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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/view_model/ViewModel.gd
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/view_model/ViewModel.gd')
-rw-r--r--assets/view_model/ViewModel.gd4
1 files changed, 4 insertions, 0 deletions
diff --git a/assets/view_model/ViewModel.gd b/assets/view_model/ViewModel.gd
index 1c29a0e..cb85117 100644
--- a/assets/view_model/ViewModel.gd
+++ b/assets/view_model/ViewModel.gd
@@ -11,6 +11,7 @@ var snap = Vector3.DOWN
onready var character = $BaseCharacter
onready var anchor = $Anchor
onready var spring_arm = $Anchor/SpringArm
+onready var fps_label = $fps_label
func _ready():
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
@@ -20,6 +21,9 @@ func _process(_delta):
# independently. Recouple their translations here so that the camera follows the model through
# space.
anchor.translation = character.translation
+
+ # Update fps counter in HUD
+ fps_label.text = "FPS: " + str(Engine.get_frames_per_second())
func _physics_process(delta):
# Intended movement direction with the rotational angle adjusted by the camera's aim direction