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2022-09-24Goo gun importedmikatomik10-0/+1280
2022-09-24Goo_gun exportedmikatomik2-0/+297
2022-09-24Textures bakedmikatomik9-0/+0
2022-09-24Begin texturingmikatomik3-0/+0
2022-09-24Create working foldermikatomik5-0/+1066
2022-09-12Merge branch 'dynamic-viewmodel'Malfurious7-13/+56
* dynamic-viewmodel: ViewModel cycles characters on interact/ping Decouple ViewModel and the BaseCharacter Allow dynamic character material
2022-09-12Remove aim_sensitivity overrideMalfurious1-1/+0
Signed-off-by: Malfurious <m@lfurio.us>
2022-09-12ViewModel cycles characters on interact/pingMalfurious1-0/+13
Signed-off-by: Malfurious <m@lfurio.us>
2022-09-12Decouple ViewModel and the BaseCharacterMalfurious4-13/+28
The ViewModel now consists of the camera, controls, and character driving logic. The actual character model has been removed and is expected to be externally present in the scene. An exported variable is added to reference the player object that the view model is to be controlling. This will allow us to place multiple characters in a scene and change the view model's perspective on the fly. Both of the current maps have been updated to implement this properly, and add an extra character on the enemy team. Signed-off-by: Malfurious <m@lfurio.us>
2022-09-12Allow dynamic character materialMalfurious3-0/+15
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>
2022-09-09Ignore Blender backup filesMalfurious1-0/+0
Signed-off-by: Malfurious <m@lfurio.us>
2022-09-09Ignore test map blendfile directory in the engineMalfurious1-0/+0
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>
2022-08-27Add generic testing mapmikatomik186-1/+44781
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>
2022-07-22Despawn bullets on collision with another physics bodyMalfurious2-1/+11
Signed-off-by: Malfurious <m@lfurio.us>
2022-07-22Tweak Goo Gun bullet physics to better mimic reference weaponMalfurious2-2/+4
Signed-off-by: Malfurious <m@lfurio.us>
2022-07-22Implement Goo Gun primary fireMalfurious5-4/+62
Signed-off-by: Malfurious <m@lfurio.us>
2022-07-22Add bullet / ink pellet object for Goo GunMalfurious1-0/+18
Signed-off-by: Malfurious <m@lfurio.us>
2022-07-17Add view model implementing character movementMalfurious3-3/+83
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>
2022-07-17Add placeholder character objectMalfurious3-0/+35
Signed-off-by: Malfurious <m@lfurio.us>
2022-07-17Add generic weaponMalfurious3-0/+52
Gun is modeled (crudely) after a version of the Splatoon Splattershot. Signed-off-by: Malfurious <m@lfurio.us>
2022-07-16Add bare-bones testing map: DevPlaneMalfurious3-0/+112
Signed-off-by: Malfurious <m@lfurio.us>