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Author SHA1 Message Date
5408f455af removed internal
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Create tag and build when new code gets to main / BumpTag (push) Successful in 20s
Create tag and build when new code gets to main / Export (push) Successful in 5m2s
2026-02-26 18:56:50 +01:00
6 changed files with 31 additions and 31 deletions

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@@ -46,7 +46,7 @@ kill $(pgrep -x -f \"{temp_dir}/{exe_name} {cmd_args}\")
rm -rf \"{temp_dir}\""
dotnet/include_scripts_content=false
dotnet/include_debug_symbols=true
dotnet/embed_build_outputs=true
dotnet/embed_build_outputs=false
texture_format/bptc=true
texture_format/s3tc=true
texture_format/etc=false
@@ -125,7 +125,7 @@ Unregister-ScheduledTask -TaskName godot_remote_debug -Confirm:$false -ErrorActi
Remove-Item -Recurse -Force '{temp_dir}'"
dotnet/include_scripts_content=false
dotnet/include_debug_symbols=true
dotnet/embed_build_outputs=true
dotnet/embed_build_outputs=false
texture_format/bptc=true
texture_format/s3tc=true
texture_format/etc=false
@@ -472,4 +472,4 @@ Unregister-ScheduledTask -TaskName godot_remote_debug -Confirm:$false -ErrorActi
Remove-Item -Recurse -Force '{temp_dir}'"
dotnet/include_scripts_content=false
dotnet/include_debug_symbols=true
dotnet/embed_build_outputs=true
dotnet/embed_build_outputs=false

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@@ -57,7 +57,7 @@ public partial class Enemy : CharacterBody3D,
// Private stuff
private Area3D _damageBox = null!;
internal Node3D _target = null!;
private Node3D _target = null!;
private Healthbar _healthbar = null!;
public override void _Ready()

View File

@@ -5,7 +5,7 @@ using Movementtests.interfaces;
[GlobalClass, Icon("res://assets/ui/IconGodotNode/control/icon_text_panel.png")]
public partial class PlayerUi : Control
{
internal TextureRect[] _dashIcons = new TextureRect[3];
private TextureRect[] _dashIcons = new TextureRect[3];
private TextureRect _enemyTarget;
private Healthbar _healthbar;

View File

@@ -26,17 +26,17 @@ public partial class DashSystem: Node3D
public Vector3 PlannedMantleLocation { get; set; }
public MantleSystem MantleSystem { get; set; } = null!;
internal HeadSystem Head = null!;
private HeadSystem Head = null!;
public ShapeCast3D DashCast3D = null!;
internal Camera3D Camera = null!;
internal Vector3 DashDirection = Vector3.Zero;
private Camera3D Camera = null!;
private Vector3 DashDirection = Vector3.Zero;
internal ShapeCast3D DashCastDrop = null!;
internal MeshInstance3D DashDropIndicator = null!;
internal MeshInstance3D DashDropLocationIndicator = null!;
internal MeshInstance3D DashTarget = null!;
internal CpuParticles3D DashIndicator = null!;
internal AnimationPlayer DashIndicatorAnim = null!;
private ShapeCast3D DashCastDrop = null!;
private MeshInstance3D DashDropIndicator = null!;
private MeshInstance3D DashDropLocationIndicator = null!;
private MeshInstance3D DashTarget = null!;
private CpuParticles3D DashIndicator = null!;
private AnimationPlayer DashIndicatorAnim = null!;
[Export] public PackedScene DashIndicatorScene { get; set; } = null!;
@@ -75,7 +75,7 @@ public partial class DashSystem: Node3D
DashIndicatorAnim = GetNode<AnimationPlayer>("DashIndicator/AnimationPlayer");
}
internal DashLocation ComputeDashLocation()
private DashLocation ComputeDashLocation()
{
var targetLocation = DashCast3D.ToGlobal(DashCast3D.TargetPosition);
var hasHit = DashCast3D.IsColliding();

View File

@@ -39,10 +39,10 @@ public partial class HeadSystem : Node3D
float BobbingMultiplier,
float FovMultiplier);
internal Camera3D _camera;
internal Marker3D _cameraAnchor;
internal AnimationPlayer _animationPlayer;
internal AnimationTree _animationTree;
private Camera3D _camera;
private Marker3D _cameraAnchor;
private AnimationPlayer _animationPlayer;
private AnimationTree _animationTree;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
public float LookSensitivity { get; set; } = 1f;
@@ -63,11 +63,11 @@ public partial class HeadSystem : Node3D
[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
public float SlidingJitterAmplitude { get; set; } = 0.1f;
internal FastNoiseLite _slidingNoise = new FastNoiseLite();
private FastNoiseLite _slidingNoise = new FastNoiseLite();
[ExportGroup("Bobbing")]
internal float _bobbingAccumulator; // Constantly increases when player moves in X or/and Z axis
private float _bobbingAccumulator; // Constantly increases when player moves in X or/and Z axis
[Export(PropertyHint.Range, "0,10,0.01,or_greater")]
public float BobbingFrequency { set; get; } = 2.4f;
[Export(PropertyHint.Range, "0,0.4,0.01,or_greater")]
@@ -84,11 +84,11 @@ public partial class HeadSystem : Node3D
public float FovMaxedOutSpeed { get; set; } = 20f;
[ExportGroup("First Person rig")]
internal Node3D _fpRig;
internal Node3D _rightHandedWeapon;
internal Node3D _leftHandedWeapon;
internal Node3D _fpDisplacedRig;
internal Vector3 _fpDisplacedRigInitialRotation;
private Node3D _fpRig;
private Node3D _rightHandedWeapon;
private Node3D _leftHandedWeapon;
private Node3D _fpDisplacedRig;
private Vector3 _fpDisplacedRigInitialRotation;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
public float WeaponSway { get; set; } = 5f;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
@@ -190,8 +190,8 @@ public partial class HeadSystem : Node3D
EmitSignalHitboxDeactivated();
}
internal bool _footstepEmitted;
internal bool _isPlayingForcingAnim;
private bool _footstepEmitted;
private bool _isPlayingForcingAnim;
public void ResetHeadBobbing()
{

View File

@@ -277,8 +277,8 @@ public partial class PlayerController : CharacterBody3D,
private float _inputRotateFloorplane;
// Basic falling
internal float TargetSpeed;
internal float Gravity;
private float TargetSpeed;
private float Gravity;
// Jump stuff
private int _currentInputBufferFrames;
@@ -302,7 +302,7 @@ public partial class PlayerController : CharacterBody3D,
private Vector3 _currentWallContactPoint = Vector3.Zero;
// Dash stuff
internal bool CanDash = true;
private bool CanDash = true;
private bool _canDashAirborne = true;
private float _playerHeight;
private float _playerRadius;