Add grass texture and soften world lighting

This commit is contained in:
Alexander Sellite 2026-07-27 03:29:35 -04:00
parent 1dabdd0d23
commit 67d17074b2
8 changed files with 98 additions and 4 deletions

View file

@ -19,8 +19,13 @@ const FishingShopInteractionType = preload(
^"Interactables/PelicanCoolerPerch"
)
@export_group("Grass Surface")
@export var grass_material: Material
@export_range(0, 16, 1) var grass_surface_index: int = 0
func _ready() -> void:
_apply_grass_material()
_build_terrain_collision()
@ -44,6 +49,28 @@ func has_terrain_collision() -> bool:
return collision_shape != null and collision_shape.shape != null
func _apply_grass_material() -> void:
var visual_mesh: MeshInstance3D = (
get_node_or_null(visual_mesh_path) as MeshInstance3D
)
if visual_mesh == null or visual_mesh.mesh == null:
push_error("Starter island visual mesh is unavailable.")
return
if grass_material == null:
push_error("Starter island grass material is unavailable.")
return
if grass_surface_index >= visual_mesh.mesh.get_surface_count():
push_error("Starter island grass surface index is invalid.")
return
if visual_mesh.mesh.surface_get_name(grass_surface_index) != "grass":
push_error("Starter island grass surface name does not match.")
return
visual_mesh.set_surface_override_material(
grass_surface_index,
grass_material
)
func _build_terrain_collision() -> void:
var visual_mesh: MeshInstance3D = (
get_node_or_null(visual_mesh_path) as MeshInstance3D