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This will enable selection between the friendly (default) and enemy
material to apply to any given player model for prototyping purposes.
Signed-off-by: Malfurious <m@lfurio.us>
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Signed-off-by: Malfurious <m@lfurio.us>
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Imports for these files do not need to be generated. Alot of the
resources also exist under the map's asset directory. Add this gdignore
until the folder is better organized.
Signed-off-by: Malfurious <m@lfurio.us>
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Add generic testing map
* tag 'pull-first-map-design' of https://normalmode.org/mika/project-s:
Add generic testing map
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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>
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Implements the basics for the Goo Gun primary fire
* weapon-behavior:
Despawn bullets on collision with another physics body
Tweak Goo Gun bullet physics to better mimic reference weapon
Implement Goo Gun primary fire
Add bullet / ink pellet object for Goo Gun
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Signed-off-by: Malfurious <m@lfurio.us>
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Signed-off-by: Malfurious <m@lfurio.us>
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Signed-off-by: Malfurious <m@lfurio.us>
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Signed-off-by: Malfurious <m@lfurio.us>
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* initial-character-behavior:
Add view model implementing character movement
Define basic key bindings
Add placeholder character object
Add generic weapon
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Basic movement and mouse aim is implemented. The view model is added to
DevPlane (replacing the static camera) for testing.
Signed-off-by: Malfurious <m@lfurio.us>
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In Splatoon, a player's kit includes a main weapon, sub weapon, and a
special weapon. We may prefer the terms: weapon, ability, and ultimate,
respectively. The current intent behind each of the bindings is as
follows:
- fire: trigger main weapon
- altfire: movement (swim) or scope-in if applicable to the main
weapon
- WASD: self explanatory
- movement: swim, move fast and in stealth while on controlled
turf
- ability 1: sub weapon
- ability 2: special weapon
- ping: "Booyah!" / "this way"
- info: view map / scoreboard
Signed-off-by: Malfurious <m@lfurio.us>
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Signed-off-by: Malfurious <m@lfurio.us>
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Gun is modeled (crudely) after a version of the Splatoon Splattershot.
Signed-off-by: Malfurious <m@lfurio.us>
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Signed-off-by: Malfurious <m@lfurio.us>
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Signed-off-by: Malfurious <m@lfurio.us>
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Signed-off-by: Malfurious <m@lfurio.us>
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Signed-off-by: Malfurious <m@lfurio.us>
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Taken from https://github.com/github/gitignore/blob/main/Godot.gitignore
Signed-off-by: Malfurious <m@lfurio.us>
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The editor reportedly prefers to save files with UNIX line endings.
This is in conflict with Git for Windows' tendency to default
core.autocrlf to true. For a more consistent editing experience,
checkout all text files as EOL = LF.
See these discussions for more details:
https://github.com/godotengine/godot/pull/42447
https://github.com/godotengine/godot-proposals/issues/897
Signed-off-by: Malfurious <m@lfurio.us>
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