Polish world, shop, and artwork presentation
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7d38bc962b
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94 changed files with 1771 additions and 579 deletions
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@ -5,7 +5,7 @@ render_mode unshaded, cull_back;
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// base color and the red, green, and blue channels select the three authored
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// accent colors. Alpha is intentionally ignored so artists may leave unused
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// UV space transparent.
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uniform sampler2D pattern_texture : filter_linear_mipmap_anisotropic, repeat_disable;
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uniform sampler2D pattern_texture : filter_nearest, repeat_disable;
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uniform vec4 base_color : source_color = vec4(1.0);
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uniform vec4 red_zone_color : source_color = vec4(0.9, 0.8, 0.6, 1.0);
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uniform vec4 green_zone_color : source_color = vec4(0.4, 0.2, 0.1, 1.0);
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@ -23,10 +23,12 @@ visible = false
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[node name="HeldArtKitSprite" type="Sprite3D" parent="HeldArtKitDisplay"]
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unique_name_in_owner = true
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rotation = Vector3(0, 0, 4.71239)
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pixel_size = 0.008
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flip_h = true
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shaded = false
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double_sided = true
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texture_filter = 1
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texture_filter = 0
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[node name="CatchDisplay" type="Node3D" parent="."]
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unique_name_in_owner = true
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@ -350,6 +350,7 @@ var _held_item_attachment: BoneAttachment3D
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var _held_fish_display: Node3D
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var _held_fish_attachment_offset: Vector3 = Vector3(0.0, 0.08, 0.04)
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var _held_fish_sprite: Sprite3D
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var _held_art_kit_display: Node3D
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var _held_art_kit_sprite: Sprite3D
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var _catch_attachment_offset: Vector3 = Vector3(0.0, 0.08, 0.04)
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@ -510,6 +511,7 @@ func _initialize_held_item_attachment() -> void:
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_held_fish_sprite = attachment.get_node(
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"HeldFishDisplay/HeldFishSprite"
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) as Sprite3D
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_held_art_kit_display = attachment.get_node("HeldArtKitDisplay") as Node3D
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_held_art_kit_sprite = attachment.get_node(
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"HeldArtKitDisplay/HeldArtKitSprite"
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) as Sprite3D
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@ -1710,6 +1712,8 @@ func set_active_art_kit(icon: Texture2D, should_show: bool) -> void:
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_held_art_kit_visible = true
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_held_art_kit_sprite.texture = icon
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_held_art_kit_sprite.visible = true
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if not previous_show_pose:
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_held_art_kit_display.visible = false
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_fishing_rod.visible = false
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if item_changed:
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_begin_pocket_visual(
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@ -1717,8 +1721,11 @@ func set_active_art_kit(icon: Texture2D, should_show: bool) -> void:
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previous_show_pose,
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true,
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Callable(),
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false,
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_apply_active_art_kit_visual,
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)
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else:
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_apply_active_art_kit_visual()
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_update_character_animation()
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@ -1798,6 +1805,7 @@ func _apply_pending_held_fish() -> void:
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func _clear_active_art_kit() -> void:
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var was_visible: bool = _held_art_kit_visible
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_held_art_kit_visible = false
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_held_art_kit_display.visible = false
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_held_art_kit_sprite.texture = null
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_held_art_kit_sprite.visible = false
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if was_visible:
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@ -1807,6 +1815,12 @@ func _clear_active_art_kit() -> void:
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_update_character_animation()
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func _apply_active_art_kit_visual() -> void:
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if not _held_art_kit_visible or _held_art_kit_sprite.texture == null:
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return
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_held_art_kit_display.visible = true
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func _begin_pocket_visual(
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target: PocketVisualTarget,
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starts_in_show_pose: bool,
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@ -304,6 +304,7 @@ static func _runtime_fur_pattern_material(
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static func _configure_matte_material(material: StandardMaterial3D) -> void:
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if material == null:
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return
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material.texture_filter = BaseMaterial3D.TEXTURE_FILTER_NEAREST
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# Character artwork is deliberately graphic and flat. Unshaded rendering
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# keeps the authored fur and facial colors invariant across world weather,
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# time of day, and the isolated Profile preview.
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