 2026-01-17 17:02:16 +01:00
6b97c226f1 setup damage types and modifiers as resources
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2026-01-17 14:32:48 +01:00
b1e78df6c7 some damage interfacing 2026-01-17 11:02:17 +01:00
5908494977 two enemy types, ready to refactor 2026-01-17 10:10:14 +01:00
63529a11ae removed tool script stuff
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2026-01-16 18:36:36 +01:00
255b87f991 basic interface and no success trying to use them in a Tool script 2026-01-16 18:35:58 +01:00
fd3eb35782 added enemy inputs as a resource
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2026-01-16 11:18:57 +01:00
9e75193731 enemies can move, also changed and named a few collision layers
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2026-01-16 11:05:02 +01:00
609078c584 enemy work
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2026-01-15 21:47:17 +01:00
893126ef78 starting on enemies 2026-01-14 18:10:37 +01:00
6737668391 groundslide camera setup
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2026-01-14 17:21:57 +01:00
ca77579168 ground sliding under stuff 2026-01-14 15:26:41 +01:00
c6559d593a fixed slope ground slide
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2026-01-14 10:21:50 +01:00
e32dac9e6e broken sloped slide
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2026-01-13 23:52:44 +01:00
30b4d1a2eb jumping from slides and some improvement on air gliding 2026-01-13 14:22:26 +01:00
2fa4ce68e7 revamped the dash, fixed an infinite jump issue and fixed buffered inputs
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2026-01-13 11:18:56 +01:00
80e533d98e simple slam and changed wall hugging to only work when input is towards the wall 2026-01-13 09:43:58 +01:00
0e3e258fd3 basic slide and air glide mechanic
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2026-01-12 17:47:32 +01:00
c7991198ea code cleanup 2026-01-12 16:43:52 +01:00
1a4b2f4c19 Ended with remapping and removed old junk
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2026-01-12 15:41:43 +01:00
52a9c3f120 Remapped some inputs and added slide, slam and parry mappings 2026-01-12 14:58:43 +01:00
2301884418 added a wall jump section in the GYM 2026-01-12 12:01:40 +01:00
04054cfeae Added ground-like movement (i.e. air control when close to ground) and wall jumping away from the wall is always possible even when facing it 2026-01-12 11:52:35 +01:00
66be7838bb buffered inputs revamped and added mantle jumps and dashed
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2026-01-11 18:14:53 +01:00
1eb65d1520 some shader work and improved mantle feel 2026-01-11 17:09:58 +01:00
f2a39316ba shader changes that don't do anything
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2026-01-07 17:11:49 +01:00
fffd8c947b implementing jump input buffering on grounded
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2026-01-07 09:58:18 +01:00
a1d57d6a1a some tuto fixing
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2026-01-06 16:35:17 +01:00
941205af2b small gravity and jump balancing, removed wall jumping coyote times
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2026-01-06 16:08:39 +01:00
6c2ad89687 fixing the manlting into geo
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2026-01-06 12:36:38 +01:00
59494f9e98 updating CI to build for linux as well
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2025-12-25 09:37:51 +01:00
510246c341 fix a scene load issue
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2025-12-22 14:25:17 +01:00
b184bcdea5 added a small dash when leaving a wall run organically
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2025-12-21 17:23:38 +01:00
cf52af4237 mantling after aimed dash with new mantle system 2025-12-21 16:44:35 +01:00
e0fc301414 fixed user stuff
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2025-12-19 19:11:53 +01:00
b792e8721c mantle system fix amazing
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2025-12-19 18:59:34 +01:00
2e2df4ff50 new broken mantle system and fixed lots of gamefeel regarding wall hugs and jumps and coyote time
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2025-12-17 16:39:10 +01:00
a84e0ecfb3 Merge branch 'main' of https://git.game-dev.space/minimata/MovementTests
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2025-12-15 11:20:39 +01:00
f828c1d786 added a coyote time for wall jumps 2025-12-15 11:20:17 +01:00
a98785abec Update .gitea/workflows/main.yaml
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2025-12-10 21:26:25 +00:00
7c4e541446 fixed input mapping context issue
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2025-12-10 17:10:41 +01:00
7d31d17034 tuto fixes
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2025-12-10 10:04:05 +01:00
2ff8cc74cc camera incline on wall run and normal run
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2025-12-08 12:23:36 +01:00
fabafbb35b small improvements on the wall run
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2025-11-14 16:39:17 +01:00
0b0163a0ac finally managed to pin down the in game UI and control issues for keyboard
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2025-11-14 12:32:03 +01:00
5b3d6c9f19 can quit menus using B button
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2025-11-14 11:41:11 +01:00
ac14352e7f wall run, keyboard controls, mouse sensitivity setting, and more
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2025-11-13 22:38:44 +01:00
27130257c9 small camera animation on mantle
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2025-11-11 11:38:49 +01:00
e70a2e7537 keeping more intertia after dashes and mantles
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2025-11-11 09:52:57 +01:00
6051588f24 lots of tutorial fixed
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2025-11-10 14:55:16 +01:00
c895dfe9a0 made a dedicated scene for simple on-screen tutorials
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2025-11-08 10:56:35 +01:00
1ea3945cf6 final tutorial setup and UI fix
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2025-11-06 09:29:05 +01:00
29d9f44142 basic tutorial setup
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2025-11-05 16:08:36 +01:00
31b7b5ea0c adding windows ARM target
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2025-11-05 11:06:51 +01:00
78ab2cc637 small changes
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2025-10-31 16:31:21 +01:00
fd16342aca getting the weapon tutorial
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2025-10-31 16:18:59 +01:00
2d3a1b0d4c lift fix
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2025-10-31 11:04:42 +01:00
1c7abeb0d9 tutorial is set up and final lift as well
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2025-10-29 18:48:49 +01:00
97828ecdda tutorial is set up and final lift as well
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2025-10-29 18:47:52 +01:00
9d8877cc67 fov fix
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2025-10-28 14:12:32 +01:00
fd7b55452b basic tutorial layout 2025-10-28 14:08:41 +01:00
1cafe6e96d removing import clause on windows export
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2025-10-27 10:41:32 +01:00
8275 changed files with 192308 additions and 2630 deletions

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@@ -54,22 +54,12 @@ jobs:
- name: Import resources and build solution - name: Import resources and build solution
run: | run: |
godot --headless --editor --build-solutions --quit --import --path $PWD godot --headless --editor --build-solutions --quit --import --path $PWD
- name: Build Windows - name: Build Windows
run: | run: |
mkdir -v -p build/windows mkdir -v -p build/windows
godot --headless --verbose --build-solutions --import --export-release "Windows Desktop" build/windows/${{ env.GAME_NAME }}.exe godot --headless --verbose --build-solutions --export-release "Windows Desktop" build/windows/${{ env.GAME_NAME }}.exe
zip -r Windows.zip build/windows zip -r Windows.zip build/windows
- name: Linux Build
run: |
mkdir -v -p build/linux
godot --headless --verbose --export-release "Linux/X11" build/linux/${{ env.GAME_NAME }}.x86_64
zip -r Linux.zip build/linux
- name: Mac Build
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 Itch - name: Upload to Itch
uses: KikimoraGames/itch-publish@v0.0.3 uses: KikimoraGames/itch-publish@v0.0.3
with: with:
@@ -79,6 +69,27 @@ jobs:
buildNumber: ${{ needs.BumpTag.outputs.tag_name }} buildNumber: ${{ needs.BumpTag.outputs.tag_name }}
gameData: Windows.zip gameData: Windows.zip
buildChannel: windows buildChannel: windows
- name: Build Windows ARM
run: |
mkdir -v -p build/windowsArm
godot --headless --verbose --build-solutions --export-release "Windows ARM" build/windowsArm/${{ env.GAME_NAME }}.exe
zip -r WindowsArm.zip build/windowsArm
- name: Upload to Itch
uses: KikimoraGames/itch-publish@v0.0.3
with:
butlerApiKey: ${{ secrets.BUTLER_TOKEN }}
itchUsername: ${{ env.ITCHIO_USERNAME }}
itchGameId: ${{ env.ITCHIO_GAMEID }}
buildNumber: ${{ needs.BumpTag.outputs.tag_name }}
gameData: WindowsArm.zip
buildChannel: windows-arm
- name: Linux Build
run: |
mkdir -v -p build/linux
godot --headless --verbose --export-release "Linux/X11" build/linux/${{ env.GAME_NAME }}.x86_64
zip -r Linux.zip build/linux
- name: Upload to Itch - name: Upload to Itch
uses: KikimoraGames/itch-publish@v0.0.3 uses: KikimoraGames/itch-publish@v0.0.3
with: with:
@@ -87,7 +98,13 @@ jobs:
itchGameId: ${{ env.ITCHIO_GAMEID }} itchGameId: ${{ env.ITCHIO_GAMEID }}
buildNumber: ${{ needs.BumpTag.outputs.tag_name }} buildNumber: ${{ needs.BumpTag.outputs.tag_name }}
gameData: Linux.zip gameData: Linux.zip
buildChannel: linux buildChannel: linux
- name: Mac Build
run: |
mkdir -v -p build/mac
godot --headless --verbose --export-release "macOS" build/mac/${{ env.GAME_NAME }}.zip
zip -r Mac.zip build/mac
- name: Upload to Itch - name: Upload to Itch
uses: KikimoraGames/itch-publish@v0.0.3 uses: KikimoraGames/itch-publish@v0.0.3
with: with:

1
.gitignore vendored
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@@ -10,6 +10,7 @@
.import/ .import/
/builds /builds
/communication
# Imported translations (automatically generated from CSV files) # Imported translations (automatically generated from CSV files)
*.translation *.translation

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@@ -1,4 +1,5 @@
<wpf:ResourceDictionary xml:space="preserve" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:s="clr-namespace:System;assembly=mscorlib" xmlns:ss="urn:shemas-jetbrains-com:settings-storage-xaml" xmlns:wpf="http://schemas.microsoft.com/winfx/2006/xaml/presentation"> <wpf:ResourceDictionary xml:space="preserve" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:s="clr-namespace:System;assembly=mscorlib" xmlns:ss="urn:shemas-jetbrains-com:settings-storage-xaml" xmlns:wpf="http://schemas.microsoft.com/winfx/2006/xaml/presentation">
<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003AAction_00601_002Ecs_002Fl_003AC_0021_003FUsers_003FMinimata_003FAppData_003FRoaming_003FJetBrains_003FRider2025_002E1_003Fresharper_002Dhost_003FDecompilerCache_003Fdecompiler_003F7c0f83388bfc4d2c9d09befcec9dd79bc90908_003Fb8_003F4d300c4d_003FAction_00601_002Ecs/@EntryIndexedValue">ForceIncluded</s:String>
<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003ANode_002Ecs_002Fl_003AC_0021_003FUsers_003FMinimata_003FAppData_003FRoaming_003FJetBrains_003FRider2025_002E1_003Fresharper_002Dhost_003FSourcesCache_003Fdf73a4db74df89d59655c5fb6326406f47fbfa9af1fa81518fe0a07c49d34133_003FNode_002Ecs/@EntryIndexedValue">ForceIncluded</s:String> <s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003ANode_002Ecs_002Fl_003AC_0021_003FUsers_003FMinimata_003FAppData_003FRoaming_003FJetBrains_003FRider2025_002E1_003Fresharper_002Dhost_003FSourcesCache_003Fdf73a4db74df89d59655c5fb6326406f47fbfa9af1fa81518fe0a07c49d34133_003FNode_002Ecs/@EntryIndexedValue">ForceIncluded</s:String>
<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003ASceneTree_002Ecs_002Fl_003AC_0021_003FUsers_003FMinimata_003FAppData_003FRoaming_003FJetBrains_003FRider2025_002E1_003Fresharper_002Dhost_003FSourcesCache_003F8d6960554e939a669841b1ece03d27df4ab42f92bb80be3767eaec8cdaccf84b_003FSceneTree_002Ecs/@EntryIndexedValue">ForceIncluded</s:String> <s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003ASceneTree_002Ecs_002Fl_003AC_0021_003FUsers_003FMinimata_003FAppData_003FRoaming_003FJetBrains_003FRider2025_002E1_003Fresharper_002Dhost_003FSourcesCache_003F8d6960554e939a669841b1ece03d27df4ab42f92bb80be3767eaec8cdaccf84b_003FSceneTree_002Ecs/@EntryIndexedValue">ForceIncluded</s:String>
<s:Boolean x:Key="/Default/UserDictionary/Words/=floorplane/@EntryIndexedValue">True</s:Boolean></wpf:ResourceDictionary> <s:Boolean x:Key="/Default/UserDictionary/Words/=floorplane/@EntryIndexedValue">True</s:Boolean></wpf:ResourceDictionary>

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@@ -6,11 +6,15 @@ extends Control
@export var options_packed_scene : PackedScene @export var options_packed_scene : PackedScene
@export var credits_packed_scene : PackedScene @export var credits_packed_scene : PackedScene
@export var menu_context : GUIDEMappingContext
@export var back_action : GUIDEAction
var options_scene var options_scene
var credits_scene var credits_scene
var sub_menu var sub_menu
func load_game_scene() -> void: func load_game_scene() -> void:
GUIDE.disable_mapping_context(menu_context)
SceneLoader.load_scene(game_scene_path) SceneLoader.load_scene(game_scene_path)
func new_game() -> void: func new_game() -> void:
@@ -73,7 +77,12 @@ func _ready() -> void:
_add_or_hide_options() _add_or_hide_options()
_add_or_hide_credits() _add_or_hide_credits()
_hide_new_game_if_unset() _hide_new_game_if_unset()
_setup_inputs()
func _setup_inputs() -> void:
GUIDE.enable_mapping_context(menu_context)
back_action.triggered.connect(_on_back_button_pressed)
func _on_new_game_button_pressed() -> void: func _on_new_game_button_pressed() -> void:
new_game() new_game()

View File

@@ -9,16 +9,19 @@ extends OverlaidMenu
var popup_open : Node var popup_open : Node
var previous_mapping_contexts : Array var previous_mapping_contexts : Array
func on_enter_tree() -> void: var is_listening_to_inputs = true
pass
#previous_mapping_contexts = GUIDE.get_enabled_mapping_contexts() func _enter_tree() -> void:
#GUIDE.enable_mapping_context(menu_context) super._enter_tree()
previous_mapping_contexts = GUIDE.get_enabled_mapping_contexts()
for previous_context in previous_mapping_contexts:
GUIDE.disable_mapping_context(previous_context)
GUIDE.enable_mapping_context(menu_context)
func on_exit_tree() -> void: func _exit_tree() -> void:
pass GUIDE.disable_mapping_context(menu_context)
#GUIDE.disable_mapping_context(menu_context) for previous_context in previous_mapping_contexts:
#for previous_context in previous_mapping_contexts: GUIDE.enable_mapping_context(previous_context)
#GUIDE.enable_mapping_context(previous_context)
func close_popup() -> void: func close_popup() -> void:
if popup_open != null: if popup_open != null:
@@ -43,10 +46,15 @@ func open_options_menu() -> void:
var options_scene := options_packed_scene.instantiate() var options_scene := options_packed_scene.instantiate()
add_child(options_scene) add_child(options_scene)
_disable_focus.call_deferred() _disable_focus.call_deferred()
is_listening_to_inputs = false
await options_scene.tree_exiting await options_scene.tree_exiting
is_listening_to_inputs = true
_enable_focus.call_deferred() _enable_focus.call_deferred()
func _handle_cancel_input() -> void: func _handle_cancel_input() -> void:
if not is_listening_to_inputs:
return
if popup_open != null: if popup_open != null:
close_popup() close_popup()
else: else:
@@ -68,6 +76,8 @@ func _ready() -> void:
_hide_exit_for_web() _hide_exit_for_web()
_hide_options_if_unset() _hide_options_if_unset()
_hide_main_menu_if_unset() _hide_main_menu_if_unset()
back_action.triggered.connect(_handle_cancel_input)
func _on_restart_button_pressed() -> void: func _on_restart_button_pressed() -> void:
%ConfirmRestart.popup_centered() %ConfirmRestart.popup_centered()
@@ -93,3 +103,5 @@ func _on_confirm_main_menu_confirmed() -> void:
func _on_confirm_exit_confirmed() -> void: func _on_confirm_exit_confirmed() -> void:
get_tree().quit() get_tree().quit()

View File

@@ -11,6 +11,10 @@ extends Control
process_mode = PROCESS_MODE_INHERIT process_mode = PROCESS_MODE_INHERIT
@export var makes_mouse_visible : bool = true @export var makes_mouse_visible : bool = true
@export var back_action : GUIDEAction
signal menu_closing
var _initial_pause_state : bool = false var _initial_pause_state : bool = false
var _initial_focus_mode : FocusMode = FOCUS_ALL var _initial_focus_mode : FocusMode = FOCUS_ALL
var _initial_mouse_mode : Input.MouseMode var _initial_mouse_mode : Input.MouseMode
@@ -18,6 +22,7 @@ var _initial_focus_control
var _scene_tree : SceneTree var _scene_tree : SceneTree
func close() -> void: func close() -> void:
menu_closing.emit()
_scene_tree.paused = _initial_pause_state _scene_tree.paused = _initial_pause_state
Input.set_mouse_mode(_initial_mouse_mode) Input.set_mouse_mode(_initial_mouse_mode)
if is_instance_valid(_initial_focus_control) and _initial_focus_control.is_inside_tree(): if is_instance_valid(_initial_focus_control) and _initial_focus_control.is_inside_tree():
@@ -29,13 +34,14 @@ func _handle_cancel_input() -> void:
close() close()
func _unhandled_input(event : InputEvent) -> void: func _unhandled_input(event : InputEvent) -> void:
return
if event.is_action_pressed("ui_cancel"): if event.is_action_pressed("ui_cancel"):
_handle_cancel_input() _handle_cancel_input()
get_viewport().set_input_as_handled() get_viewport().set_input_as_handled()
func _on_close_button_pressed() -> void: func _on_close_button_pressed() -> void:
close() close()
func _enter_tree() -> void: func _enter_tree() -> void:
_scene_tree = get_tree() _scene_tree = get_tree()
_initial_pause_state = _scene_tree.paused _initial_pause_state = _scene_tree.paused

View File

@@ -12,3 +12,11 @@ extends OverlaidMenu
if menu_scene: if menu_scene:
var _instance = menu_scene.instantiate() var _instance = menu_scene.instantiate()
%MenuContainer.add_child(_instance) %MenuContainer.add_child(_instance)
func blocking_close() -> void:
get_viewport().set_input_as_handled()
super.close()
func _ready() -> void:
back_action.triggered.connect(blocking_close)

View File

@@ -4,26 +4,30 @@ extends Node
## Node for opening a pause menu when detecting a 'ui_cancel' event. ## Node for opening a pause menu when detecting a 'ui_cancel' event.
@export var pause_menu_packed : PackedScene @export var pause_menu_packed : PackedScene
@export var focused_viewport : Viewport @export var focused_viewport : Viewport
@export var player : CharacterBody3D
@export_group("Inputs") @export_group("Inputs")
@export var base_mode:GUIDEMappingContext
@export var pause:GUIDEAction @export var pause:GUIDEAction
var menu_already_open = false
func _ready() -> void: func _ready() -> void:
# GUIDE.enable_mapping_context(base_mode)
pause.triggered.connect(on_input_pause) pause.triggered.connect(on_input_pause)
func on_input_pause(): func on_input_pause():
if menu_already_open:
return
menu_already_open = true
if not focused_viewport: if not focused_viewport:
focused_viewport = get_viewport() focused_viewport = get_viewport()
var _initial_focus_control = focused_viewport.gui_get_focus_owner() var _initial_focus_control = focused_viewport.gui_get_focus_owner()
var current_menu = pause_menu_packed.instantiate() var current_menu = pause_menu_packed.instantiate()
current_menu.menu_closing.connect(player.LoadSettings)
get_tree().current_scene.call_deferred("add_child", current_menu) get_tree().current_scene.call_deferred("add_child", current_menu)
await current_menu.tree_exited await current_menu.tree_exited
menu_already_open = false
if is_inside_tree() and _initial_focus_control: if is_inside_tree() and _initial_focus_control:
_initial_focus_control.grab_focus() _initial_focus_control.grab_focus()
func _unhandled_input(event : InputEvent) -> void:
if event.is_action_pressed("ui_cancel"):
pass

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42
assets/lift/lift.gd Normal file
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@@ -0,0 +1,42 @@
extends Node3D
var lift_already_used : bool = false
@export var end_location : Vector3 = Vector3.ZERO
@export var lift_time : float = 1.0
@onready var button: MeshInstance3D = $Cylinder_001
var player : CharacterBody3D
func finished_climbing() -> void:
player.SetAllowedInputsAll()
func start_climbing() -> void:
var player_start_location = player.global_position
var height_difference = end_location - global_position
var elevator_tween = get_tree().create_tween()
elevator_tween.set_parallel(true)
elevator_tween.set_ease(Tween.EASE_IN_OUT)
elevator_tween.set_trans(Tween.TRANS_CUBIC)
elevator_tween.tween_property(self, "global_position", end_location, lift_time)
elevator_tween.tween_property(player, "global_position", player_start_location + height_difference, lift_time)
elevator_tween.tween_callback(finished_climbing)
func _on_area_3d_body_entered(body: Node3D) -> void:
if lift_already_used:
return
if is_instance_of(body, CharacterBody3D):
player = body
player.SetAllowedInputsMoveCamera()
lift_already_used = true
var button_tween = get_tree().create_tween()
var button_final_pos = button.global_position + Vector3.DOWN * 0.35
button_tween.tween_property(button, "global_position", button_final_pos, 0.3)
button_tween.tween_callback(start_climbing)

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View File

@@ -27,7 +27,7 @@ shader_parameter/floorRoughnessMap = ExtResource("4_rir86")
shader_parameter/floorNormalMap = ExtResource("3_f1b6h") shader_parameter/floorNormalMap = ExtResource("3_f1b6h")
shader_parameter/floorHeightMap = ExtResource("2_0e3id") shader_parameter/floorHeightMap = ExtResource("2_0e3id")
shader_parameter/floorUvScale = 0.5 shader_parameter/floorUvScale = 0.5
shader_parameter/enablePom = true shader_parameter/enablePom = false
shader_parameter/heightMinLayers = 8 shader_parameter/heightMinLayers = 8
shader_parameter/heightMaxLayers = 64 shader_parameter/heightMaxLayers = 64
shader_parameter/heightScale = 0.08 shader_parameter/heightScale = 0.08

View File

@@ -28,6 +28,7 @@ uniform float heightScale = 1.0;
varying vec3 worldPos; varying vec3 worldPos;
varying vec3 worldNormal; varying vec3 worldNormal;
varying vec3 diffuse;
void vertex() { void vertex() {
@@ -177,12 +178,14 @@ void fragment() {
// sample and output // sample and output
SPECULAR = specular; SPECULAR = specular;
ALBEDO = triplanarSample(texCoordX, texCoordY, texCoordZ, blend, yDot).rgb; ALBEDO = triplanarSample(texCoordX, texCoordY, texCoordZ, blend, yDot).rgb;
diffuse = ALBEDO;
ROUGHNESS = triplanarRoughness(texCoordX, texCoordY, texCoordZ, blend, yDot).r; ROUGHNESS = triplanarRoughness(texCoordX, texCoordY, texCoordZ, blend, yDot).r;
NORMAL = mix(worldNormal, triplanarNormal(yDot, texCoordX, texCoordY, texCoordZ, blend), normalMapStrength); NORMAL = mix(worldNormal, triplanarNormal(yDot, texCoordX, texCoordY, texCoordZ, blend), normalMapStrength);
NORMAL = normalize((VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz); NORMAL = normalize((VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz);
} }
//void light() { void light() {
// // Called for every pixel for every light affecting the material. float lambert = clamp(dot(NORMAL, LIGHT), 0.0, 1.0);
// // Uncomment to replace the default light processing function with this one. float halfLambert = pow(lambert*0.5 + 0.5, 5);
//} DIFFUSE_LIGHT += halfLambert * ATTENUATION * LIGHT_COLOR / PI;
}

View File

@@ -31,7 +31,7 @@ shader_parameter/floorRoughnessMap = ExtResource("4_4vhk1")
shader_parameter/floorNormalMap = ExtResource("3_ytvoj") shader_parameter/floorNormalMap = ExtResource("3_ytvoj")
shader_parameter/floorHeightMap = ExtResource("2_4vhk1") shader_parameter/floorHeightMap = ExtResource("2_4vhk1")
shader_parameter/floorUvScale = 0.5 shader_parameter/floorUvScale = 0.5
shader_parameter/enablePom = true shader_parameter/enablePom = false
shader_parameter/heightMinLayers = 8 shader_parameter/heightMinLayers = 8
shader_parameter/heightMaxLayers = 64 shader_parameter/heightMaxLayers = 64
shader_parameter/heightScale = 0.2 shader_parameter/heightScale = 0.2

View File

@@ -27,7 +27,7 @@ shader_parameter/floorRoughnessMap = ExtResource("4_ob11h")
shader_parameter/floorNormalMap = ExtResource("3_ff2cr") shader_parameter/floorNormalMap = ExtResource("3_ff2cr")
shader_parameter/floorHeightMap = ExtResource("2_roy1o") shader_parameter/floorHeightMap = ExtResource("2_roy1o")
shader_parameter/floorUvScale = 0.5 shader_parameter/floorUvScale = 0.5
shader_parameter/enablePom = true shader_parameter/enablePom = false
shader_parameter/heightMinLayers = 8 shader_parameter/heightMinLayers = 8
shader_parameter/heightMaxLayers = 64 shader_parameter/heightMaxLayers = 64
shader_parameter/heightScale = 1.0 shader_parameter/heightScale = 1.0

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