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9d612682ec created a normal process function
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2026-03-08 18:12:57 +01:00
9bfe37af62 trying cache
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2026-03-08 10:08:06 +01:00
55eba7fcc8 trying to remove xunit
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2026-03-08 09:49:18 +01:00
7a3e61b86f added lights in dark tutorial area 2026-03-08 09:46:33 +01:00
8153ec07e7 Revert "removing tests because they might break the solution"
This reverts commit 3a21f00528.
2026-03-08 09:44:02 +01:00
ddc85655be Revert "removed internal"
This reverts commit 5408f455af.
2026-03-08 09:43:38 +01:00
c92eb19a1c Revert "removed null!"
This reverts commit 290f79afd4.
2026-03-08 09:43:12 +01:00
290f79afd4 removed null!
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2026-02-26 19:18:27 +01:00
5408f455af removed internal
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2026-02-26 18:56:50 +01:00
3a21f00528 removing tests because they might break the solution
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2026-02-26 18:42:46 +01:00
22e8c27878 trying somthing
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2026-02-26 18:36:18 +01:00
6 changed files with 19 additions and 42 deletions

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@@ -83,6 +83,8 @@ jobs:
Export: Export:
runs-on: godot runs-on: godot
env:
RUNNER_TOOL_CACHE: /toolcache # Runner Tool Cache
needs: needs:
- BumpTag - BumpTag

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@@ -125,27 +125,13 @@
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Folder Include="addons\" /> <Folder Include="addons\" />
<Folder Include="tests\components\" /> <Folder Include="tests\" />
<Folder Include="tests\enemies\" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<PackageReference Include="RustyOptions" Version="0.10.1" /> <PackageReference Include="RustyOptions" Version="0.10.1" />
</ItemGroup> </ItemGroup>
<Import Project="addons/forge/Forge.props" /> <Import Project="addons/forge/Forge.props" />
<!-- XUnit -->
<ItemGroup>
<Content Include="xunit.runner.json" CopyToOutputDirectory="PreserveNewest" />
</ItemGroup>
<ItemGroup>
<Using Include="Xunit" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="xunit.v3.mtp-v2" Version="3.2.2" />
</ItemGroup>
<!-- gdUnit4 package dependencies --> <!-- gdUnit4 package dependencies -->
<ItemGroup> <ItemGroup>
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="18.0.0" /> <PackageReference Include="Microsoft.NET.Test.Sdk" Version="18.0.0" />
@@ -156,5 +142,4 @@
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets> <IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
</PackageReference> </PackageReference>
</ItemGroup> </ItemGroup>
</Project> </Project>

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@@ -1,5 +0,0 @@
{
"test": {
"runner": "Microsoft.Testing.Platform"
}
}

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@@ -770,3 +770,10 @@ transform = Transform3D(0.99999994, 0, 0, 0, 1, 0, 0, 0, 0.99999994, -0.5, 0, 0)
[node name="PlayerFellRespawn" parent="." index="10" unique_id=479136076] [node name="PlayerFellRespawn" parent="." index="10" unique_id=479136076]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.5, 1.5, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.5, 1.5, 0)
[node name="OmniLight3D" type="OmniLight3D" parent="." index="13" unique_id=702421172]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.5, 25, 4)
[node name="OmniLight3D2" type="OmniLight3D" parent="." index="14" unique_id=2016820716]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.5, 25, -9.5)
omni_range = 12.0

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@@ -2223,14 +2223,10 @@ public partial class PlayerController : CharacterBody3D,
_spaceState = GetWorld3D().DirectSpaceState; _spaceState = GetWorld3D().DirectSpaceState;
if (_currentInputBufferFrames > 0) _currentInputBufferFrames -= 1; if (_currentInputBufferFrames > 0) _currentInputBufferFrames -= 1;
// Limit maximum speed // Limit maximum speed
if (Velocity.Length() > AbsoluteMaxSpeed) if (Velocity.Length() > AbsoluteMaxSpeed)
Velocity = Velocity.Normalized() * AbsoluteMaxSpeed; Velocity = Velocity.Normalized() * AbsoluteMaxSpeed;
// Manage head and camera movement
LookAround(delta);
// Manage general movement // Manage general movement
Velocity += ComputeKnockback(); Velocity += ComputeKnockback();
MoveSlideAndHandleStairs((float) delta); MoveSlideAndHandleStairs((float) delta);
@@ -2238,19 +2234,14 @@ public partial class PlayerController : CharacterBody3D,
// Manage gameplay systems // Manage gameplay systems
MantleSystem.ProcessMantle(_grounded.Active); MantleSystem.ProcessMantle(_grounded.Active);
HandleEnemyTargeting(); HandleEnemyTargeting();
}
// Manage dash target and tutorial specific stuff public override void _Process(double delta)
// if (WeaponSystem.InHandState.Active && !_aiming.Active && TutorialDone) {
// { // Manage head and camera movement
// DashIndicatorMesh.Visible = false; LookAround(delta);
// }
// if (!WeaponSystem.InHandState.Active && TutorialDone) EffectsManager.UpdateEffects(delta);
// {
// DashIndicatorMesh.Visible = true;
//
// DashIndicatorMeshCylinder.Height = WeaponSystem.GlobalPosition.DistanceTo(GlobalPosition) * 2;
// DashIndicatorNode.LookAt(WeaponSystem.GlobalPosition);
// }
} }
/////////////////////////// ///////////////////////////

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@@ -1,3 +0,0 @@
{
"$schema": "https://xunit.net/schema/current/xunit.runner.schema.json"
}