<feed xmlns='http://www.w3.org/2005/Atom'>
<title>project-s/assets/maps/misc/dev_plane, branch master</title>
<subtitle>PC-First Splatoon gameplay, Public Domain</subtitle>
<link rel='alternate' type='text/html' href='http://normalmode.org/malf/project-s/'/>
<entry>
<title>Move Godot 3 project to a new subdirectory</title>
<updated>2023-04-24T11:50:00+00:00</updated>
<author>
<name>Malfurious</name>
<email>m@lfurio.us</email>
</author>
<published>2023-04-24T11:50:00+00:00</published>
<link rel='alternate' type='text/html' href='http://normalmode.org/malf/project-s/commit/?id=97dd79339284b033774ac74a04dd4a255475261a'/>
<id>97dd79339284b033774ac74a04dd4a255475261a</id>
<content type='text'>
Signed-off-by: Malfurious &lt;m@lfurio.us&gt;
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Signed-off-by: Malfurious &lt;m@lfurio.us&gt;
</pre>
</div>
</content>
</entry>
<entry>
<title>Decouple ViewModel and the BaseCharacter</title>
<updated>2022-09-12T06:11:27+00:00</updated>
<author>
<name>Malfurious</name>
<email>m@lfurio.us</email>
</author>
<published>2022-09-12T06:11:27+00:00</published>
<link rel='alternate' type='text/html' href='http://normalmode.org/malf/project-s/commit/?id=40a9b7b7fb7d6e0312ae610b527d18fb2d708ba7'/>
<id>40a9b7b7fb7d6e0312ae610b527d18fb2d708ba7</id>
<content type='text'>
The ViewModel now consists of the camera, controls, and character
driving logic.  The actual character model has been removed and is
expected to be externally present in the scene.  An exported variable is
added to reference the player object that the view model is to be
controlling.

This will allow us to place multiple characters in a scene and change
the view model's perspective on the fly.

Both of the current maps have been updated to implement this properly,
and add an extra character on the enemy team.

Signed-off-by: Malfurious &lt;m@lfurio.us&gt;
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
The ViewModel now consists of the camera, controls, and character
driving logic.  The actual character model has been removed and is
expected to be externally present in the scene.  An exported variable is
added to reference the player object that the view model is to be
controlling.

This will allow us to place multiple characters in a scene and change
the view model's perspective on the fly.

Both of the current maps have been updated to implement this properly,
and add an extra character on the enemy team.

Signed-off-by: Malfurious &lt;m@lfurio.us&gt;
</pre>
</div>
</content>
</entry>
<entry>
<title>Add generic testing map</title>
<updated>2022-08-27T12:09:41+00:00</updated>
<author>
<name>mikatomik</name>
<email>mikec_2007@hotmail.com</email>
</author>
<published>2022-07-19T11:24:13+00:00</published>
<link rel='alternate' type='text/html' href='http://normalmode.org/malf/project-s/commit/?id=ff5e9214e671af7a7c7c238207e5d6086eba2936'/>
<id>ff5e9214e671af7a7c7c238207e5d6086eba2936</id>
<content type='text'>
Initial version of shipyard map implemented for testing.

Base_char mesh and goo-gun meshes property "use in baked light"
set to true during experiment with GI probes for global illumination.

Label added to view model to display in-game FPS.

Main camera "far" property turned up to 500 so the whole
map can be drawn.

General purpose liquid shader added for use as water
in shipyard_map.

World default environment updated for visual quality.

Shader_Compiler.gd implemented to combat stuttering when
compiling shaders on the fly. This may be obsolete with
the release of Godot 3.5 that introduced async compilation.

Signed-off-by: mikatomik &lt;mikec_2007@hotmail.com&gt;
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Initial version of shipyard map implemented for testing.

Base_char mesh and goo-gun meshes property "use in baked light"
set to true during experiment with GI probes for global illumination.

Label added to view model to display in-game FPS.

Main camera "far" property turned up to 500 so the whole
map can be drawn.

General purpose liquid shader added for use as water
in shipyard_map.

World default environment updated for visual quality.

Shader_Compiler.gd implemented to combat stuttering when
compiling shaders on the fly. This may be obsolete with
the release of Godot 3.5 that introduced async compilation.

Signed-off-by: mikatomik &lt;mikec_2007@hotmail.com&gt;
</pre>
</div>
</content>
</entry>
<entry>
<title>Add view model implementing character movement</title>
<updated>2022-07-18T00:58:01+00:00</updated>
<author>
<name>Malfurious</name>
<email>m@lfurio.us</email>
</author>
<published>2022-07-18T00:58:01+00:00</published>
<link rel='alternate' type='text/html' href='http://normalmode.org/malf/project-s/commit/?id=d9f1c33887761b8bcbc143e6d4582d634a9fd6ce'/>
<id>d9f1c33887761b8bcbc143e6d4582d634a9fd6ce</id>
<content type='text'>
Basic movement and mouse aim is implemented.  The view model is added to
DevPlane (replacing the static camera) for testing.

Signed-off-by: Malfurious &lt;m@lfurio.us&gt;
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Basic movement and mouse aim is implemented.  The view model is added to
DevPlane (replacing the static camera) for testing.

Signed-off-by: Malfurious &lt;m@lfurio.us&gt;
</pre>
</div>
</content>
</entry>
<entry>
<title>Add bare-bones testing map: DevPlane</title>
<updated>2022-07-16T15:17:29+00:00</updated>
<author>
<name>Malfurious</name>
<email>m@lfurio.us</email>
</author>
<published>2022-07-16T15:17:29+00:00</published>
<link rel='alternate' type='text/html' href='http://normalmode.org/malf/project-s/commit/?id=0f9bd265f726e2de5de1ea556e55f7d884723247'/>
<id>0f9bd265f726e2de5de1ea556e55f7d884723247</id>
<content type='text'>
Signed-off-by: Malfurious &lt;m@lfurio.us&gt;
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Signed-off-by: Malfurious &lt;m@lfurio.us&gt;
</pre>
</div>
</content>
</entry>
</feed>
