Feat/11 adding better fundamental weapon models and some textures #16

Merged
Dotts merged 5 commits from feat/11-adding-better-fundamental-weapon-models-and-some-textures into main 2026-06-09 19:14:25 -07:00
3 changed files with 35 additions and 1 deletions
Showing only changes of commit ed973c3b3b - Show all commits
+1
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@@ -22,6 +22,7 @@ var default_bindings = {
"weapon_2": {"type": "key", "code": KEY_2},
"weapon_3": {"type": "key", "code": KEY_3},
"weapon_4": {"type": "key", "code": KEY_4},
"toggle_flashlight": {"type": "key", "code": KEY_T},
}
var current_bindings = {}
+15
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@@ -8,6 +8,7 @@ signal chain_updated(count: int, bonus: float)
var _machine: MovementStateMachine = null
var head_pivot: Node3D = null # FPSCameraRig node
var camera: Camera3D = null
var flashlight: SpotLight3D = null
var _damage_layer: CanvasLayer = null
# Health and Shield
@@ -81,6 +82,17 @@ func _ready() -> void:
head_pivot = get_node_or_null("HeadPivot")
if head_pivot:
camera = head_pivot.get_node_or_null("Camera3D")
if camera:
flashlight = SpotLight3D.new()
flashlight.spot_range = 100.0
flashlight.spot_angle = 35.0
flashlight.light_energy = 5.0
flashlight.light_volumetric_fog_energy = 0.0 # Prevents the blinding fog glare and laggy trails
flashlight.shadow_enabled = false
flashlight.position = Vector3(0, 0, 0)
flashlight.visible = false
camera.add_child(flashlight)
_setup_audio()
_setup_grapple()
@@ -652,6 +664,9 @@ func _physics_process(_delta: float) -> void:
var input_grapple = Input.is_action_pressed("grapple")
var input_grapple_just = Input.is_action_just_pressed("grapple")
if Input.is_action_just_pressed("toggle_flashlight") and is_instance_valid(flashlight):
flashlight.visible = !flashlight.visible
server_receive_inputs.rpc_id(1, raw_input, world_dir, input_jump, input_jump_just, input_crouch, input_dash, input_grapple, input_grapple_just)
var speed = velocity.length()
+19 -1
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@@ -1,4 +1,4 @@
[gd_scene load_steps=12 format=3 uid="uid://c0ab260fc1da"]
[gd_scene load_steps=12 format=3 uid="uid://1feccd321600"]
[ext_resource type="Script" path="res://scenes/maps/level_runtime.gd" id="1_rt"]
@@ -292,6 +292,24 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 20, 3.5, -45)
size = Vector3(4, 4, 10)
material = SubResource("StandardMaterial3D_blue")
[node name="TunnelExitW" type="CSGBox3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -35, 2.5, -35)
size = Vector3(10, 5, 20)
material = SubResource("StandardMaterial3D_grey")
operation = 2
[node name="TunnelExitE" type="CSGBox3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 35, 2.5, -35)
size = Vector3(10, 5, 20)
material = SubResource("StandardMaterial3D_grey")
operation = 2
[node name="TunnelExitCenter" type="CSGBox3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.5, -35)
size = Vector3(10, 5, 20)
material = SubResource("StandardMaterial3D_grey")
operation = 2
[node name="RampNW" type="CSGBox3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 0.9366721892483976, 0.35020738125946743, 0, -0.35020738125946743, 0.9366721892483976, -30, 3, -20)
size = Vector3(10, 16, 1)