Merge pull request 'Changed targeting system to use cone' (#1) from targeting into master
Reviewed-on: #1pull/4/head
						commit
						8c8a5e00d7
					
				
										
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								Models/Material_001.material (Stored with Git LFS)
								
								
								
								
							
							
						
						
									
										
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								Models/Material_002.material (Stored with Git LFS)
								
								
								
								
							
							
						
						
									
										
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							| 
						 | 
					@ -1,4 +1,4 @@
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			||||||
[gd_scene load_steps=17 format=2]
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					[gd_scene load_steps=18 format=2]
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			||||||
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			||||||
[ext_resource path="res://Scripts/Player.gd" type="Script" id=1]
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					[ext_resource path="res://Scripts/Player.gd" type="Script" id=1]
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			||||||
[ext_resource path="res://Models/Arrow.obj" type="ArrayMesh" id=2]
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					[ext_resource path="res://Models/Arrow.obj" type="ArrayMesh" id=2]
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			||||||
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						 | 
					@ -13,6 +13,7 @@
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			||||||
[ext_resource path="res://Images/BatteryBolt.png" type="Texture" id=11]
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					[ext_resource path="res://Images/BatteryBolt.png" type="Texture" id=11]
 | 
				
			||||||
[ext_resource path="res://Images/BatteryFilling.png" type="Texture" id=12]
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					[ext_resource path="res://Images/BatteryFilling.png" type="Texture" id=12]
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			||||||
[ext_resource path="res://Images/BatteryBackground.png" type="Texture" id=13]
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					[ext_resource path="res://Images/BatteryBackground.png" type="Texture" id=13]
 | 
				
			||||||
 | 
					[ext_resource path="res://Models/cone-collision.tres" type="Shape" id=14]
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			||||||
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			||||||
[sub_resource type="CapsuleShape" id=1]
 | 
					[sub_resource type="CapsuleShape" id=1]
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			||||||
radius = 0.15
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					radius = 0.15
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			||||||
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						 | 
					@ -465,18 +466,29 @@ anims/ShowEndTurnBanner = ExtResource( 9 )
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			||||||
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			||||||
[node name="GunContainer" type="Spatial" parent="."]
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					[node name="GunContainer" type="Spatial" parent="."]
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			||||||
transform = Transform( -4.37114e-09, 4.37114e-09, 0.1, 0.1, -4.37114e-09, 4.37114e-09, 4.37114e-09, 0.1, -4.37114e-09, 0, -0.0222926, 0.382747 )
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					transform = Transform( -4.37114e-09, 4.37114e-09, 0.1, 0.1, -4.37114e-09, 4.37114e-09, 4.37114e-09, 0.1, -4.37114e-09, 0, -0.0222926, 0.382747 )
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visible = false
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					[node name="Cone" type="Area" parent="GunContainer"]
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			||||||
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					transform = Transform( 1, -1.77636e-14, 1.91069e-15, 1.77636e-14, 1, -1.77636e-14, -1.91069e-15, 1.77636e-14, 1, 1.19209e-07, 2.66684, -1.16571e-07 )
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					input_ray_pickable = false
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					gravity = 0.0
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			||||||
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					linear_damp = 0.0
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					angular_damp = 0.0
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			||||||
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					[node name="CollisionShape" type="CollisionShape" parent="GunContainer/Cone"]
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			||||||
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					transform = Transform( 25, 0, 0, 0, -4.07302e-06, -100, 0, 25, -1.62921e-05, 0, 1000, 0 )
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					shape = ExtResource( 14 )
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			||||||
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			||||||
[node name="spaceship-gun" parent="GunContainer" instance=ExtResource( 10 )]
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					[node name="spaceship-gun" parent="GunContainer" instance=ExtResource( 10 )]
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transform = Transform( 1, 0, 1.64203e-15, 0, 1, 0, 1.64203e-15, 0, 1, 4.47035e-08, 0.811224, -3.54597e-08 )
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					transform = Transform( 1, 0, 1.64203e-15, 0, 1, 0, 1.64203e-15, 0, 1, 4.47035e-08, 0.811224, -3.54597e-08 )
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			||||||
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			||||||
[node name="RayCast" type="RayCast" parent="GunContainer"]
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					[node name="RayCast" type="RayCast" parent="GunContainer"]
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			||||||
transform = Transform( 1, 0, 1.64203e-15, 0, 1, 0, 1.64203e-15, 0, 1, 7.45058e-08, 1.76881, -7.73171e-08 )
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					transform = Transform( 1, 0, 1.64203e-15, 0, 1, 0, 1.64203e-15, 0, 1, 7.45058e-08, 1.76881, -7.73171e-08 )
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			||||||
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					visible = false
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			||||||
enabled = true
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					enabled = true
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			||||||
cast_to = Vector3( 0, 500, 0 )
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					cast_to = Vector3( 0, 0, -500 )
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			||||||
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			||||||
[node name="CSGCylinder" type="CSGCylinder" parent="GunContainer/RayCast"]
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					[node name="CSGCylinder" type="CSGCylinder" parent="GunContainer/RayCast"]
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			||||||
transform = Transform( 1, 0, 1.64203e-15, 0, 1, 0, 1.64203e-15, 0, 1, 0, 30, 0 )
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					transform = Transform( 1, 0, 0, 0, -4.37114e-08, -1, 0, 1, -4.37114e-08, 0, 30, 0 )
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			||||||
material_override = SubResource( 3 )
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					material_override = SubResource( 3 )
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			||||||
radius = 0.09
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					radius = 0.09
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			||||||
height = 60.0
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					height = 60.0
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						 | 
					@ -614,6 +626,7 @@ margin_left = 10.0
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margin_top = 10.0
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					margin_top = 10.0
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			||||||
margin_right = -10.0
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					margin_right = -10.0
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			||||||
margin_bottom = -10.0
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					margin_bottom = -10.0
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			||||||
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			||||||
[connection signal="mouse_entered" from="." to="." method="_on_Player_mouse_entered"]
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					[connection signal="mouse_entered" from="." to="." method="_on_Player_mouse_entered"]
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			||||||
[connection signal="mouse_exited" from="." to="." method="_on_Player_mouse_exited"]
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					[connection signal="mouse_exited" from="." to="." method="_on_Player_mouse_exited"]
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			||||||
[connection signal="value_changed" from="MainPanel/TimeBar" to="." method="_on_TimeBar_value_changed"]
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					[connection signal="value_changed" from="MainPanel/TimeBar" to="." method="_on_TimeBar_value_changed"]
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						 | 
					@ -630,3 +643,5 @@ margin_bottom = -10.0
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			||||||
[connection signal="value_changed" from="ThrustPanel/ZLin" to="." method="_on_ZLin_value_changed"]
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					[connection signal="value_changed" from="ThrustPanel/ZLin" to="." method="_on_ZLin_value_changed"]
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			||||||
[connection signal="value_changed" from="ThrustPanel/ZRot" to="." method="_on_ZRot_value_changed"]
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					[connection signal="value_changed" from="ThrustPanel/ZRot" to="." method="_on_ZRot_value_changed"]
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			||||||
[connection signal="pressed" from="ThrustPanel/ResetButton" to="." method="_on_ResetButton_pressed"]
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					[connection signal="pressed" from="ThrustPanel/ResetButton" to="." method="_on_ResetButton_pressed"]
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			||||||
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					[connection signal="body_entered" from="GunContainer/Cone" to="." method="_on_player_enter_firing_arc"]
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					[connection signal="body_exited" from="GunContainer/Cone" to="." method="_on_player_exit_firing_arc"]
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						 | 
					
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						 | 
					@ -8,6 +8,7 @@ var thrust_plan : Plan = Plan.new()
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			||||||
var weapons_plan : Plan = Plan.new()
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					var weapons_plan : Plan = Plan.new()
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var is_local : bool = false
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					var is_local : bool = false
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var running_plan : bool = false
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					var running_plan : bool = false
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					var using_full_plan : bool = false
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var was_running_plan : bool = false
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					var was_running_plan : bool = false
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var plan_time : float = 0.0
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					var plan_time : float = 0.0
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var last_translation : Vector3 = get_translation()
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					var last_translation : Vector3 = get_translation()
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						 | 
					@ -35,6 +36,8 @@ var end_health : float = 100.0
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var energy : float = 100.0
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					var energy : float = 100.0
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var end_energy : float = 100.0
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					var end_energy : float = 100.0
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					var players_in_firing_arc = []
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onready var arrow_obj : Spatial = $ArrowContainer
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					onready var arrow_obj : Spatial = $ArrowContainer
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onready var arrow_scale_obj : Spatial = $ArrowContainer/ArrowScaleContainer
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					onready var arrow_scale_obj : Spatial = $ArrowContainer/ArrowScaleContainer
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onready var rotate_arrow_obj : Spatial = $RotateArrowContainer
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					onready var rotate_arrow_obj : Spatial = $RotateArrowContainer
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						 | 
					@ -288,7 +291,7 @@ func _physics_process(delta : float) -> void:
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	if !running_plan:
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						if !running_plan:
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		if is_local and was_running_plan:
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							if is_local and was_running_plan:
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			get_parent().show_winner()
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								get_parent().show_winner()
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		$GunContainer.visible = false
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							$GunContainer/RayCast.visible = false
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		arrow_obj.visible = true
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							arrow_obj.visible = true
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		rotate_arrow_obj.visible = true
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							rotate_arrow_obj.visible = true
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		disable_all_engine_particles()
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							disable_all_engine_particles()
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						 | 
					@ -297,6 +300,19 @@ func _physics_process(delta : float) -> void:
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		was_running_plan = false
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							was_running_plan = false
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		return
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							return
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						if !was_running_plan:
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							players_in_firing_arc = $GunContainer/Cone.get_overlapping_bodies()
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							if using_full_plan:
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								set_linear_velocity(initial_velocity)
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								set_angular_velocity(initial_rotational_velocity)
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								set_translation(initial_translation)
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								set_rotation(initial_rotation)
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							else:
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								set_linear_velocity(end_linear_velocity)
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								set_angular_velocity(end_rotational_velocity)
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								set_translation(end_translation)
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								set_rotation(end_rotation)
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	was_running_plan = true
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						was_running_plan = true
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	if time_of_death > 0 and plan_time > time_of_death:
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						if time_of_death > 0 and plan_time > time_of_death:
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		self.visible = false
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							self.visible = false
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						 | 
					@ -312,6 +328,7 @@ func _physics_process(delta : float) -> void:
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		last_translation = get_translation()
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							last_translation = get_translation()
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		last_rotation = get_rotation()
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							last_rotation = get_rotation()
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		running_plan = false
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							running_plan = false
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							print("thrust plan set running plan to false")
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		return
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							return
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	arrow_obj.visible = false
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						arrow_obj.visible = false
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	rotate_arrow_obj.visible = false
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						rotate_arrow_obj.visible = false
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						 | 
					@ -322,16 +339,16 @@ func _physics_process(delta : float) -> void:
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	var all_weapons_elements = _get_all_weapons_elements()
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						var all_weapons_elements = _get_all_weapons_elements()
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	var current_weapons_element : WeaponsElement = _get_current_plan_element(all_weapons_elements)
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						var current_weapons_element : WeaponsElement = _get_current_plan_element(all_weapons_elements)
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	if current_weapons_element == null:
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						if current_weapons_element == null:
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		$GunContainer.visible = false
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							$GunContainer/RayCast.visible = false
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		running_plan = false
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							running_plan = false
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		return
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							return
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	if current_weapons_element.firing and is_alive:
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						if current_weapons_element.firing and is_alive:
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		_fire_gun(delta)
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							_fire_gun(delta)
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	elif energy < 100:
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						elif energy < 100:
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		$GunContainer.visible = false
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							$GunContainer/RayCast.visible = false
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		energy += BASE_ENERGY_REGEN * delta
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							energy += BASE_ENERGY_REGEN * delta
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	else:
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						else:
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		$GunContainer.visible = false
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							$GunContainer/RayCast.visible = false
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 | 
						
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	calculate_other_damage(delta)
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						calculate_other_damage(delta)
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	plan_time += delta
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						plan_time += delta
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						 | 
					@ -462,13 +479,10 @@ func update_engine_particles(linear_thrust : Vector3, rotational_thrust : Vector
 | 
				
			||||||
		engine_particles2.emitting = false
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							engine_particles2.emitting = false
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func play_current_plan() -> void:
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					func play_current_plan() -> void:
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			||||||
	set_linear_velocity(end_linear_velocity)
 | 
						
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			||||||
	set_angular_velocity(end_rotational_velocity)
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					 | 
				
			||||||
	set_translation(end_translation)
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					 | 
				
			||||||
	set_rotation(end_rotation)
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					 | 
				
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	health = end_health
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						health = end_health
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	energy = end_energy
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						energy = end_energy
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						using_full_plan = false
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			||||||
	running_plan = true
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						running_plan = true
 | 
				
			||||||
	plan_time = 5 * turn_counter
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						plan_time = 5 * turn_counter
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						 | 
					@ -476,11 +490,8 @@ func play_all_plans() -> void:
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	get_parent().play_full_plans()
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						get_parent().play_full_plans()
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			||||||
func play_full_plan() -> void:
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					func play_full_plan() -> void:
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			||||||
	set_linear_velocity(initial_velocity)
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					 | 
				
			||||||
	set_angular_velocity(initial_rotational_velocity)
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					 | 
				
			||||||
	set_translation(initial_translation)
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					 | 
				
			||||||
	set_rotation(initial_rotation)
 | 
					 | 
				
			||||||
	running_plan = true
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						running_plan = true
 | 
				
			||||||
 | 
						using_full_plan = true
 | 
				
			||||||
	plan_time = 0.0
 | 
						plan_time = 0.0
 | 
				
			||||||
	health = 100.0
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						health = 100.0
 | 
				
			||||||
	energy = 100.0
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						energy = 100.0
 | 
				
			||||||
| 
						 | 
					@ -493,20 +504,34 @@ func _update_battery_visuals(value : float) -> void:
 | 
				
			||||||
 | 
					
 | 
				
			||||||
func _update_laser(length : float) -> void:
 | 
					func _update_laser(length : float) -> void:
 | 
				
			||||||
	$GunContainer/RayCast/CSGCylinder.height = length*10
 | 
						$GunContainer/RayCast/CSGCylinder.height = length*10
 | 
				
			||||||
	$GunContainer/RayCast/CSGCylinder.translation = Vector3(0, length*5, 0)
 | 
						$GunContainer/RayCast/CSGCylinder.translation = Vector3(0, 0, -length*5)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
func _fire_gun(delta : float) -> void:
 | 
					func _fire_gun(delta : float) -> void:
 | 
				
			||||||
	$GunContainer.visible = true
 | 
						$GunContainer/RayCast.visible = true
 | 
				
			||||||
	if $GunContainer/RayCast.is_colliding():
 | 
						
 | 
				
			||||||
 | 
						var closest_enemy = null
 | 
				
			||||||
 | 
						var distance_of_closest = -1
 | 
				
			||||||
 | 
						for player in players_in_firing_arc:
 | 
				
			||||||
 | 
							if player.player_id == player_id or !player.is_alive:
 | 
				
			||||||
 | 
								continue
 | 
				
			||||||
 | 
							var player_distance : float = (player.translation - translation).length()
 | 
				
			||||||
 | 
							if distance_of_closest == -1 or player_distance < distance_of_closest:
 | 
				
			||||||
 | 
								closest_enemy = player
 | 
				
			||||||
 | 
								distance_of_closest = player_distance
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
						if closest_enemy != null:
 | 
				
			||||||
 | 
							$GunContainer/RayCast.look_at($GunContainer/RayCast.global_transform.origin - translation, Vector3(0,1,0))
 | 
				
			||||||
 | 
							#$GunContainer/RayCast.rotate_object_local(Vector3(-1,-1,-1).normalized(), 90.0)
 | 
				
			||||||
		var raycast_pos : Vector3 = $GunContainer/RayCast.global_transform.origin
 | 
							var raycast_pos : Vector3 = $GunContainer/RayCast.global_transform.origin
 | 
				
			||||||
		var target_pos : Vector3 = $GunContainer/RayCast.get_collision_point()
 | 
							var target_pos : Vector3 = $GunContainer/RayCast.get_collision_point()
 | 
				
			||||||
		_update_laser(raycast_pos.distance_to(target_pos))
 | 
							_update_laser(raycast_pos.distance_to(target_pos))
 | 
				
			||||||
	else:
 | 
						else:
 | 
				
			||||||
		_update_laser($GunContainer/RayCast.cast_to.y)
 | 
							$GunContainer/RayCast.rotation = Vector3.ZERO
 | 
				
			||||||
 | 
							_update_laser(-$GunContainer/RayCast.cast_to.z)
 | 
				
			||||||
	energy -= delta * BASE_ENERGY_USAGE
 | 
						energy -= delta * BASE_ENERGY_USAGE
 | 
				
			||||||
	if $GunContainer/RayCast.is_colliding():
 | 
						if closest_enemy != null:
 | 
				
			||||||
		var target : RigidBody = $GunContainer/RayCast.get_collider()
 | 
							closest_enemy.take_damage(BASE_DPS * delta)
 | 
				
			||||||
		target.take_damage(BASE_DPS * delta)
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
func get_display_name() -> String:
 | 
					func get_display_name() -> String:
 | 
				
			||||||
	return get_parent().get_parent().name_dict[player_id]
 | 
						return get_parent().get_parent().name_dict[player_id]
 | 
				
			||||||
| 
						 | 
					@ -583,3 +608,11 @@ func fix_plans() -> void:
 | 
				
			||||||
		var new_weapons_element : WeaponsElement = WeaponsElement.new()
 | 
							var new_weapons_element : WeaponsElement = WeaponsElement.new()
 | 
				
			||||||
		new_weapons_element.firing = false
 | 
							new_weapons_element.firing = false
 | 
				
			||||||
		new_weapons_element.time = 5.0 - weapons_plan.current_time()
 | 
							new_weapons_element.time = 5.0 - weapons_plan.current_time()
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					func _on_player_enter_firing_arc(body):
 | 
				
			||||||
 | 
						players_in_firing_arc.append(body)
 | 
				
			||||||
 | 
						print(body.name)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					func _on_player_exit_firing_arc(body):
 | 
				
			||||||
 | 
						players_in_firing_arc.erase(body)
 | 
				
			||||||
 | 
						print(body.name)
 | 
				
			||||||
| 
						 | 
					
 | 
				
			||||||
										
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							| 
						 | 
					@ -8,21 +8,20 @@ export_filter="all_resources"
 | 
				
			||||||
include_filter=""
 | 
					include_filter=""
 | 
				
			||||||
exclude_filter=""
 | 
					exclude_filter=""
 | 
				
			||||||
export_path="../Builds/Client.x86_64"
 | 
					export_path="../Builds/Client.x86_64"
 | 
				
			||||||
patch_list=PoolStringArray(  )
 | 
					 | 
				
			||||||
script_export_mode=1
 | 
					script_export_mode=1
 | 
				
			||||||
script_encryption_key=""
 | 
					script_encryption_key=""
 | 
				
			||||||
 | 
					
 | 
				
			||||||
[preset.0.options]
 | 
					[preset.0.options]
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					custom_template/debug=""
 | 
				
			||||||
 | 
					custom_template/release=""
 | 
				
			||||||
 | 
					binary_format/64_bits=true
 | 
				
			||||||
 | 
					binary_format/embed_pck=false
 | 
				
			||||||
texture_format/bptc=false
 | 
					texture_format/bptc=false
 | 
				
			||||||
texture_format/s3tc=true
 | 
					texture_format/s3tc=true
 | 
				
			||||||
texture_format/etc=false
 | 
					texture_format/etc=false
 | 
				
			||||||
texture_format/etc2=false
 | 
					texture_format/etc2=false
 | 
				
			||||||
texture_format/no_bptc_fallbacks=true
 | 
					texture_format/no_bptc_fallbacks=true
 | 
				
			||||||
binary_format/64_bits=true
 | 
					 | 
				
			||||||
binary_format/embed_pck=false
 | 
					 | 
				
			||||||
custom_template/release=""
 | 
					 | 
				
			||||||
custom_template/debug=""
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
[preset.1]
 | 
					[preset.1]
 | 
				
			||||||
 | 
					
 | 
				
			||||||
| 
						 | 
					@ -34,21 +33,20 @@ export_filter="all_resources"
 | 
				
			||||||
include_filter=""
 | 
					include_filter=""
 | 
				
			||||||
exclude_filter=""
 | 
					exclude_filter=""
 | 
				
			||||||
export_path="../Builds/Windows/Client.exe"
 | 
					export_path="../Builds/Windows/Client.exe"
 | 
				
			||||||
patch_list=PoolStringArray(  )
 | 
					 | 
				
			||||||
script_export_mode=1
 | 
					script_export_mode=1
 | 
				
			||||||
script_encryption_key=""
 | 
					script_encryption_key=""
 | 
				
			||||||
 | 
					
 | 
				
			||||||
[preset.1.options]
 | 
					[preset.1.options]
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					custom_template/debug=""
 | 
				
			||||||
 | 
					custom_template/release=""
 | 
				
			||||||
 | 
					binary_format/64_bits=true
 | 
				
			||||||
 | 
					binary_format/embed_pck=false
 | 
				
			||||||
texture_format/bptc=false
 | 
					texture_format/bptc=false
 | 
				
			||||||
texture_format/s3tc=true
 | 
					texture_format/s3tc=true
 | 
				
			||||||
texture_format/etc=false
 | 
					texture_format/etc=false
 | 
				
			||||||
texture_format/etc2=false
 | 
					texture_format/etc2=false
 | 
				
			||||||
texture_format/no_bptc_fallbacks=true
 | 
					texture_format/no_bptc_fallbacks=true
 | 
				
			||||||
binary_format/64_bits=true
 | 
					 | 
				
			||||||
binary_format/embed_pck=false
 | 
					 | 
				
			||||||
custom_template/release=""
 | 
					 | 
				
			||||||
custom_template/debug=""
 | 
					 | 
				
			||||||
codesign/enable=false
 | 
					codesign/enable=false
 | 
				
			||||||
codesign/identity=""
 | 
					codesign/identity=""
 | 
				
			||||||
codesign/password=""
 | 
					codesign/password=""
 | 
				
			||||||
| 
						 | 
					
 | 
				
			||||||
| 
						 | 
					@ -179,6 +179,7 @@ fallback="en_GB"
 | 
				
			||||||
 | 
					
 | 
				
			||||||
[physics]
 | 
					[physics]
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					3d/physics_engine="GodotPhysics"
 | 
				
			||||||
3d/default_gravity=0.0
 | 
					3d/default_gravity=0.0
 | 
				
			||||||
 | 
					
 | 
				
			||||||
[rendering]
 | 
					[rendering]
 | 
				
			||||||
| 
						 | 
					
 | 
				
			||||||
		Loading…
	
		Reference in New Issue