Initial commit
This commit is contained in:
@@ -0,0 +1,24 @@
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Baked from the hangar preview. Units: 1 = 1 meter. Y-up.
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Rest pose is gear DOWN. Hatches closed. Torpedo doors closed. Effects off, ship cold.
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Ship axes: nose +Y, starboard +X, dorsal +Z. Port is -X. Ventral is -Z.
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Godot 4: keep naf_resolute.glb, naf_resolute.gd, and resolute.tscn in the same folder, then open resolute.tscn. Same for Kestrel. The script is already on the root. Particles (drive, RCS, PDC, chaff) are created by that script when you play the scene. Textures are inside the .glb.
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The previous Resolute file required EXT_mesh_gpu_instancing, which Godot rejects. This bake does not.
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Animation clips are 0..1 sliders on the script.
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Effects on the same script:
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- drive_on plus throttle: drive plume. Radiator panels stay grey metal through cruise and short burns. They only start to glow after a hard burn (about three-quarter throttle and up) has been held for a while, and the glow stays dull even then.
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- rcs_direction: Off, Nose, Tail, Starboard, Port, Dorsal, Ventral. Only the bells that push that way emit. They do not all fire together.
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- pdc_fire: short tracer streaks in a stream, not one solid line.
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- chaff_fire: dispenser burst.
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- battle_lights (Resolute): dims the hab and swaps the practicals, deck fills, and lamp fixtures to dark red. Nav lights stay as they are.
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- cabin_dim (Kestrel): same cabin strips and fill, just brought down. No battle-red swap.
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- Both crafts already carry the rest of their systems on the same script. Resolute: gear, radiators, airlock, dock, cargo, deck hatches, torpedo doors, drive_on, throttle, rcs_direction, pdc_fire, chaff_fire, gimbal_pitch, gimbal_yaw. Kestrel: gear, crew hatch, ladder, dock, instruments_demo, rcs_direction, abort_burn. Particles spawn on the Vfx sockets at runtime.
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- hatch_deck_open swings the companionway pressure doors. Each deck has a hatch where the stair trunk meets that compartment, so a deck can be sealed off the stairwell. They are not hull penetrations. The helm has no hatch: the stair arrives on an open grated gallery over the deck below, wide enough that a helmet clears the opening. Hab decks are tread plate with a ribbed overhead.
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- gimbal_pitch / gimbal_yaw (radians, ±0.244) vector the torch bell on gimbal_pivot. Positive pitch droops the bell ventral. Positive yaw swings it to starboard. There is no roll gimbal. The plume socket is on that pivot, so the flame follows the bell. Kestrel has no torch: it has the navball and no pivot.
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- The helm MFDs, the aft console screens, and the Kestrel dash MFDs play one navball program each. Same ship, same vehicle, so the screens agree. There is no physical ball. In the hangar, Navball sits you on the center screen: W raises the nose, S drops it, A yaws to port, D to starboard, Q and E roll. The bell only vectors while the torch is burning. Kestrel has the program and no bell.
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Particles are created on the Vfx sockets at runtime. They are not baked into the mesh.
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Do not re-import these baked GLBs into the hangar.
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This bake is the hangar as of 2026-09-27: hab interiors, stair bulkheads, helm ceiling, galley, and the flank stack (NAF rondel, RESOLUTE, CVT-07, Space Force rondel under the hull number).
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@@ -0,0 +1,548 @@
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extends CharacterBody3D
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## NAF Resolute CVT-07 — Roci-style torch + attitude.
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## This script on the CharacterBody3D. Hull child named "Resolute" wears resolute_driver.gd.
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## Sibling of SolarSystem. Walk-to-helm later; F enter is the demo stub.
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##
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## Throttle: Alt + mouse wheel → commanded G, 0..5. Cruise ~0.8 G.
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## Nose +Y. Drive plume follows throttle. RCS puffs on attitude input.
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## Plugs: pdc_aim_dir, radar_contacts, combat_ui — fill when Nebulous layer lands.
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@onready var interaction_area: Area3D = get_node_or_null("InteractionArea")
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@onready var hull: Node3D = get_node_or_null("Resolute")
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@onready var third_person_camera: Camera3D = get_node_or_null("ThirdPersonCamera")
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@onready var interact_prompt: Label = get_node_or_null("/root/Node3D/HUD/InteractPrompt")
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@onready var pause_menu: Control = get_node_or_null("/root/Node3D/HUD/PauseMenu")
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@onready var flight_label: Label = get_node_or_null("/root/Node3D/HUD/FlightLabel")
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@onready var body_collision: CollisionShape3D = get_node_or_null("CollisionShape3D")
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var player_inside: bool = false
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var player_ref: CharacterBody3D = null
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var using_third_person: bool = false
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var f_was_down: bool = false
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var _v_was: bool = false
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var mass: float = 280000.0
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const G0: float = 9.81
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const G_MAX: float = 5.0
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const G_CRUISE: float = 0.80
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const G_STEP: float = 0.10
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var g_cmd: float = 0.0
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var drive_armed: bool = true
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var ang_vel: Vector3 = Vector3.ZERO
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@export var ang_accel: float = 0.48
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@export var ang_max: float = 0.95
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@export var ang_damp: float = 2.2
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var surface_friction: float = 4.0
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const MOON_RADIUS: float = 173700.0
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const MOON_G: float = 1.62
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const MOON_SOI: float = 400000.0
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const EARTH_RADIUS: float = 637100.0
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const EARTH_G: float = 9.81
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const EARTH_SOI: float = 20000000.0
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const CAM_FAR: float = 1000000.0
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const NEAR_SURFACE_MARGIN: float = 400.0
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var free_look: bool = false
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var look_sensitivity: float = 0.003
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var orbit_yaw: float = 0.0
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var orbit_pitch: float = 0.35
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var orbit_distance: float = 48.0
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var orbit_pitch_min: float = -1.15
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var orbit_pitch_max: float = 1.15
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var helm_camera: Camera3D = null
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var _gear_down: bool = true
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var _rads_out: bool = true
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var _airlock_open: bool = false
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var _dock_open: bool = false
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var _cargo_open: bool = false
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var _deck_open: bool = false
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var _tubes_open: bool = false
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var _battle: bool = false
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var _chaff_t: float = 0.0
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## Combat plugs — empty until radar / track file exists.
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var pdc_target: Node3D = null
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var radar_contacts: Array = []
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var combat_ui_open: bool = false
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var telem_body: String = "—"
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var telem_alt: float = 0.0
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var telem_speed: float = 0.0
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var telem_vspeed: float = 0.0
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var telem_hspeed: float = 0.0
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var telem_vcirc: float = 0.0
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var telem_has_alt: bool = false
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func _ready() -> void:
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_ensure_actions()
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if hull == null or hull == self:
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hull = get_node_or_null("Resolute") as Node3D
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if hull == null or hull == self:
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hull = find_child("NAF_Resolute", true, false) as Node3D
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if hull == null or hull == self:
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hull = find_child("Resolute", true, false) as Node3D
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if interaction_area:
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interaction_area.monitoring = true
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interaction_area.monitorable = true
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interaction_area.body_entered.connect(_on_body_entered)
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interaction_area.body_exited.connect(_on_body_exited)
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helm_camera = _find_helm_cam()
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if helm_camera:
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helm_camera.near = 0.05
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helm_camera.far = CAM_FAR
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helm_camera.current = false
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if third_person_camera:
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third_person_camera.near = 0.2
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third_person_camera.far = CAM_FAR
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third_person_camera.current = false
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if flight_label:
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flight_label.visible = false
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_set_hull("gear_deploy", 1.0)
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_set_hull("radiators_deploy", 1.0)
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print("Resolute ready hull=", hull, " helm=", helm_camera)
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func _find_helm_cam() -> Camera3D:
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var root: Node = hull if hull else self
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var n := root.find_child("HelmCamera", true, false)
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if n is Camera3D:
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return n as Camera3D
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n = root.find_child("SeatCamera", true, false)
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if n is Camera3D:
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return n as Camera3D
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return get_node_or_null("CameraPivot/CapsuleCamera") as Camera3D
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func _set_hull(prop: String, value: Variant) -> void:
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if hull and prop in hull:
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hull.set(prop, value)
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func _moon() -> Node3D:
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return get_node_or_null("/root/Node3D/SolarSystem/Moon") as Node3D
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func _earth() -> Node3D:
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return get_node_or_null("/root/Node3D/SolarSystem/Earth") as Node3D
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func _active_gravity() -> Dictionary:
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var moon := _moon()
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if moon:
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var d_m: float = global_position.distance_to(moon.global_position)
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if d_m >= 1.0 and d_m <= MOON_SOI:
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var to_c: Vector3 = moon.global_position - global_position
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return {"name": "Luna", "center": moon.global_position, "radius": MOON_RADIUS, "g": MOON_G, "accel": to_c.normalized() * MOON_G, "dist": d_m}
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var earth := _earth()
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if earth:
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var d_e: float = global_position.distance_to(earth.global_position)
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if d_e >= 1.0 and d_e <= EARTH_SOI:
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var to_c2: Vector3 = earth.global_position - global_position
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return {"name": "Earth", "center": earth.global_position, "radius": EARTH_RADIUS, "g": EARTH_G, "accel": to_c2.normalized() * EARTH_G, "dist": d_e}
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return {"name": "—", "center": Vector3.ZERO, "radius": 0.0, "g": 0.0, "accel": Vector3.ZERO, "dist": 0.0}
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func _on_body_entered(body: Node3D) -> void:
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if body.is_in_group("player"):
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player_ref = body
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if interact_prompt and not player_inside:
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interact_prompt.text = "Press F to Board Resolute"
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interact_prompt.visible = true
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func _on_body_exited(body: Node3D) -> void:
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if body.is_in_group("player") and not player_inside:
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player_ref = null
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if interact_prompt:
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interact_prompt.visible = false
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func _unhandled_input(event: InputEvent) -> void:
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if not player_inside:
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return
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if event.is_action_pressed("ui_cancel"):
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if pause_menu and pause_menu.has_method("open_pause") and player_ref:
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pause_menu.open_pause(player_ref)
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get_viewport().set_input_as_handled()
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return
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if event is InputEventMouseButton and Input.is_key_pressed(KEY_ALT):
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if event.button_index == MOUSE_BUTTON_WHEEL_UP and event.pressed:
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g_cmd = minf(G_MAX, g_cmd + G_STEP)
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get_viewport().set_input_as_handled()
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elif event.button_index == MOUSE_BUTTON_WHEEL_DOWN and event.pressed:
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g_cmd = maxf(0.0, g_cmd - G_STEP)
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get_viewport().set_input_as_handled()
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if _tap(event, KEY_G):
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_gear_down = not _gear_down
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_set_hull("gear_deploy", 1.0 if _gear_down else 0.0)
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elif _tap(event, KEY_R):
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_rads_out = not _rads_out
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_set_hull("radiators_deploy", 1.0 if _rads_out else 0.0)
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elif _tap(event, KEY_H):
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_airlock_open = not _airlock_open
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_set_hull("hatch_airlock_open", 1.0 if _airlock_open else 0.0)
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elif _tap(event, KEY_J):
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_dock_open = not _dock_open
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_set_hull("hatch_dock_open", 1.0 if _dock_open else 0.0)
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elif _tap(event, KEY_U):
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_cargo_open = not _cargo_open
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_set_hull("hatch_cargo_open", 1.0 if _cargo_open else 0.0)
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elif _tap(event, KEY_M):
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_deck_open = not _deck_open
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_set_hull("hatch_deck_open", 1.0 if _deck_open else 0.0)
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elif _tap(event, KEY_O):
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_tubes_open = not _tubes_open
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_set_hull("torpedo_doors_open", 1.0 if _tubes_open else 0.0)
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elif _tap(event, KEY_B):
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_battle = not _battle
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_set_hull("battle_lights", _battle)
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elif _tap(event, KEY_X):
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_chaff_t = 0.9
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elif _tap(event, KEY_T):
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drive_armed = not drive_armed
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elif _tap(event, KEY_C):
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if g_cmd < 0.05:
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g_cmd = G_CRUISE
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else:
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g_cmd = 0.0
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func _ensure_actions() -> void:
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var binds := {
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"interact": KEY_F,
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"toggle_first_person": KEY_V,
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}
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for action in binds.keys():
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if InputMap.has_action(action):
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continue
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InputMap.add_action(action)
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var ev := InputEventKey.new()
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ev.physical_keycode = binds[action]
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InputMap.action_add_event(action, ev)
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func _act_pressed(action: String) -> bool:
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return InputMap.has_action(action) and Input.is_action_pressed(action)
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func _act_just(action: String) -> bool:
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return InputMap.has_action(action) and Input.is_action_just_pressed(action)
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func _tap(event: InputEvent, key: Key) -> bool:
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if event is InputEventKey and event.pressed and not event.echo and event.physical_keycode == key:
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get_viewport().set_input_as_handled()
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return true
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return false
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func _process(delta: float) -> void:
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var interact_now := _act_just("interact") or (Input.is_physical_key_pressed(KEY_F) and not f_was_down)
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if not player_inside and player_ref and interact_now:
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f_was_down = true
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enter_ship()
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return
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if not player_inside:
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f_was_down = Input.is_physical_key_pressed(KEY_F)
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return
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if interact_now and not f_was_down:
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f_was_down = true
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exit_ship()
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return
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f_was_down = _act_pressed("interact") or Input.is_physical_key_pressed(KEY_F)
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if _act_just("toggle_first_person") or _just_v():
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toggle_camera()
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free_look = Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT)
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if Input.is_key_pressed(KEY_ALT):
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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else:
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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handle_flight(delta)
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_update_telemetry()
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_update_flight_hud()
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_push_combat_plugs()
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if using_third_person:
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update_third_person_camera()
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if third_person_camera and not third_person_camera.current:
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third_person_camera.make_current()
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elif helm_camera and not helm_camera.current:
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helm_camera.make_current()
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func _just_v() -> bool:
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var down := Input.is_physical_key_pressed(KEY_V)
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var edge := down and not _v_was
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_v_was = down
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return edge
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func _input(event: InputEvent) -> void:
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if not player_inside or not free_look or not using_third_person:
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return
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if event is InputEventMouseMotion:
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orbit_yaw -= event.relative.x * look_sensitivity
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orbit_pitch += event.relative.y * look_sensitivity
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orbit_pitch = clampf(orbit_pitch, orbit_pitch_min, orbit_pitch_max)
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func handle_flight(delta: float) -> void:
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var pitch_in := 0.0
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var yaw_in := 0.0
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var roll_in := 0.0
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if Input.is_key_pressed(KEY_W):
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pitch_in -= 1.0
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if Input.is_key_pressed(KEY_S):
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pitch_in += 1.0
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if Input.is_key_pressed(KEY_A):
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yaw_in += 1.0
|
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if Input.is_key_pressed(KEY_D):
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yaw_in -= 1.0
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if Input.is_key_pressed(KEY_Q):
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roll_in -= 1.0
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if Input.is_key_pressed(KEY_E):
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roll_in += 1.0
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var torque := Vector3(pitch_in, roll_in, yaw_in) * ang_accel
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if torque.length_squared() < 0.0001:
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ang_vel = ang_vel.move_toward(Vector3.ZERO, ang_damp * delta)
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else:
|
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ang_vel += torque * delta
|
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if ang_vel.length() > ang_max:
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ang_vel = ang_vel.normalized() * ang_max
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if ang_vel.length_squared() > 0.000001:
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rotate_object_local(Vector3.RIGHT, ang_vel.x * delta)
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rotate_object_local(Vector3.UP, ang_vel.y * delta)
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rotate_object_local(Vector3.FORWARD, -ang_vel.z * delta)
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var thrusting := drive_armed and g_cmd > 0.04
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_set_hull("drive_on", thrusting)
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_set_hull("throttle", clampf(g_cmd / G_MAX, 0.0, 1.0) if thrusting else 0.0)
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_set_hull("rcs_attitude", pitch_in != 0.0 or yaw_in != 0.0 or roll_in != 0.0)
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_set_hull("pdc_fire", Input.is_physical_key_pressed(KEY_P))
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if _chaff_t > 0.0:
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_chaff_t -= delta
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_set_hull("chaff_fire", true)
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else:
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_set_hull("chaff_fire", false)
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var acceleration: Vector3 = _active_gravity()["accel"]
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if thrusting:
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acceleration += global_transform.basis.y * (g_cmd * G0)
|
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velocity += acceleration * delta
|
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var near_surface := is_on_floor()
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if not near_surface:
|
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var moon := _moon()
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if moon and global_position.distance_to(moon.global_position) < MOON_RADIUS + NEAR_SURFACE_MARGIN:
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near_surface = true
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var earth := _earth()
|
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if earth and global_position.distance_to(earth.global_position) < EARTH_RADIUS + NEAR_SURFACE_MARGIN:
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near_surface = true
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||||
if near_surface:
|
||||
if body_collision:
|
||||
body_collision.disabled = false
|
||||
move_and_slide()
|
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if is_on_floor():
|
||||
velocity = velocity.move_toward(Vector3.ZERO, surface_friction * delta)
|
||||
else:
|
||||
if body_collision:
|
||||
body_collision.disabled = true
|
||||
global_position += velocity * delta
|
||||
PhysicsServer3D.body_set_state(get_rid(), PhysicsServer3D.BODY_STATE_TRANSFORM, global_transform)
|
||||
PhysicsServer3D.body_set_state(get_rid(), PhysicsServer3D.BODY_STATE_LINEAR_VELOCITY, velocity)
|
||||
|
||||
|
||||
func _update_telemetry() -> void:
|
||||
telem_speed = velocity.length()
|
||||
var body: Dictionary = _active_gravity()
|
||||
telem_body = str(body["name"])
|
||||
if telem_body == "—":
|
||||
telem_has_alt = false
|
||||
telem_alt = 0.0
|
||||
telem_vspeed = 0.0
|
||||
telem_hspeed = telem_speed
|
||||
telem_vcirc = 0.0
|
||||
return
|
||||
telem_has_alt = true
|
||||
var r: float = float(body["dist"])
|
||||
var rad: float = float(body["radius"])
|
||||
var g: float = float(body["g"])
|
||||
telem_alt = r - rad
|
||||
var radial: Vector3 = (global_position - body["center"]).normalized()
|
||||
telem_vspeed = velocity.dot(radial)
|
||||
telem_hspeed = (velocity - radial * telem_vspeed).length()
|
||||
telem_vcirc = sqrt(g * rad * rad / r) if r > 1.0 else 0.0
|
||||
|
||||
|
||||
func _update_flight_hud() -> void:
|
||||
if flight_label == null or not player_inside:
|
||||
return
|
||||
flight_label.visible = true
|
||||
var mode := "3P" if using_third_person else "1P"
|
||||
var vs_sign := "+" if telem_vspeed >= 0.0 else ""
|
||||
var alt_txt := "ALT %8.0f m" % telem_alt if telem_has_alt else "ALT —"
|
||||
flight_label.text = (
|
||||
"[%s] RESOLUTE | BODY %s\n" % [mode, telem_body]
|
||||
+ "G %4.2f / %.0f %s\n" % [g_cmd, G_MAX, "DRIVE" if drive_armed and g_cmd > 0.04 else "COAST"]
|
||||
+ alt_txt + "\n"
|
||||
+ "SPD %8.1f m/s\n" % telem_speed
|
||||
+ "VS %s%7.1f m/s\n" % [vs_sign, telem_vspeed]
|
||||
+ "H %8.1f m/s" % telem_hspeed
|
||||
)
|
||||
|
||||
|
||||
func _push_combat_plugs() -> void:
|
||||
if hull == null:
|
||||
return
|
||||
if "pdc_aim_dir" in hull:
|
||||
if pdc_target and is_instance_valid(pdc_target):
|
||||
hull.pdc_aim_dir = (pdc_target.global_position - global_position).normalized()
|
||||
else:
|
||||
hull.pdc_aim_dir = global_transform.basis.y
|
||||
if "radar_contacts" in hull:
|
||||
hull.radar_contacts = radar_contacts
|
||||
|
||||
|
||||
func set_pdc_target(node: Node3D) -> void:
|
||||
pdc_target = node
|
||||
|
||||
|
||||
func set_radar_contacts(list: Array) -> void:
|
||||
radar_contacts = list
|
||||
|
||||
|
||||
func enter_ship() -> void:
|
||||
if player_inside or player_ref == null:
|
||||
return
|
||||
player_inside = true
|
||||
if interact_prompt:
|
||||
interact_prompt.visible = false
|
||||
player_ref.reparent(self)
|
||||
var spawn := _player_spawn()
|
||||
if spawn:
|
||||
player_ref.global_transform = spawn.global_transform
|
||||
else:
|
||||
player_ref.position = Vector3(0, 1.2, 0)
|
||||
player_ref.rotation = Vector3.ZERO
|
||||
player_ref.set_physics_process(false)
|
||||
player_ref.set_process_input(false)
|
||||
player_ref.set_process_unhandled_input(false)
|
||||
if player_ref.has_method("set_in_vehicle"):
|
||||
player_ref.set_in_vehicle(true)
|
||||
var player_col = player_ref.get_node_or_null("CollisionShape3D")
|
||||
if player_col:
|
||||
player_col.disabled = true
|
||||
var player_cam = player_ref.get_node_or_null("CameraPivot/Camera3D")
|
||||
if player_cam:
|
||||
player_cam.current = false
|
||||
player_ref.visible = false
|
||||
using_third_person = false
|
||||
f_was_down = true
|
||||
if helm_camera:
|
||||
helm_camera.current = true
|
||||
helm_camera.make_current()
|
||||
FloatingOrigin.set_focus(self)
|
||||
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
|
||||
if flight_label:
|
||||
flight_label.visible = true
|
||||
|
||||
|
||||
func exit_ship() -> void:
|
||||
if not player_inside or player_ref == null:
|
||||
return
|
||||
var exiting: CharacterBody3D = player_ref
|
||||
player_inside = false
|
||||
g_cmd = 0.0
|
||||
drive_armed = true
|
||||
ang_vel = Vector3.ZERO
|
||||
_set_hull("drive_on", false)
|
||||
_set_hull("throttle", 0.0)
|
||||
_set_hull("rcs_attitude", false)
|
||||
_set_hull("pdc_fire", false)
|
||||
_set_hull("chaff_fire", false)
|
||||
if flight_label:
|
||||
flight_label.visible = false
|
||||
if helm_camera:
|
||||
helm_camera.current = false
|
||||
if third_person_camera:
|
||||
third_person_camera.current = false
|
||||
var station := get_node_or_null("/root/Node3D/SolarSystem/Moon/LovellAnchor/Station")
|
||||
var dest: Node = station if station else get_tree().current_scene
|
||||
exiting.reparent(dest)
|
||||
var hatch := _airlock_exit()
|
||||
if hatch:
|
||||
exiting.global_position = hatch.global_position + hatch.global_transform.basis.y * 2.0
|
||||
else:
|
||||
exiting.global_position = global_position + global_transform.basis.x * 8.0
|
||||
exiting.visible = true
|
||||
exiting.set_physics_process(true)
|
||||
exiting.set_process_input(true)
|
||||
exiting.set_process_unhandled_input(true)
|
||||
var player_col = exiting.get_node_or_null("CollisionShape3D")
|
||||
if player_col:
|
||||
player_col.disabled = false
|
||||
if exiting.has_method("set_in_vehicle"):
|
||||
exiting.set_in_vehicle(false)
|
||||
var player_cam = exiting.get_node_or_null("CameraPivot/Camera3D")
|
||||
if player_cam:
|
||||
player_cam.current = true
|
||||
player_cam.make_current()
|
||||
if exiting.has_method("restore_from_vehicle"):
|
||||
exiting.restore_from_vehicle()
|
||||
FloatingOrigin.set_focus(exiting)
|
||||
player_ref = null
|
||||
|
||||
|
||||
func _player_spawn() -> Node3D:
|
||||
var root: Node = hull if hull else self
|
||||
return root.find_child("PlayerSpawn", true, false) as Node3D
|
||||
|
||||
|
||||
func _airlock_exit() -> Node3D:
|
||||
var root: Node = hull if hull else self
|
||||
var n := root.find_child("hatch_airlock_outer", true, false)
|
||||
return n as Node3D
|
||||
|
||||
|
||||
func toggle_camera() -> void:
|
||||
using_third_person = not using_third_person
|
||||
if using_third_person:
|
||||
if helm_camera:
|
||||
helm_camera.current = false
|
||||
if third_person_camera:
|
||||
third_person_camera.make_current()
|
||||
else:
|
||||
if third_person_camera:
|
||||
third_person_camera.current = false
|
||||
if helm_camera:
|
||||
helm_camera.make_current()
|
||||
|
||||
|
||||
func update_third_person_camera() -> void:
|
||||
if not third_person_camera:
|
||||
return
|
||||
var cy := cos(orbit_yaw)
|
||||
var sy := sin(orbit_yaw)
|
||||
var cp := cos(orbit_pitch)
|
||||
var sp := sin(orbit_pitch)
|
||||
var offset := Vector3(sy * cp, sp, cy * cp) * orbit_distance
|
||||
var local_off := Vector3(offset.x, -offset.z, offset.y)
|
||||
var cam_pos := global_position + global_transform.basis * local_off
|
||||
third_person_camera.global_position = cam_pos
|
||||
var target := global_position + global_transform.basis.y * 4.0
|
||||
var forward := target - cam_pos
|
||||
if forward.length_squared() < 0.0001:
|
||||
return
|
||||
forward = forward.normalized()
|
||||
var ref_up := global_transform.basis.z
|
||||
if abs(forward.dot(ref_up)) > 0.92:
|
||||
ref_up = global_transform.basis.x
|
||||
var right := ref_up.cross(forward)
|
||||
if right.length_squared() < 0.0001:
|
||||
return
|
||||
right = right.normalized()
|
||||
var up := forward.cross(right).normalized()
|
||||
third_person_camera.global_basis = Basis(-right, up, -forward).orthonormalized()
|
||||
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|
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|
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array_mesh/deduplicate_surfaces=true
|
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|
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|
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|
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|
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nodes/use_node_type_suffixes=true
|
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|
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meshes/generate_lods=true
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meshes/create_shadow_meshes=true
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meshes/lightmap_texel_size=0.2
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meshes/force_disable_compression=false
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skins/use_named_skins=true
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animation/import=true
|
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animation/fps=30
|
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animation/trimming=false
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animation/remove_immutable_tracks=true
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animation/import_rest_as_RESET=false
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import_script/path=""
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materials/extract=0
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materials/extract_format=0
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materials/extract_path=""
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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||||
process/channel_remap/red=0
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||||
process/channel_remap/green=1
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||||
process/channel_remap/blue=2
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||||
process/channel_remap/alpha=3
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||||
process/fix_alpha_border=true
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||||
process/premult_alpha=false
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||||
process/normal_map_invert_y=false
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||||
process/hdr_as_srgb=false
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||||
process/hdr_clamp_exposure=false
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||||
process/size_limit=0
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||||
detect_3d/compress_to=0
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Binary file not shown.
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[remap]
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importer="texture"
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uid="uid://booj0vm7mdjec"
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path.s3tc="res://.godot/imported/naf_resolute_49.png-8845ce9dd9d01dc7c04adea003e4234e.s3tc.ctex"
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metadata={
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"imported_formats": ["s3tc_bptc"],
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"vram_texture": true
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}
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generator_parameters={
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"md5": "c2181fba63cdcba543cc8eab292b67f6"
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}
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||||
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[deps]
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||||
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||||
source_file="res://naf_resolute_godot/naf_resolute_49.png"
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||||
dest_files=["res://.godot/imported/naf_resolute_49.png-8845ce9dd9d01dc7c04adea003e4234e.s3tc.ctex"]
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[params]
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compress/mode=2
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compress/high_quality=false
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compress/lossy_quality=0.7
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||||
compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=true
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||||
mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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||||
process/channel_remap/blue=2
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||||
process/channel_remap/alpha=3
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process/fix_alpha_border=true
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||||
process/premult_alpha=false
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process/normal_map_invert_y=false
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||||
process/hdr_as_srgb=false
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||||
process/hdr_clamp_exposure=false
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||||
process/size_limit=0
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detect_3d/compress_to=0
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Binary file not shown.
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://ce6mh5jy8hdga"
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path.s3tc="res://.godot/imported/naf_resolute_5.png-ade6cab29831d5677df15ebe26f6cc18.s3tc.ctex"
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metadata={
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"imported_formats": ["s3tc_bptc"],
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"vram_texture": true
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}
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generator_parameters={
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"md5": "115d04a704bb131fb3c4e4725f6efbc4"
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}
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[deps]
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source_file="res://naf_resolute_godot/naf_resolute_5.png"
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dest_files=["res://.godot/imported/naf_resolute_5.png-ade6cab29831d5677df15ebe26f6cc18.s3tc.ctex"]
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[params]
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compress/mode=2
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compress/high_quality=false
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||||
compress/lossy_quality=0.7
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||||
compress/uastc_level=0
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||||
compress/rdo_quality_loss=0.0
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||||
compress/hdr_compression=1
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||||
compress/normal_map=0
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||||
compress/channel_pack=0
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mipmaps/generate=true
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mipmaps/limit=-1
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||||
roughness/mode=0
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||||
roughness/src_normal=""
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||||
process/channel_remap/red=0
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||||
process/channel_remap/green=1
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||||
process/channel_remap/blue=2
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||||
process/channel_remap/alpha=3
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||||
process/fix_alpha_border=true
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||||
process/premult_alpha=false
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||||
process/normal_map_invert_y=false
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||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
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detect_3d/compress_to=0
|
||||
Binary file not shown.
@@ -0,0 +1,44 @@
|
||||
[remap]
|
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|
||||
importer="texture"
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type="CompressedTexture2D"
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uid="uid://bop4a45uuka3q"
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path.s3tc="res://.godot/imported/naf_resolute_50.png-fe9094a4bf7cfea294e638510b52c2c0.s3tc.ctex"
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metadata={
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"imported_formats": ["s3tc_bptc"],
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"vram_texture": true
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}
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generator_parameters={
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"md5": "c2181fba63cdcba543cc8eab292b67f6"
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}
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[deps]
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source_file="res://naf_resolute_godot/naf_resolute_50.png"
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dest_files=["res://.godot/imported/naf_resolute_50.png-fe9094a4bf7cfea294e638510b52c2c0.s3tc.ctex"]
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[params]
|
||||
|
||||
compress/mode=2
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
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||||
compress/uastc_level=0
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||||
compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=true
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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||||
process/channel_remap/green=1
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||||
process/channel_remap/blue=2
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||||
process/channel_remap/alpha=3
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||||
process/fix_alpha_border=true
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||||
process/premult_alpha=false
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process/normal_map_invert_y=false
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||||
process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=0
|
||||
Binary file not shown.
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user