From ff5e9214e671af7a7c7c238207e5d6086eba2936 Mon Sep 17 00:00:00 2001 From: mikatomik Date: Tue, 19 Jul 2022 07:24:13 -0400 Subject: 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 --- assets/weapons/goo_gun/GooGun.tscn | 4 ++++ 1 file changed, 4 insertions(+) (limited to 'assets/weapons/goo_gun/GooGun.tscn') 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 -- cgit v1.2.3