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3 Commits

Author SHA1 Message Date
66be7838bb buffered inputs revamped and added mantle jumps and dashed
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Create tag and build when new code gets to main / BumpTag (push) Successful in 21s
Create tag and build when new code gets to main / Export (push) Successful in 10m30s
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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Create tag and build when new code gets to main / BumpTag (push) Successful in 19s
Create tag and build when new code gets to main / Export (push) Successful in 9m48s
2026-01-07 17:11:49 +01:00
12 changed files with 121 additions and 28 deletions

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

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@@ -2588,6 +2588,7 @@ shape = SubResource("ConcavePolygonShape3D_wkikw")
[node name="Cube_174" parent="." index="174"]
material_override = ExtResource("5_2eqlu")
cast_shadow = 2
[node name="Cube_174_col" type="StaticBody3D" parent="Cube_174" index="0"]
collision_layer = 3
@@ -2608,6 +2609,7 @@ shape = SubResource("ConcavePolygonShape3D_4au7w")
[node name="Cube_176" parent="." index="176"]
material_override = ExtResource("4_7r3kr")
cast_shadow = 2
[node name="Cube_176_col" type="StaticBody3D" parent="Cube_176" index="0"]
collision_layer = 3

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

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@@ -28,6 +28,7 @@ uniform float heightScale = 1.0;
varying vec3 worldPos;
varying vec3 worldNormal;
varying vec3 diffuse;
void vertex() {
@@ -177,12 +178,14 @@ void fragment() {
// sample and output
SPECULAR = specular;
ALBEDO = triplanarSample(texCoordX, texCoordY, texCoordZ, blend, yDot).rgb;
diffuse = ALBEDO;
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.
//}
void light() {
float lambert = clamp(dot(NORMAL, LIGHT), 0.0, 1.0);
float halfLambert = pow(lambert*0.5 + 0.5, 5);
DIFFUSE_LIGHT += halfLambert * ATTENUATION * LIGHT_COLOR / PI;
}

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

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

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@@ -567,6 +567,12 @@ use_collision = true
size = Vector3(3, 1, 0.25)
material = ExtResource("3_vvhq3")
[node name="CSGBox3D57" type="CSGBox3D" parent="Greybox/Mantles"]
transform = Transform3D(-4.371139e-08, 0, -1, 0, 1, 0, 1, 0, -4.371139e-08, -13, 3.5, -21.629175)
use_collision = true
size = Vector3(5, 1, 0.25)
material = ExtResource("3_vvhq3")
[node name="CSGBox3D54" type="CSGBox3D" parent="Greybox/Mantles"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -8.5, 1, 20.125)
use_collision = true

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@@ -102,6 +102,7 @@ player = NodePath("../Player")
pause = ExtResource("10_0ari0")
[node name="TutorialController" type="Control" parent="."]
visible = false
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
@@ -374,9 +375,10 @@ shadow_opacity = 0.95
shadow_blur = 2.435
[node name="Player" parent="." node_paths=PackedStringArray("TutorialWeaponTarget") instance=ExtResource("1_2vsi6")]
transform = Transform3D(0.054514527, 0, -0.9985129, 0, 1, 0, 0.9985129, 0, 0.054514527, 0, -132.75, 118)
transform = Transform3D(0.054514527, 0, -0.9985129, 0, 1, 0, 0.9985129, 0, 0.054514527, -6, 75.5, -13.5)
collision_layer = 17
TutorialWeaponTarget = NodePath("../PlacedTutorialWeapon/WeaponLocationTarget")
TutorialDone = true
AccelerationAir = 1.5
[node name="DebugLayer" type="CanvasLayer" parent="."]

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@@ -66,8 +66,9 @@ WalkSpeed = 7.5
AccelerationAir = 0.8
DecelerationAir = 0.02
Weight = 4.0
MantleTime = 0.3
MantlePath = ExtResource("2_6lejt")
MantleDashStrength = 20.0
MantleJumpStartVelocity = 13.0
CoyoteTime = 0.3
InputBufferFrames = 5
SimpleJumpStartVelocity = 6.0
@@ -257,10 +258,10 @@ offset_left = 1524.0
offset_top = 1.0
offset_right = -8.0
offset_bottom = 1.0
enabled = false
initial_node_to_watch = NodePath("../StateChart")
[node name="UI" type="Control" parent="."]
visible = false
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
@@ -506,6 +507,12 @@ to = NodePath("../../Grounded")
event = &"grounded"
delay_in_seconds = "0.0"
[node name="OnMantleOtherSide" type="Node" parent="StateChart/Root/Movement/Mantling"]
script = ExtResource("28_n7qhm")
to = NodePath("../../OnWall/Hugging")
event = &"on_wall"
delay_in_seconds = "0.0"
[node name="Jump" type="Node" parent="StateChart/Root/Movement"]
script = ExtResource("26_infe6")
initial_state = NodePath("SimpleJump")

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@@ -16,6 +16,16 @@ public partial class PlayerController : CharacterBody3D
}
private bool _isUsingGamepad;
public enum BufferedActions
{
None,
Jump,
MantleJump,
Dash,
MantleDash
}
private BufferedActions _bufferedAction = BufferedActions.None;
// User API to important child nodes.
public HeadSystem HeadSystem;
public Bobbing Bobbing;
@@ -79,12 +89,19 @@ public partial class PlayerController : CharacterBody3D
public float DecelerationAir = 1.0f;
[Export(PropertyHint.Range, "0,10,0.01,or_greater")]
public float Weight { get; set; } = 3.0f;
// Mantle
[ExportGroup("Mantle")]
[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
public float MantleTime { get; set; } = 0.1f;
[Export]
public PackedScene MantlePath { get; set; }
[Export(PropertyHint.Range, "0,50,0.1")]
public float MantleDashStrength { get; set; } = 15f;
[Export(PropertyHint.Range, "0,100,1,or_greater")]
public float MantleJumpStartVelocity { get; set; } = 20.0f;
// Jump
[ExportGroup("Jump")]
[Export(PropertyHint.Range, "0,1,0.01")]
@@ -207,7 +224,6 @@ public partial class PlayerController : CharacterBody3D
private StateChartState _grounded;
private StateChartState _airborne;
private StateChartState _coyoteEnabled;
// private StateChartState _doubleJumpEnabled;
private StateChartState _simpleJump;
private StateChartState _doubleJump;
private StateChartState _megaJump;
@@ -231,7 +247,7 @@ public partial class PlayerController : CharacterBody3D
private Transition _onLeaveWallFromRunCoyote;
private Transition _onLeaveWallFromRun;
private int _currentJumpBufferFrames = 0;
private int _currentInputBufferFrames;
private float _playerHeight;
private float _playerRadius;
@@ -470,12 +486,29 @@ public partial class PlayerController : CharacterBody3D
if (_simpleDashCooldownTimer.IsStopped())
_simpleDashCooldownTimer.Start();
if (_currentJumpBufferFrames > 0)
if (_bufferedAction == BufferedActions.Jump && _currentInputBufferFrames > 0)
{
_currentJumpBufferFrames = 0;
_currentInputBufferFrames = 0;
PerformJump();
}
if (_bufferedAction == BufferedActions.Dash && _currentInputBufferFrames > 0)
{
_currentInputBufferFrames = 0;
SimpleDash();
}
if (_bufferedAction == BufferedActions.MantleJump)
{
SimpleDash();
OnJumpStarted(MantleJumpStartVelocity);
}
if (_bufferedAction == BufferedActions.MantleDash)
{
SimpleDash(MantleDashStrength);
}
_bufferedAction = BufferedActions.None;
}
public void DashCooldownTimeout()
@@ -649,8 +682,10 @@ public partial class PlayerController : CharacterBody3D
// Jump
public void OnInputJumpStarted()
{
_currentJumpBufferFrames = InputBufferFrames;
_currentInputBufferFrames = InputBufferFrames;
_bufferedAction = _mantling.Active ? BufferedActions.MantleJump : BufferedActions.Jump;
_isJumpInputPressed = true;
PerformJump();
}
@@ -801,6 +836,11 @@ public partial class PlayerController : CharacterBody3D
private Transform3D _customMantleStartTransform;
private Curve3D _customMantleCurve;
private Vector3 _mantleStartPosition;
private Vector3 _velocityOnMantleStarted = Vector3.Zero;
private bool _mantleEndedOnOtherSideOfWall;
private bool _mantleFoundGround;
public void OnMantleStarted()
{
HeadSystem.OnMantle();
@@ -811,17 +851,22 @@ public partial class PlayerController : CharacterBody3D
GD.PrintErr("Failed to instantiate MantlePath");
return;
}
_velocityOnMantleStarted = Velocity;
var transform = _customMantle ? _customMantleStartTransform : MantleSystem.GlobalTransform;
var curve = _customMantle ? _customMantleCurve : MantleSystem.MantleCurve;
_mantleEndedOnOtherSideOfWall = _customMantle ? _mantleEndedOnOtherSideOfWall : MantleSystem.EndedOnOtherSideOfWall;
_mantleFoundGround = _customMantle ? _mantleFoundGround : MantleSystem.FoundGround;
GetTree().GetRoot().AddChild(_mantlePath);
_mantlePath.Setup(transform, curve);
_mantleStartPosition = GlobalPosition;
var curveLength = curve.GetBakedLength();
var tween = GetTree().CreateTween();
tween.SetTrans(Tween.TransitionType.Linear);
tween.SetEase(Tween.EaseType.InOut);
tween.TweenProperty(_mantlePath.PathFollow, "progress_ratio", 1, MantleTime);
tween.SetEase(Tween.EaseType.In);
tween.TweenProperty(_mantlePath.PathFollow, "progress_ratio", 1, MantleTime*curveLength);
tween.Finished += MantleFinished;
}
@@ -830,26 +875,31 @@ public partial class PlayerController : CharacterBody3D
GlobalPosition = _mantlePath.Target.GlobalPosition;
}
public void SimpleDashInDirection(Vector3 direction)
public void SimpleDashInDirection(Vector3 direction, float strength = -1)
{
SetVelocity(direction * SimpleDashStrength);
if (strength < 0) strength = SimpleDashStrength;
SetVelocity(direction * strength);
}
public void SimpleDash()
public void SimpleDash(float strength = -1)
{
SimpleDashInDirection(GetInputGlobalHDirection());
SimpleDashInDirection(GetInputGlobalHDirection(), strength);
}
public void MantleFinished()
{
_mantlePath.Teardown();
// SetVelocity(_finalCurveDirection.Normalized() * _speedOverCurve);
var isThereMovementInput = GetMoveInput().Length() > 0;
if (isThereMovementInput)
{
// If there's a movement input on Mantle, we dash in the direction the mantle took place
// If there's a movement input on Mantle, we dash in the direction the mantle ended with
var positionDifference = GlobalPosition - _mantleStartPosition;
var directionHorizontal = new Vector3(positionDifference.X, 0, positionDifference.Z);
SimpleDashInDirection(directionHorizontal.Normalized());
// SimpleDashInDirection(directionHorizontal.Normalized());
SetVelocity(directionHorizontal.Normalized() * WalkSpeed);
}
_customMantle = false;
@@ -1000,7 +1050,9 @@ public partial class PlayerController : CharacterBody3D
return;
_canDashAirborne = false;
}
_currentInputBufferFrames = InputBufferFrames;
_bufferedAction = _mantling.Active ? BufferedActions.MantleDash : BufferedActions.Dash;
_playerState.SendEvent("dash");
}
public void OnAimingEntered()
@@ -1124,6 +1176,8 @@ public partial class PlayerController : CharacterBody3D
_customMantle = DashSystem.ShouldMantle;
_customMantleCurve = DashSystem.MantleSystem.MantleCurve;
_customMantleStartTransform = DashSystem.MantleSystem.GlobalTransform;
_mantleEndedOnOtherSideOfWall = DashSystem.MantleSystem.EndedOnOtherSideOfWall;
_mantleFoundGround = DashSystem.MantleSystem.FoundGround;
}
Tween CreatePositionTween(Vector3 targetLocation, float tweenTime)
@@ -1411,7 +1465,7 @@ public partial class PlayerController : CharacterBody3D
///////////////////////////
public override void _PhysicsProcess(double delta)
{
if (_currentJumpBufferFrames > 0) _currentJumpBufferFrames -= 1;
if (_currentInputBufferFrames > 0) _currentInputBufferFrames -= 1;
LookAround(delta);
CameraModifications((float) delta);

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@@ -161,5 +161,6 @@ common/physics_interpolation=true
[rendering]
textures/vram_compression/import_etc2_astc=true
lights_and_shadows/directional_shadow/soft_shadow_filter_quality=5
environment/volumetric_fog/volume_size=256
environment/volumetric_fog/volume_depth=256

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@@ -21,6 +21,8 @@ public partial class MantleSystem: Node3D
public Vector3 FirstMantleProfilePoint { get; private set; } = Vector3.Zero;
public bool IsMantlePossible { get; private set; } = false;
public bool EndedOnOtherSideOfWall { get; private set; } = false;
public bool FoundGround { get; private set; } = false;
public const int WallProfileCastCount = 7;
private ShapeCast3D[] _wallProfileShapecasts = new ShapeCast3D[WallProfileCastCount];
@@ -55,6 +57,8 @@ public partial class MantleSystem: Node3D
// Reset state
IsMantlePossible = false;
EndedOnOtherSideOfWall = false;
FoundGround = false;
if (!isColliding) return;
// Check if face something wall-like that should be climbable
@@ -62,6 +66,7 @@ public partial class MantleSystem: Node3D
if (collisionNormal.Y > 0.7f) return;
var spaceState = GetWorld3D().DirectSpaceState;
MantleCurve = new Curve3D();
MantleCurve.AddPoint(Vector3.Zero);
var hasFirstProfileHit = false;
@@ -76,7 +81,19 @@ public partial class MantleSystem: Node3D
// Got to the other side of the wall, we stop there
if (!wallProfileShapecast.IsColliding())
{
// MantleCurve.AddPoint(ToLocal(globalTargetPosition));
/*EndedOnOtherSideOfWall = true;
var origin = globalTargetPosition;
var end = origin + Vector3.Down*0.51f; // We check for the ground a bit below our target
var groundQuery = PhysicsRayQueryParameters3D.Create(origin, end, wallProfileShapecast.CollisionMask);
var groundResult = spaceState.IntersectRay(groundQuery);
if (groundResult.Count > 0)
{
// We found the ground, this is our final location
FoundGround = true;
Vector3 position = (Vector3) groundResult["position"];
MantleCurve.AddPoint(ToLocal(position));
}*/
break;
}