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authormikatomik <mikec_2007@hotmail.com>2022-07-19 07:24:13 -0400
committermikatomik <mikec_2007@hotmail.com>2022-08-27 08:09:41 -0400
commitff5e9214e671af7a7c7c238207e5d6086eba2936 (patch)
treeedd30e28055535583ebb07825b1c8b34e203f161 /assets/characters/base_character/BaseCharacter.tscn
parent44e739bb05542d1249ccf8388bd15b3f0b052e0c (diff)
downloadproject-s-ff5e9214e671af7a7c7c238207e5d6086eba2936.tar.gz
project-s-ff5e9214e671af7a7c7c238207e5d6086eba2936.zip
Add generic testing map
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 <mikec_2007@hotmail.com>
Diffstat (limited to 'assets/characters/base_character/BaseCharacter.tscn')
-rw-r--r--assets/characters/base_character/BaseCharacter.tscn1
1 files changed, 1 insertions, 0 deletions
diff --git a/assets/characters/base_character/BaseCharacter.tscn b/assets/characters/base_character/BaseCharacter.tscn
index 7b22f63..fedc9b5 100644
--- a/assets/characters/base_character/BaseCharacter.tscn
+++ b/assets/characters/base_character/BaseCharacter.tscn
@@ -18,6 +18,7 @@ script = ExtResource( 3 )
[node name="Body" type="MeshInstance" parent="."]
transform = Transform( 1, 0, 0, 0, -4.37114e-08, -1, 0, 1, -4.37114e-08, 0, 0, 0 )
+use_in_baked_light = true
mesh = SubResource( 1 )
material/0 = null