Made some changes for latest Godot
- Character is now Spatial, KinematicBody doesn't move correctly - Custom provider runs in tool mode for editor preview - Added heightmap, replaces default wavy terrain, waiting for OpenSimplex - Import files not-so-relevant changesmaster
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13fc866b6a
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83e50483e7
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@ -7,6 +7,7 @@ const COLLISION_LAYER_AVATAR = 2
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var _terrain = null
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var _cursor = null
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onready var _head = get_parent().get_node("Camera")
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@ -1,4 +1,4 @@
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[gd_scene load_steps=9 format=2]
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[gd_scene load_steps=8 format=2]
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[ext_resource path="res://character_controller.gd" type="Script" id=1]
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[ext_resource path="res://mouse_look.gd" type="Script" id=2]
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@ -6,18 +6,14 @@
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[ext_resource path="res://crosshair.png" type="Texture" id=4]
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[ext_resource path="res://center.gd" type="Script" id=5]
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[sub_resource type="CapsuleShape" id=1]
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radius = 0.4
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height = 0.85
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[sub_resource type="SpatialMaterial" id=2]
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[sub_resource type="SpatialMaterial" id=1]
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flags_transparent = false
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flags_unshaded = false
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flags_vertex_lighting = false
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flags_on_top = false
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flags_no_depth_test = false
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flags_use_point_size = false
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flags_world_triplanar = false
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flags_fixed_size = false
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vertex_color_use_as_albedo = true
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vertex_color_is_srgb = false
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@ -45,6 +41,7 @@ anisotropy_enabled = false
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ao_enabled = false
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depth_enabled = false
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subsurf_scatter_enabled = false
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transmission_enabled = false
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refraction_enabled = false
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detail_enabled = false
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uv1_scale = Vector3( 1, 1, 1 )
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@ -56,20 +53,15 @@ uv2_offset = Vector3( 0, 0, 0 )
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uv2_triplanar = false
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uv2_triplanar_sharpness = 1.0
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[sub_resource type="CubeMesh" id=3]
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[sub_resource type="CubeMesh" id=2]
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size = Vector3( 0.8, 1.8, 0.8 )
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subdivide_width = 0
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subdivide_height = 0
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subdivide_depth = 0
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[node name="CharacterAvatar" type="KinematicBody"]
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[node name="CharacterAvatar" type="Spatial"]
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input_ray_pickable = true
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input_capture_on_drag = false
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collision_layer = 3
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collision_mask = 1
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collision/safe_margin = 0.001
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script = ExtResource( 1 )
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speed = 5.0
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gravity = 40.0
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@ -77,12 +69,6 @@ jump_force = 8.0
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head = NodePath("Camera")
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terrain = null
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[node name="CollisionShape" type="CollisionShape" parent="."]
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transform = Transform( 1, 0, 0, 0, -4.37114e-08, -1, 0, 1, -4.37114e-08, 0, 0, 0 )
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shape = SubResource( 1 )
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disabled = false
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[node name="Camera" type="Camera" parent="."]
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.702764, 0 )
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@ -91,7 +77,7 @@ fov = 90.0
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near = 0.1
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far = 500.0
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keep_aspect = 1
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current = false
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current = true
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cull_mask = 1048575
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environment = null
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h_offset = 0.0
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@ -109,7 +95,7 @@ distance = 4.0
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script = ExtResource( 3 )
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terrain_path = null
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cursor_material = SubResource( 2 )
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cursor_material = SubResource( 1 )
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[node name="debug_label" type="Label" parent="."]
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@ -146,7 +132,6 @@ shadow_enabled = false
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shadow_color = Color( 0, 0, 0, 1 )
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shadow_bias = 0.1
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shadow_contact = 0.0
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shadow_max_distance = 0.0
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shadow_reverse_cull_face = false
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editor_only = false
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omni_range = 10.0
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@ -165,7 +150,7 @@ lod_min_distance = 0.0
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lod_min_hysteresis = 0.0
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lod_max_distance = 0.0
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lod_max_hysteresis = 0.0
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mesh = SubResource( 3 )
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mesh = SubResource( 2 )
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skeleton = NodePath("..")
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material/0 = null
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@ -1,4 +1,4 @@
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extends KinematicBody
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extends Spatial
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const BoxPhysics = preload("res://box_physics.gd")
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@ -132,7 +132,10 @@ func move_with_box_physics(motion):
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z += 1
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motion = BoxPhysics.get_motion(box, motion, potential_boxes)
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move(motion)
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# TODO If any Godot physics is used here, it will break box physics and you'll fall through the map!
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# TODO Latest KinematicBody fucks up my motion, no idea why. Changed to Spatial
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#move_and_slide(motion)
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global_translate(motion)
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return motion
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@ -8,6 +8,8 @@ path="res://.import/crosshair.png-b7f9cb2e0fc32a087972fec001d3421e.stex"
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compress/mode=0
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compress/lossy_quality=0.7
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compress/hdr_mode=0
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compress/normal_map=0
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flags/repeat=0
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flags/filter=false
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flags/mipmaps=false
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@ -15,6 +17,8 @@ flags/anisotropic=false
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flags/srgb=2
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process/fix_alpha_border=false
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process/premult_alpha=false
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process/HDR_as_SRGB=false
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stream=false
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size_limit=0
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detect_3d=true
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svg/scale=1.0
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@ -8,6 +8,8 @@ path="res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex"
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compress/mode=0
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compress/lossy_quality=0.7
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compress/hdr_mode=0
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compress/normal_map=0
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flags/repeat=0
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flags/filter=true
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flags/mipmaps=false
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@ -15,6 +17,8 @@ flags/anisotropic=false
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flags/srgb=2
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process/fix_alpha_border=true
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process/premult_alpha=true
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process/HDR_as_SRGB=false
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stream=false
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size_limit=0
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detect_3d=true
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svg/scale=1.0
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@ -143,8 +143,9 @@ voxels/1 = SubResource( 4 )
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flags_transparent = false
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flags_unshaded = false
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flags_vertex_lighting = false
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flags_on_top = false
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flags_no_depth_test = false
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flags_use_point_size = false
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flags_world_triplanar = false
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flags_fixed_size = false
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vertex_color_use_as_albedo = false
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vertex_color_is_srgb = false
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@ -172,6 +173,7 @@ anisotropy_enabled = false
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ao_enabled = false
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depth_enabled = false
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subsurf_scatter_enabled = false
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transmission_enabled = false
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refraction_enabled = false
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detail_enabled = false
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uv1_scale = Vector3( 1, 1, 1 )
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@ -188,8 +190,9 @@ uv2_triplanar_sharpness = 1.0
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flags_transparent = false
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flags_unshaded = true
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flags_vertex_lighting = false
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flags_on_top = false
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flags_no_depth_test = false
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flags_use_point_size = false
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flags_world_triplanar = false
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flags_fixed_size = false
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vertex_color_use_as_albedo = true
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vertex_color_is_srgb = false
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@ -217,6 +220,7 @@ anisotropy_enabled = false
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ao_enabled = false
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depth_enabled = false
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subsurf_scatter_enabled = false
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transmission_enabled = false
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refraction_enabled = false
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detail_enabled = false
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uv1_scale = Vector3( 1, 1, 1 )
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@ -286,7 +290,6 @@ shadow_enabled = true
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shadow_color = Color( 0, 0, 0, 1 )
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shadow_bias = 0.1
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shadow_contact = 0.0
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shadow_max_distance = 100.0
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shadow_reverse_cull_face = false
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editor_only = false
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directional_shadow_mode = 2
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@ -295,11 +298,14 @@ directional_shadow_split_2 = 0.2
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directional_shadow_split_3 = 0.5
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directional_shadow_blend_splits = false
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directional_shadow_normal_bias = 0.1
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directional_shadow_bias_split_scale = 0.25
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directional_shadow_depth_range = 0
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directional_shadow_max_distance = 200.0
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_sections_unfolded = [ "Directional Shadow", "Light", "Shadow" ]
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[node name="CharacterAvatar" parent="." instance=ExtResource( 6 )]
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 25, 17 )
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 58.0914, 17 )
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terrain = NodePath("../VoxelTerrain")
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[node name="axes" parent="." instance=ExtResource( 7 )]
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@ -21,4 +21,4 @@ process/HDR_as_SRGB=false
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stream=false
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size_limit=0
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detect_3d=true
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scale=1.0
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svg/scale=1.0
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@ -15,6 +15,10 @@ name="Voxel Game"
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main_scene="res://main.tscn"
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icon="res://icon.png"
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[gdnative]
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singletons=[ ]
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[input]
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action1=[ Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"button_mask":0,"position":Vector2( 0, 0 ),"global_position":Vector2( 0, 0 ),"factor":1.0,"button_index":1,"pressed":false,"doubleclick":false,"script":null)
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@ -1,3 +1,4 @@
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tool
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extends VoxelProvider
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@ -8,6 +8,8 @@ path="res://.import/terrain.png-84a626877af7de08ecf24965bda52835.stex"
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compress/mode=3
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compress/lossy_quality=0.7
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compress/hdr_mode=0
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compress/normal_map=0
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flags/repeat=true
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flags/filter=false
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flags/mipmaps=false
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@ -15,6 +17,8 @@ flags/anisotropic=false
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flags/srgb=0
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/HDR_as_SRGB=false
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stream=false
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size_limit=0
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detect_3d=false
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svg/scale=1.0
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