Age | Commit message (Collapse) | Author | Files | Lines |
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Signed-off-by: Malfurious <m@lfurio.us>
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It would be nice to eventually use Escape to open/close an in-game menu.
For now, use the key as a shortcut to close the application.
Signed-off-by: Malfurious <m@lfurio.us>
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Primarily for smoother movement control.
Signed-off-by: Malfurious <m@lfurio.us>
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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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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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Signed-off-by: Malfurious <m@lfurio.us>
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Signed-off-by: Malfurious <m@lfurio.us>
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