<feed xmlns='http://www.w3.org/2005/Atom'>
<title>project-s/assets/maps/misc/test_map, 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>Convert script tabs to spaces</title>
<updated>2022-10-30T05:59:06+00:00</updated>
<author>
<name>Malfurious</name>
<email>m@lfurio.us</email>
</author>
<published>2022-10-30T05:59:06+00:00</published>
<link rel='alternate' type='text/html' href='http://normalmode.org/malf/project-s/commit/?id=57eaeff00597f8ae6289b935dec0c408e21759ab'/>
<id>57eaeff00597f8ae6289b935dec0c408e21759ab</id>
<content type='text'>
and other whitespace fixes!

Signed-off-by: Malfurious &lt;m@lfurio.us&gt;
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
and other whitespace fixes!

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>Ignore Blender backup files</title>
<updated>2022-09-10T01:29:48+00:00</updated>
<author>
<name>Malfurious</name>
<email>m@lfurio.us</email>
</author>
<published>2022-09-10T01:29:48+00:00</published>
<link rel='alternate' type='text/html' href='http://normalmode.org/malf/project-s/commit/?id=85cf10772c6bc1390e9dfb07dddd6e204b856340'/>
<id>85cf10772c6bc1390e9dfb07dddd6e204b856340</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>Ignore test map blendfile directory in the engine</title>
<updated>2022-09-10T00:38:14+00:00</updated>
<author>
<name>Malfurious</name>
<email>m@lfurio.us</email>
</author>
<published>2022-09-10T00:38:14+00:00</published>
<link rel='alternate' type='text/html' href='http://normalmode.org/malf/project-s/commit/?id=62ec603b6c50d09c5bee71a0e7371a072390fb4e'/>
<id>62ec603b6c50d09c5bee71a0e7371a072390fb4e</id>
<content type='text'>
Imports for these files do not need to be generated.  Alot of the
resources also exist under the map's asset directory.  Add this gdignore
until the folder is better organized.

Signed-off-by: Malfurious &lt;m@lfurio.us&gt;
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Imports for these files do not need to be generated.  Alot of the
resources also exist under the map's asset directory.  Add this gdignore
until the folder is better organized.

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>
</feed>
