feat: basic dust 2
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extends TestLevelBuilder
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func _build_geometry() -> void:
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# Build environment setup
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_build_environment()
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var env = get_node_or_null("WorldEnvironment")
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if env:
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var environment = env.environment
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environment.tonemap_mode = Environment.TONE_MAPPER_ACES
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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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sky_mat.sky_top_color = Color(0.3, 0.5, 0.8)
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sky_mat.sky_horizon_color = Color(0.8, 0.7, 0.5)
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sky_mat.ground_bottom_color = Color(0.2, 0.15, 0.1)
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sky_mat.ground_horizon_color = Color(0.8, 0.7, 0.5)
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_build_lighting()
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var sun = get_node_or_null("Sun")
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if sun:
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sun.light_color = Color(1.0, 0.95, 0.85)
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sun.light_energy = 1.5
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sun.rotation_degrees = Vector3(-45, 45, 0)
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var fill = get_node_or_null("FillLight")
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if fill:
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fill.rotation_degrees = Vector3(-45, -135, 0)
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fill.light_energy = 0.3
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_build_dust2_layout()
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_build_player()
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# Override player spawn point for Dust 2
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if _player:
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_player.global_position = Vector3(0, 1, 50)
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_player.look_at(Vector3(0, 1, 0), Vector3.UP)
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func _build_dust2_layout() -> void:
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# Materials
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var wall_mat = StandardMaterial3D.new()
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wall_mat.albedo_color = Color(0.85, 0.75, 0.6) # Sandstone
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var floor_mat = StandardMaterial3D.new()
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floor_mat.albedo_color = Color(0.7, 0.65, 0.55) # Dusty ground
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var box_mat = StandardMaterial3D.new()
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box_mat.albedo_color = Color(0.4, 0.3, 0.2) # Wood crates
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# Root CSG
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var root_csg = CSGCombiner3D.new()
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root_csg.use_collision = true
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add_child(root_csg)
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# Huge solid block representing the world bounds
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var world_block = CSGBox3D.new()
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world_block.size = Vector3(140, 20, 140)
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world_block.position = Vector3(0, 10, 0)
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world_block.material = wall_mat
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root_csg.add_child(world_block)
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# Helper function to carve out open-air areas (cuts through the ceiling)
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var carve_open = func(pos: Vector3, size: Vector3):
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var hole = CSGBox3D.new()
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hole.operation = CSGShape3D.OPERATION_SUBTRACTION
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hole.size = Vector3(size.x, 25, size.z)
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hole.position = Vector3(pos.x, 12.5, pos.z)
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root_csg.add_child(hole)
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return hole
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# Helper function to carve out tunnels (leaves a ceiling)
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var carve_tunnel = func(pos: Vector3, size: Vector3):
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var hole = CSGBox3D.new()
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hole.operation = CSGShape3D.OPERATION_SUBTRACTION
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hole.size = size
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hole.position = pos + Vector3(0, size.y / 2.0, 0)
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root_csg.add_child(hole)
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return hole
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# ---------------------------------------------------------
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# LAYOUT (with generous overlaps to prevent getting stuck)
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# ---------------------------------------------------------
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# T Spawn (South)
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carve_open.call(Vector3(0, 0, 50), Vector3(25, 8, 15))
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# Suicide & Mid Corridor
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carve_open.call(Vector3(0, 0, 42), Vector3(8, 8, 10)) # Connects T spawn to Mid
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carve_open.call(Vector3(0, 0, 15), Vector3(12, 8, 55)) # Main Mid
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# Mid Doors (Pinch point)
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carve_open.call(Vector3(0, 0, -14), Vector3(2, 8, 5))
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# CT Spawn
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carve_open.call(Vector3(0, 0, -30), Vector3(30, 8, 30))
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# ---------------------------------------------------------
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# B SIDE
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# ---------------------------------------------------------
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# Lower B Tunnels (Connects from Mid at X=0 to West)
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carve_tunnel.call(Vector3(-18, 0, 30), Vector3(40, 6, 8))
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# Spiral stairs up to Upper B Tunnels
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carve_tunnel.call(Vector3(-34, 0, 30), Vector3(12, 10, 12))
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# Upper B Tunnels
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carve_tunnel.call(Vector3(-34, 4, 15), Vector3(8, 6, 30))
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# B Site
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carve_open.call(Vector3(-35, 4, -10), Vector3(25, 8, 25))
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# B Window & Door (Connecting B Site to CT Spawn)
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carve_tunnel.call(Vector3(-15, 4, -10), Vector3(25, 6, 5)) # Door
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carve_tunnel.call(Vector3(-15, 4, -18), Vector3(20, 4, 4)) # Window
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# CT Spawn Ramp to B Site
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carve_open.call(Vector3(-15, 0, -15), Vector3(12, 8, 12))
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var ramp_carve = CSGBox3D.new()
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ramp_carve.operation = CSGShape3D.OPERATION_SUBTRACTION
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ramp_carve.size = Vector3(8, 10, 15)
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ramp_carve.rotation_degrees.x = -25
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ramp_carve.position = Vector3(-15, 2, -15)
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root_csg.add_child(ramp_carve)
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# ---------------------------------------------------------
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# A SIDE
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# ---------------------------------------------------------
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# A Long Doors (Connects T Spawn/Mid to A Long)
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carve_tunnel.call(Vector3(15, 0, 40), Vector3(25, 6, 8))
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carve_tunnel.call(Vector3(30, 0, 40), Vector3(8, 6, 15))
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# A Long
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carve_open.call(Vector3(30, 0, 15), Vector3(15, 8, 45))
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# A Pit (A hole downwards at the end of A Long)
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var pit = CSGBox3D.new()
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pit.operation = CSGShape3D.OPERATION_SUBTRACTION
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pit.size = Vector3(15, 5, 12)
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pit.position = Vector3(30, -2.5, 35)
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root_csg.add_child(pit)
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# A Site
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carve_open.call(Vector3(30, 4, -15), Vector3(30, 8, 30))
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# Ramp up to A site from Long
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var a_ramp = CSGBox3D.new()
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a_ramp.operation = CSGShape3D.OPERATION_SUBTRACTION
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a_ramp.size = Vector3(15, 10, 15)
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a_ramp.rotation_degrees.x = 25
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a_ramp.position = Vector3(30, 2, -5)
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root_csg.add_child(a_ramp)
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# Ramp down from A Site to CT Spawn
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var ct_ramp = CSGBox3D.new()
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ct_ramp.operation = CSGShape3D.OPERATION_SUBTRACTION
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ct_ramp.size = Vector3(15, 10, 15)
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ct_ramp.rotation_degrees.z = 25
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ct_ramp.position = Vector3(15, 2, -25)
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root_csg.add_child(ct_ramp)
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# Catwalk / A Short
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carve_open.call(Vector3(15, 4, 5), Vector3(20, 8, 8))
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carve_open.call(Vector3(20, 4, -5), Vector3(8, 8, 15))
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# Stairs from Mid to Catwalk
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var mid_stairs = CSGBox3D.new()
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mid_stairs.operation = CSGShape3D.OPERATION_SUBTRACTION
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mid_stairs.size = Vector3(8, 8, 15)
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mid_stairs.rotation_degrees.x = 35
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mid_stairs.position = Vector3(8, 2, 5)
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root_csg.add_child(mid_stairs)
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# Floor
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var floor = CSGBox3D.new()
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floor.size = Vector3(140, 1, 140)
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floor.position = Vector3(0, -0.5, 0)
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floor.material = floor_mat
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root_csg.add_child(floor)
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# Cover Boxes
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var add_box = func(pos: Vector3, size: Vector3):
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var b = CSGBox3D.new()
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b.size = size
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b.position = pos + Vector3(0, size.y / 2.0, 0)
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b.material = box_mat
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root_csg.add_child(b)
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add_box.call(Vector3(4, 0, -12), Vector3(2, 2, 2))
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add_box.call(Vector3(30, 4, -15), Vector3(4, 2, 4))
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add_box.call(Vector3(30, 6, -15), Vector3(2, 2, 2))
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add_box.call(Vector3(-35, 4, -10), Vector3(2, 2, 2))
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# Dummies
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_build_dust2_dummies()
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func _build_dust2_dummies() -> void:
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var spawn_dummy = func(pos: Vector3, rot_y: float):
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var dummy = load("res://entities/killable_dummy.gd").new()
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dummy.position = pos
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dummy.rotation_degrees.y = rot_y
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add_child(dummy)
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# Mid Doors CT side looking out
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spawn_dummy.call(Vector3(0, 0, -20), 0)
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# A Long Corner looking towards doors
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spawn_dummy.call(Vector3(34, 0, 10), 180)
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# B Site Car
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spawn_dummy.call(Vector3(-30, 4, -5), 90)
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# A Site Goose
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spawn_dummy.call(Vector3(40, 4, -25), -135)
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@@ -0,0 +1 @@
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uid://dn5ndscghwovm
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+1
-1
@@ -11,7 +11,7 @@ config_version=5
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[application]
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[application]
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config/name="Papaya-Shooter"
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config/name="Papaya-Shooter"
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run/main_scene="res://scenes/test_level/test_level.tscn"
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run/main_scene="res://scenes/dust2_level/dust2_level.tscn"
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config/features=PackedStringArray("4.6", "Forward Plus")
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config/features=PackedStringArray("4.6", "Forward Plus")
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config/icon="res://icon.svg"
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config/icon="res://icon.svg"
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[gd_scene format=3]
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[ext_resource type="Script" path="res://debug/dust2_level_builder.gd" id="1"]
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[node name="Dust2Level" type="Node3D"]
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script = ExtResource("1")
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