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authordusoleil <howcansocksbereal@gmail.com>2022-09-22 07:03:57 -0400
committerdusoleil <howcansocksbereal@gmail.com>2022-09-22 07:03:57 -0400
commit12943209f25236a06f0a1c3ddcb62c83f7172827 (patch)
tree678eab684f5e73134ef2fd1e2e946d59088a81ca
parent62f864004c6cfcbdb919e5e27a6ddaaaa8c4acc9 (diff)
downloadgodot_wildjam_49-12943209f25236a06f0a1c3ddcb62c83f7172827.tar.gz
godot_wildjam_49-12943209f25236a06f0a1c3ddcb62c83f7172827.zip
Modify the fog and blur to better hide the pop in
-rw-r--r--Main.tscn6
-rw-r--r--character/fps_controller/fps_controller.gd4
-rw-r--r--character/fps_controller/fps_controller.tscn2
-rw-r--r--default_env.tres9
-rw-r--r--water/Water.tscn20
5 files changed, 10 insertions, 31 deletions
diff --git a/Main.tscn b/Main.tscn
index 54062f1..5357b25 100644
--- a/Main.tscn
+++ b/Main.tscn
@@ -12,10 +12,8 @@
[ext_resource path="res://Trigger.tscn" type="PackedScene" id=10]
[sub_resource type="BoxShape" id=19]
-extents = Vector3( 1000, 0.1, 1000 )
[sub_resource type="PlaneMesh" id=20]
-size = Vector2( 2000, 2000 )
[sub_resource type="SpatialMaterial" id=21]
albedo_color = Color( 0.941176, 0.658824, 0.215686, 1 )
@@ -34,7 +32,7 @@ shadow_enabled = true
directional_shadow_blend_splits = true
[node name="Ground" type="StaticBody" parent="."]
-transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -10, 0 )
+transform = Transform( 20000, 0, 0, 0, 1, 0, 0, 0, 20000, 0, -10, 0 )
collision_layer = 4
collision_mask = 0
@@ -117,7 +115,7 @@ transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 17, 44 )
[node name="Camera" type="Camera" parent="ShipRigidBody/CameraPivot"]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 50, 70 )
-far = 5000.0
+far = 20000.0
[node name="lower_deck_trigger" parent="ShipRigidBody" instance=ExtResource( 10 )]
transform = Transform( -1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 3.43947, 1.05268, 34.1792 )
diff --git a/character/fps_controller/fps_controller.gd b/character/fps_controller/fps_controller.gd
index 8d5af12..54f9dbe 100644
--- a/character/fps_controller/fps_controller.gd
+++ b/character/fps_controller/fps_controller.gd
@@ -79,12 +79,10 @@ func handle_collision():
var col_pos = collision.position - collider.transform.origin
collider.add_force(col_force_vec, col_pos)
-
func _on_ladder_detector_body_entered(body):
if body.is_in_group("ladder"):
is_climbing = true
-
func _on_ladder_detector_body_exited(body):
if body.is_in_group("ladder"):
- is_climbing = false \ No newline at end of file
+ is_climbing = false
diff --git a/character/fps_controller/fps_controller.tscn b/character/fps_controller/fps_controller.tscn
index e803e5b..ab55a11 100644
--- a/character/fps_controller/fps_controller.tscn
+++ b/character/fps_controller/fps_controller.tscn
@@ -20,7 +20,7 @@ shape = SubResource( 1 )
[node name="Camera" type="Camera" parent="."]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.30045, 0 )
-far = 5000.0
+far = 20000.0
[node name="RayCast" type="RayCast" parent="Camera"]
cast_to = Vector3( 0, 0, -3 )
diff --git a/default_env.tres b/default_env.tres
index 40e3111..391c598 100644
--- a/default_env.tres
+++ b/default_env.tres
@@ -16,11 +16,12 @@ sun_energy = 1.75
background_mode = 2
background_sky = SubResource( 23 )
fog_enabled = true
-fog_depth_begin = 400.0
-fog_depth_end = 0.0
+fog_depth_begin = 150.0
+fog_depth_end = 1000.0
+fog_depth_curve = 2.0
fog_transmit_enabled = true
ssao_enabled = true
dof_blur_far_enabled = true
-dof_blur_far_distance = 400.0
-dof_blur_far_transition = 7.0
+dof_blur_far_distance = 150.0
+dof_blur_far_transition = 650.0
dof_blur_far_amount = 0.06
diff --git a/water/Water.tscn b/water/Water.tscn
index 27377a9..cdd22a7 100644
--- a/water/Water.tscn
+++ b/water/Water.tscn
@@ -1,4 +1,4 @@
-[gd_scene load_steps=9 format=2]
+[gd_scene load_steps=7 format=2]
[ext_resource path="res://water/Wave.gdshader" type="Shader" id=1]
[ext_resource path="res://water/Water.gd" type="Script" id=2]
@@ -30,14 +30,6 @@ shader_param/murkiness = 4.0
shader_param/refraction_amount = 0.01
shader_param/noise = SubResource( 18 )
-[sub_resource type="PlaneMesh" id=19]
-size = Vector2( 10000, 10000 )
-subdivide_width = 100
-subdivide_depth = 100
-
-[sub_resource type="PlaneMesh" id=20]
-size = Vector2( 2000, 2000 )
-
[node name="Water" type="Spatial"]
[node name="MeshInstance" type="MeshInstance" parent="."]
@@ -54,13 +46,3 @@ wave2_direction = Vector2( 1, 0.6 )
wave3_steepness = 0.25
wave3_wavelength = 18.0
wave3_direction = Vector2( 1, 1.3 )
-
-[node name="CSGMesh" type="CSGMesh" parent="."]
-layers = 2
-mesh = SubResource( 19 )
-material = SubResource( 11 )
-
-[node name="CSGMesh" type="CSGMesh" parent="CSGMesh"]
-layers = 2
-operation = 2
-mesh = SubResource( 20 )