feat: cel-shaded look — toon shader, ink outlines, stylized environment
- toon.gdshader: banded diffuse with cool-tinted shadows (3 tones), stepped specular, rim light, and an optional world-triplanar albedo path so level geometry keeps the 0.5 m grid with no UVs - toon_outline.gdshader: inverted-hull ink outline, applied via material_overlay so it works on skinned (deforming) meshes - LevelMaterials: tinted() now returns toon grid materials; toonify()/ apply_toon_recursive() convert imported character/prop materials in place - SkinnedPlayerModel: characters get toon shading + outline on load - LevelEnvironment: shared stylized environment for all maps — saturated anime sky, linear tonemap (filmic/ACES crush cel bands), bloom for emissives, saturation+contrast grade, light depth haze; test level and dust2 now use it and the procedural arena (which had NO environment) gets it plus runtime toonification of its baked geometry Co-Authored-By: Claude Fable 5 <[email protected]>
This commit is contained in:
co-authored by
Claude Fable 5
parent
2c7b5a1aca
commit
37c15bed1a
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shader_type spatial;
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// Cel/toon surface shader used across the game.
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// - Banded (stepped) diffuse with a tinted shadow color instead of black
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// - Soft rim light for silhouette pop
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// - Optional world-space triplanar albedo (level geometry: no UVs needed,
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// grid stays world-scaled) — otherwise standard UV sampling (characters)
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uniform vec4 albedo_color : source_color = vec4(1.0);
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uniform sampler2D albedo_texture : source_color, filter_linear_mipmap, repeat_enable;
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uniform bool has_texture = true;
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uniform bool use_triplanar = false;
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uniform float triplanar_tile = 2.0; // world units per texture tile
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uniform float band_edge : hint_range(-1.0, 1.0) = 0.05; // NdotL where light band starts
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uniform float band_softness : hint_range(0.001, 0.5) = 0.04;
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uniform float mid_band_edge : hint_range(-1.0, 1.0) = 0.55; // second, brighter band
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uniform vec4 shadow_color : source_color = vec4(0.62, 0.65, 0.78, 1.0); // cool shadow tint
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uniform float rim_strength : hint_range(0.0, 2.0) = 0.35;
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uniform float rim_width : hint_range(0.0, 1.0) = 0.65;
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uniform float specular_strength : hint_range(0.0, 1.0) = 0.25;
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uniform float specular_shininess : hint_range(1.0, 128.0) = 24.0;
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varying vec3 world_pos;
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varying vec3 world_normal;
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void vertex() {
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world_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
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world_normal = normalize((MODEL_MATRIX * vec4(NORMAL, 0.0)).xyz);
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}
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vec3 sample_triplanar(vec3 p, vec3 n) {
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vec3 w = abs(n);
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w = pow(w, vec3(4.0));
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w /= (w.x + w.y + w.z);
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vec2 uv_x = p.zy / triplanar_tile;
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vec2 uv_y = p.xz / triplanar_tile;
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vec2 uv_z = p.xy / triplanar_tile;
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vec3 cx = texture(albedo_texture, uv_x).rgb;
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vec3 cy = texture(albedo_texture, uv_y).rgb;
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vec3 cz = texture(albedo_texture, uv_z).rgb;
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return cx * w.x + cy * w.y + cz * w.z;
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}
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void fragment() {
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vec3 base = albedo_color.rgb;
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if (has_texture) {
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if (use_triplanar) {
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base *= sample_triplanar(world_pos, world_normal);
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} else {
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base *= texture(albedo_texture, UV).rgb;
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}
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}
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ALBEDO = base;
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ROUGHNESS = 1.0;
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SPECULAR = 0.0;
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// Rim: brighten grazing angles for that inked-silhouette pop.
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float rim = 1.0 - clamp(dot(normalize(VIEW), NORMAL), 0.0, 1.0);
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rim = smoothstep(1.0 - rim_width, 1.0, rim);
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EMISSION = base * rim * rim_strength;
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}
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void light() {
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float ndotl = dot(NORMAL, LIGHT);
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// Shadowing folds into the band test so shadow edges band too.
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float lit = ndotl * ATTENUATION;
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float band = smoothstep(band_edge - band_softness, band_edge + band_softness, lit);
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float mid = smoothstep(mid_band_edge - band_softness, mid_band_edge + band_softness, lit);
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// 3 tones: shadow tint -> base band (0.82) -> full light.
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float tone = mix(0.82, 1.0, mid);
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vec3 shade = mix(shadow_color.rgb, vec3(tone), band);
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DIFFUSE_LIGHT += ALBEDO * LIGHT_COLOR / PI * shade;
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// Stepped specular dot for glossy toon highlights.
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vec3 h = normalize(VIEW + LIGHT);
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float spec = pow(clamp(dot(NORMAL, h), 0.0, 1.0), specular_shininess);
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spec = smoothstep(0.5 - band_softness, 0.5 + band_softness, spec);
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SPECULAR_LIGHT += LIGHT_COLOR * spec * specular_strength * band;
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}
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@@ -0,0 +1 @@
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uid://rm8cyl45cawk
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@@ -0,0 +1,17 @@
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shader_type spatial;
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render_mode cull_front, unshaded;
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// Inverted-hull outline. Assign as material_overlay on a GeometryInstance3D:
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// the mesh renders a second time, grown along its normals with front faces
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// culled, leaving a colored shell visible only at the silhouette.
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uniform vec4 outline_color : source_color = vec4(0.06, 0.05, 0.09, 1.0);
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uniform float outline_width : hint_range(0.0, 0.1) = 0.02;
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void vertex() {
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VERTEX += NORMAL * outline_width;
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}
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void fragment() {
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ALBEDO = outline_color.rgb;
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}
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@@ -0,0 +1 @@
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uid://dn2biq23l8yuv
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@@ -108,6 +108,9 @@ func load_model(path: String) -> void:
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_pose_mod = ShooterPoseModifier.new()
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_pose_mod = ShooterPoseModifier.new()
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_pose_mod.name = "ShooterPose"
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_pose_mod.name = "ShooterPose"
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skeleton.add_child(_pose_mod)
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skeleton.add_child(_pose_mod)
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# Cel-shaded look: toon shading over the imported textures + ink outline.
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LevelMaterials.apply_toon_recursive(scene)
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if animation_player:
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if animation_player:
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_index_animations()
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_index_animations()
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else:
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else:
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@@ -7,7 +7,7 @@ func _build_geometry() -> void:
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var env = get_node_or_null("WorldEnvironment")
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var env = get_node_or_null("WorldEnvironment")
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if env:
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if env:
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var environment = env.environment
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var environment = env.environment
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environment.tonemap_mode = Environment.TONE_MAPPER_ACES
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# (keep the shared linear tonemap — ACES crushes the cel bands)
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if environment.sky and environment.sky.sky_material:
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if environment.sky and environment.sky.sky_material:
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var sky_mat = environment.sky.sky_material
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var sky_mat = environment.sky.sky_material
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sky_mat.sky_top_color = Color(0.3, 0.5, 0.8)
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sky_mat.sky_top_color = Color(0.3, 0.5, 0.8)
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@@ -96,29 +96,9 @@ func _ramp_static(pos: Vector3, size: Vector3, rot_deg: Vector3, color: Color, n
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# ── Environment ───────────────────────────────────────────────────────────────
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# ── Environment ───────────────────────────────────────────────────────────────
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func _build_environment() -> void:
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func _build_environment() -> void:
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var env := WorldEnvironment.new()
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# Shared stylized environment (anime sky, bloom, cel color grade).
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env.name = "WorldEnvironment"
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# Also creates the Sun/FillLight pair since none exists yet.
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var environment := Environment.new()
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LevelEnvironment.add_to(self)
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environment.background_mode = Environment.BG_SKY
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var sky := Sky.new()
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var sky_mat := ProceduralSkyMaterial.new()
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sky_mat.sky_top_color = Color(0.15, 0.2, 0.35)
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sky_mat.sky_horizon_color = Color(0.45, 0.5, 0.65)
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sky_mat.ground_bottom_color = Color(0.1, 0.08, 0.06)
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sky_mat.ground_horizon_color = Color(0.35, 0.3, 0.25)
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sky.sky_material = sky_mat
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environment.sky = sky
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environment.ambient_light_source = Environment.AMBIENT_SOURCE_SKY
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environment.ambient_light_energy = 0.4
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environment.tonemap_mode = Environment.TONE_MAPPER_FILMIC
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environment.glow_enabled = true
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environment.glow_intensity = 0.3
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environment.glow_bloom = 0.1
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environment.fog_enabled = true
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environment.fog_light_color = Color(0.5, 0.55, 0.65)
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environment.fog_density = 0.002
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env.environment = environment
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add_child(env)
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# ── Floor ─────────────────────────────────────────────────────────────────────
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# ── Floor ─────────────────────────────────────────────────────────────────────
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@@ -261,24 +241,9 @@ func _build_target_dummy() -> void:
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# ── Lighting ──────────────────────────────────────────────────────────────────
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# ── Lighting ──────────────────────────────────────────────────────────────────
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func _build_lighting() -> void:
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func _build_lighting() -> void:
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var sun := DirectionalLight3D.new()
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# Sun and fill are created by LevelEnvironment.add_to in _build_environment;
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sun.name = "Sun"
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# kept as a hook for subclasses that re-style them (see dust2).
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sun.rotation_degrees = Vector3(-50, 30, 0)
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pass
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sun.light_color = Color(1.0, 0.95, 0.85)
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sun.light_energy = 1.2
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sun.shadow_enabled = true
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sun.directional_shadow_mode = DirectionalLight3D.SHADOW_PARALLEL_4_SPLITS
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sun.directional_shadow_max_distance = 100.0
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add_child(sun)
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# Fill light (opposite side)
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var fill := DirectionalLight3D.new()
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fill.name = "FillLight"
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fill.rotation_degrees = Vector3(-30, -150, 0)
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fill.light_color = Color(0.6, 0.7, 0.9)
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fill.light_energy = 0.3
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fill.shadow_enabled = false
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add_child(fill)
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# ── Player ────────────────────────────────────────────────────────────────────
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# ── Player ────────────────────────────────────────────────────────────────────
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extends Object
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class_name LevelEnvironment
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## Shared stylized environment for every level: saturated anime-sky gradient,
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## bloom for emissives (tracers, plasma), and a color grade that pushes the
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## cel-shaded look (high saturation, slight contrast lift). Builders call
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## add_to(level) instead of hand-rolling WorldEnvironment + sun.
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## Creates and adds a WorldEnvironment + key sun + cool fill light.
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## Returns the WorldEnvironment node.
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static func add_to(level: Node, sky_variant: String = "day") -> WorldEnvironment:
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var env := WorldEnvironment.new()
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env.name = "WorldEnvironment"
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env.environment = make_environment(sky_variant)
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level.add_child(env)
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if not level.has_node("Sun"):
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var sun := DirectionalLight3D.new()
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sun.name = "Sun"
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sun.rotation_degrees = Vector3(-52, 38, 0)
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sun.light_color = Color(1.0, 0.97, 0.88)
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sun.light_energy = 1.4
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sun.shadow_enabled = true
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sun.directional_shadow_mode = DirectionalLight3D.SHADOW_PARALLEL_4_SPLITS
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sun.directional_shadow_max_distance = 120.0
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level.add_child(sun)
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var fill := DirectionalLight3D.new()
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fill.name = "FillLight"
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fill.rotation_degrees = Vector3(-30, -142, 0)
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fill.light_color = Color(0.6, 0.7, 1.0)
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fill.light_energy = 0.25
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fill.shadow_enabled = false
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level.add_child(fill)
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return env
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static func make_environment(sky_variant: String = "day") -> Environment:
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var environment := Environment.new()
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environment.background_mode = Environment.BG_SKY
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var sky := Sky.new()
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var sky_mat := ProceduralSkyMaterial.new()
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match sky_variant:
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"sunset":
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sky_mat.sky_top_color = Color(0.25, 0.2, 0.5)
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sky_mat.sky_horizon_color = Color(0.95, 0.6, 0.45)
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sky_mat.ground_bottom_color = Color(0.18, 0.12, 0.2)
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sky_mat.ground_horizon_color = Color(0.85, 0.55, 0.45)
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sky_mat.sun_curve = 0.12
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_:
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# Bold anime day sky: deep saturated blue up top, bright cyan horizon.
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sky_mat.sky_top_color = Color(0.18, 0.4, 0.85)
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sky_mat.sky_horizon_color = Color(0.72, 0.88, 0.98)
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sky_mat.ground_bottom_color = Color(0.22, 0.2, 0.24)
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sky_mat.ground_horizon_color = Color(0.62, 0.7, 0.75)
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sky_mat.sun_curve = 0.1
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sky_mat.sun_angle_max = 20.0
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sky.sky_material = sky_mat
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environment.sky = sky
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# Flat-ish ambient keeps toon shadow bands readable (sun does the shaping).
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environment.ambient_light_source = Environment.AMBIENT_SOURCE_SKY
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environment.ambient_light_energy = 0.55
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# Filmic crushes the cel bands; linear-ish keeps them crisp.
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environment.tonemap_mode = Environment.TONE_MAPPER_LINEAR
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# Bloom sells emissives (tracers, plasma, rim highlights).
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environment.glow_enabled = true
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environment.glow_intensity = 0.5
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environment.glow_bloom = 0.05
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environment.glow_hdr_threshold = 1.1
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# Cel color grade: punchy saturation, hint of contrast.
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environment.adjustment_enabled = true
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environment.adjustment_saturation = 1.22
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environment.adjustment_contrast = 1.05
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# A touch of depth haze for scale; far enough to not gray the arena.
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environment.fog_enabled = true
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environment.fog_light_color = Color(0.65, 0.75, 0.9)
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environment.fog_density = 0.0012
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return environment
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@@ -0,0 +1 @@
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uid://cpl4d7ndkc4ft
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@@ -1,41 +1,93 @@
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extends Object
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extends Object
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class_name LevelMaterials
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class_name LevelMaterials
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## Shared prototype-grid materials for code-built levels.
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## Shared cel-shaded materials for code-built levels and characters.
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##
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##
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## Every level builder makes its geometry from flat-colored boxes; this gives
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## Level geometry gets the toon shader with world-space triplanar grid
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## them all the same world-space grid surface (0.5 m cells via triplanar
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## (0.5 m cells) tinted per surface; characters get the same toon shading
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## mapping) so speed and distance stay readable at movement-shooter velocity,
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## over their own textures via convert_to_toon(), plus an inverted-hull
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## while keeping each builder's color coding as a tint.
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## outline overlay for the inked silhouette.
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const GRID_GRAY := "res://assets/textures/prototype/grid_gray.png"
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const GRID_GRAY := "res://assets/textures/prototype/grid_gray.png"
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const GRID_DARK := "res://assets/textures/prototype/grid_dark.png"
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const GRID_DARK := "res://assets/textures/prototype/grid_dark.png"
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const TOON_SHADER := "res://assets/shaders/toon.gdshader"
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const OUTLINE_SHADER := "res://assets/shaders/toon_outline.gdshader"
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## One texture tile = 2 m of world, so one grid cell = 0.5 m.
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## One texture tile = 2 m of world, so one grid cell = 0.5 m.
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const WORLD_UNITS_PER_TILE := 2.0
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const WORLD_UNITS_PER_TILE := 2.0
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static var _cache: Dictionary = {}
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static var _cache: Dictionary = {}
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static var _outline_cache: Dictionary = {}
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## A tinted grid material. Cached per (tint, dark) so identical surfaces share
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## A tinted toon grid material for level geometry. Cached per (tint, dark) so
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## one material (fewer draw-state changes, and edits apply everywhere).
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## identical surfaces share one material.
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static func tinted(tint: Color, dark: bool = false) -> StandardMaterial3D:
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static func tinted(tint: Color, dark: bool = false) -> Material:
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var key := "%s|%s" % [tint.to_html(), dark]
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var key := "%s|%s" % [tint.to_html(), dark]
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if _cache.has(key):
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if _cache.has(key):
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return _cache[key]
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return _cache[key]
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var mat := StandardMaterial3D.new()
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var shader: Shader = load(TOON_SHADER)
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var mat := ShaderMaterial.new()
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mat.shader = shader
|
||||||
var tex_path := GRID_DARK if dark else GRID_GRAY
|
var tex_path := GRID_DARK if dark else GRID_GRAY
|
||||||
var tex: Texture2D = load(tex_path) if ResourceLoader.exists(tex_path) else null
|
var tex: Texture2D = load(tex_path) if ResourceLoader.exists(tex_path) else null
|
||||||
if tex:
|
if tex:
|
||||||
mat.albedo_texture = tex
|
mat.set_shader_parameter("albedo_texture", tex)
|
||||||
# World triplanar: boxes need no UVs and the grid stays world-scaled.
|
mat.set_shader_parameter("has_texture", true)
|
||||||
mat.uv1_triplanar = true
|
mat.set_shader_parameter("use_triplanar", true)
|
||||||
mat.uv1_world_triplanar = true
|
mat.set_shader_parameter("triplanar_tile", WORLD_UNITS_PER_TILE)
|
||||||
mat.uv1_scale = Vector3.ONE / WORLD_UNITS_PER_TILE
|
else:
|
||||||
|
mat.set_shader_parameter("has_texture", false)
|
||||||
# The texture is grayscale ~mid value; multiply by ~2x-brightened tint to
|
# The texture is grayscale ~mid value; multiply by ~2x-brightened tint to
|
||||||
# land near the original flat color while keeping the grid contrast.
|
# land near the original flat color while keeping the grid contrast.
|
||||||
mat.albedo_color = Color(
|
mat.set_shader_parameter("albedo_color", Color(
|
||||||
minf(tint.r * 1.9, 1.0), minf(tint.g * 1.9, 1.0), minf(tint.b * 1.9, 1.0))
|
minf(tint.r * 1.9, 1.0), minf(tint.g * 1.9, 1.0), minf(tint.b * 1.9, 1.0)))
|
||||||
mat.roughness = 0.85
|
|
||||||
_cache[key] = mat
|
_cache[key] = mat
|
||||||
return mat
|
return mat
|
||||||
|
|
||||||
|
|
||||||
|
## Toon version of an arbitrary material (usually a character's imported
|
||||||
|
## StandardMaterial3D): keeps its albedo texture/color, swaps the shading.
|
||||||
|
static func toonify(src: Material) -> Material:
|
||||||
|
var mat := ShaderMaterial.new()
|
||||||
|
mat.shader = load(TOON_SHADER)
|
||||||
|
var tex: Texture2D = null
|
||||||
|
var col := Color.WHITE
|
||||||
|
if src is BaseMaterial3D:
|
||||||
|
tex = src.albedo_texture
|
||||||
|
col = src.albedo_color
|
||||||
|
mat.set_shader_parameter("albedo_texture", tex)
|
||||||
|
mat.set_shader_parameter("has_texture", tex != null)
|
||||||
|
mat.set_shader_parameter("use_triplanar", false)
|
||||||
|
mat.set_shader_parameter("albedo_color", col)
|
||||||
|
# Characters read best with a slightly wider lit band and stronger rim.
|
||||||
|
mat.set_shader_parameter("rim_strength", 0.45)
|
||||||
|
return mat
|
||||||
|
|
||||||
|
|
||||||
|
## Swap every mesh surface under `node` to toon shading and add an
|
||||||
|
## inverted-hull outline overlay. Safe on skinned meshes (material_overlay
|
||||||
|
## re-renders the same deformed mesh).
|
||||||
|
static func apply_toon_recursive(node: Node, outline_width: float = 0.015) -> void:
|
||||||
|
if node is MeshInstance3D:
|
||||||
|
var mi := node as MeshInstance3D
|
||||||
|
var surface_count: int = mi.mesh.get_surface_count() if mi.mesh else 0
|
||||||
|
for s in range(surface_count):
|
||||||
|
var src := mi.get_active_material(s)
|
||||||
|
if src and not (src is ShaderMaterial):
|
||||||
|
mi.set_surface_override_material(s, toonify(src))
|
||||||
|
if outline_width > 0.0:
|
||||||
|
mi.material_overlay = outline(outline_width)
|
||||||
|
for child in node.get_children():
|
||||||
|
apply_toon_recursive(child, outline_width)
|
||||||
|
|
||||||
|
|
||||||
|
static func outline(width: float = 0.015) -> ShaderMaterial:
|
||||||
|
var key := "%.4f" % width
|
||||||
|
if _outline_cache.has(key):
|
||||||
|
return _outline_cache[key]
|
||||||
|
var mat := ShaderMaterial.new()
|
||||||
|
mat.shader = load(OUTLINE_SHADER)
|
||||||
|
mat.set_shader_parameter("outline_width", width)
|
||||||
|
_outline_cache[key] = mat
|
||||||
|
return mat
|
||||||
|
|||||||
@@ -19,6 +19,16 @@ func _ready() -> void:
|
|||||||
# Hide mouse
|
# Hide mouse
|
||||||
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
|
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
|
||||||
|
|
||||||
|
# Cel-shaded presentation: stylized sky/grade + toon materials over the
|
||||||
|
# arena's baked geometry. The scene ships its own DirectionalLight3D;
|
||||||
|
# rename it to Sun so the helper doesn't stack extra suns.
|
||||||
|
var existing_light := get_node_or_null("DirectionalLight3D")
|
||||||
|
if existing_light:
|
||||||
|
existing_light.name = "Sun"
|
||||||
|
if not has_node("WorldEnvironment"):
|
||||||
|
LevelEnvironment.add_to(self)
|
||||||
|
LevelMaterials.apply_toon_recursive(self, 0.0)
|
||||||
|
|
||||||
_build_hud()
|
_build_hud()
|
||||||
|
|
||||||
# Multiplayer Spawning
|
# Multiplayer Spawning
|
||||||
|
|||||||
Reference in New Issue
Block a user