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authordusoleil <howcansocksbereal@gmail.com>2022-09-14 05:22:56 -0400
committerdusoleil <howcansocksbereal@gmail.com>2022-09-14 05:22:56 -0400
commit1f0e8aafa4c4640179342e23aecc6c35cd8294ae (patch)
tree1ef2f7baf00b8bbae622cc4f7c8fb304247e5e0a /Float.gd
parent0d930d5548e4f705cf80f9c2334b804ab1359538 (diff)
parent36d2b133c9bd922574299720cd274003b84b8cf8 (diff)
downloadgodot_wildjam_49-1f0e8aafa4c4640179342e23aecc6c35cd8294ae.tar.gz
godot_wildjam_49-1f0e8aafa4c4640179342e23aecc6c35cd8294ae.zip
Merge tag 'pull-water-resize' of https://normalmode.org/malf/z/godot_wildjam_49 into malf-pr
Resize the base map and cleanup water assets The world is now targeting play to occur within a 5km radius of vision. Mainly just the water plane is updated to account for this. Additionally, sparse water asset files are now organized under a new directory.
Diffstat (limited to 'Float.gd')
-rw-r--r--Float.gd2
1 files changed, 1 insertions, 1 deletions
diff --git a/Float.gd b/Float.gd
index 7855bea..4cf7dda 100644
--- a/Float.gd
+++ b/Float.gd
@@ -5,7 +5,7 @@ var angular_drag = 0.5
func _physics_process(_delta):
var parent = get_parent()
- var water = get_node("/root/Main/Water")
+ var water = get_node("/root/Main/Water/MeshInstance")
#self.global_transform.origin.y = water.height(self.global_transform.origin)
var height = self.global_transform.origin.y
var wave_height = water.height(self.global_transform.origin)