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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/weapons/goo_gun/GooGun.tscn | |
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/weapons/goo_gun/GooGun.tscn')
-rw-r--r-- | assets/weapons/goo_gun/GooGun.tscn | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/assets/weapons/goo_gun/GooGun.tscn b/assets/weapons/goo_gun/GooGun.tscn index edf2901..4bd8c65 100644 --- a/assets/weapons/goo_gun/GooGun.tscn +++ b/assets/weapons/goo_gun/GooGun.tscn @@ -27,20 +27,24 @@ height = 0.429 script = ExtResource( 3 ) [node name="Body" type="MeshInstance" parent="."] +use_in_baked_light = true mesh = SubResource( 1 ) material/0 = null [node name="Tank" type="MeshInstance" parent="."] transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.398, -0.375 ) +use_in_baked_light = true mesh = SubResource( 2 ) material/0 = null [node name="Handle" type="MeshInstance" parent="."] transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.373, -0.27 ) +use_in_baked_light = true mesh = SubResource( 3 ) material/0 = null [node name="Nozzle" type="MeshInstance" parent="."] transform = Transform( 1, 0, 0, 0, -4.37114e-08, -1, 0, 1, -4.37114e-08, 0, 0, 0.953 ) +use_in_baked_light = true mesh = SubResource( 4 ) material/0 = null |