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author | mikatomik <mikec_2007@hotmail.com> | 2022-07-19 07:24:13 -0400 |
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committer | mikatomik <mikec_2007@hotmail.com> | 2022-08-27 08:09:41 -0400 |
commit | ff5e9214e671af7a7c7c238207e5d6086eba2936 (patch) | |
tree | edd30e28055535583ebb07825b1c8b34e203f161 /assets/view_model | |
parent | 44e739bb05542d1249ccf8388bd15b3f0b052e0c (diff) | |
download | project-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')
-rw-r--r-- | assets/view_model/ViewModel.gd | 4 | ||||
-rw-r--r-- | assets/view_model/ViewModel.tscn | 8 |
2 files changed, 12 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 diff --git a/assets/view_model/ViewModel.tscn b/assets/view_model/ViewModel.tscn index 39fffb5..0267e64 100644 --- a/assets/view_model/ViewModel.tscn +++ b/assets/view_model/ViewModel.tscn @@ -5,6 +5,7 @@ [node name="ViewModel" type="Spatial"] script = ExtResource( 2 ) +aim_sensitivity = 0.04 [node name="BaseCharacter" parent="." instance=ExtResource( 1 )] @@ -16,3 +17,10 @@ spring_length = 4.0 margin = 0.05 [node name="Camera" type="Camera" parent="Anchor/SpringArm"] +far = 500.0 + +[node name="fps_label" type="Label" parent="."] +anchor_top = 1.0 +anchor_bottom = 1.0 +margin_top = -14.0 +margin_right = 40.0 |