Add Player scene
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@ -1,6 +1,7 @@
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[gd_scene load_steps=2 format=2]
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[gd_scene load_steps=3 format=2]
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[ext_resource path="res://mlib.meshlib" type="MeshLibrary" id=1]
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[ext_resource path="res://Player.tscn" type="PackedScene" id=2]
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[node name="Node" type="Node" index="0"]
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@ -16,7 +17,7 @@ cell_scale = 1.0
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collision_layer = 1
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collision_mask = 1
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data = {
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"cells": PoolIntArray( 0, 0, 1441792, 65534, 0, -535429120, 65535, 0, -535429120, 0, 65534, 1441792, 65534, 65534, 1441792, 65535, 65534, -535429120, 131070, 65534, 1441793, 0, 65535, 538312704, 65534, 65535, -535429120 )
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"cells": PoolIntArray( 0, 0, 1441792, 65534, 0, 1441792, 65535, 0, 1441792, 0, 65534, 1441792, 65534, 65534, 1441792, 65535, 65534, 1441792, 0, 65535, 1441792, 65534, 65535, 1441792 )
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}
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_sections_unfolded = [ "Cell", "Collision", "Transform", "Visibility" ]
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__meta__ = {
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@ -41,4 +42,8 @@ near = 0.05
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far = 100.0
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_sections_unfolded = [ "Transform" ]
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[node name="Player" parent="." index="2" instance=ExtResource( 2 )]
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, -2.88637, 3.48439, -2.72332 )
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15
Player.gd
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15
Player.gd
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@ -0,0 +1,15 @@
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extends Spatial
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# class member variables go here, for example:
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# var a = 2
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# var b = "textvar"
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func _ready():
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# Called every time the node is added to the scene.
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# Initialization here
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pass
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#func _process(delta):
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# # Called every frame. Delta is time since last frame.
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# # Update game logic here.
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# pass
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45
Player.tscn
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45
Player.tscn
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@ -0,0 +1,45 @@
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[gd_scene load_steps=5 format=2]
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[ext_resource path="res://Player.gd" type="Script" id=1]
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[sub_resource type="CapsuleMesh" id=1]
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radius = 1.0
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mid_height = 1.0
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radial_segments = 64
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rings = 8
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[sub_resource type="Shader" id=2]
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code = "shader_type spatial;
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void fragment() {
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ALBEDO = vec3(1.0, 0.0, 0.0);
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}"
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[sub_resource type="ShaderMaterial" id=3]
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render_priority = 0
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shader = SubResource( 2 )
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[node name="Player" type="Spatial"]
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script = ExtResource( 1 )
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[node name="MeshInstance" type="MeshInstance" parent="." index="0"]
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layers = 1
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material_override = null
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cast_shadow = 1
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extra_cull_margin = 0.0
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use_in_baked_light = false
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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( 1 )
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skeleton = NodePath("..")
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material/0 = SubResource( 3 )
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_sections_unfolded = [ "material" ]
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