Refactor fishing surfaces around authored water
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9f52620a73
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11 changed files with 198 additions and 172 deletions
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@ -93,7 +93,7 @@ enum FishingState {
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@export_range(1.0, 200.0, 1.0) var preview_ray_start_height: float = 100.0
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@export_range(1.0, 400.0, 1.0) var preview_surface_ray_length: float = 240.0
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@export_range(0.01, 1.0, 0.01) var preview_marker_vertical_offset: float = 0.06
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@export_range(0.0, 0.5, 0.01) var water_occlusion_tolerance: float = 0.04
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@export_range(0.0, 0.5, 0.01) var solid_probe_clearance: float = 0.04
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@export_range(0.01, 0.5, 0.01) var solid_bobber_clearance: float = 0.13
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@export_category("Withdrawal")
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@ -1457,7 +1457,6 @@ func _configure_surface_resolver() -> void:
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_surface_resolver.query_radius = fishable_query_radius
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_surface_resolver.ray_start_height = preview_ray_start_height
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_surface_resolver.ray_length = preview_surface_ray_length
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_surface_resolver.water_occlusion_tolerance = water_occlusion_tolerance
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func resolve_fishing_surface(
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@ -1479,7 +1478,7 @@ func resolve_fishing_surface(
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get_world_3d().direct_space_state,
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target,
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resolved_reference_y,
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water_occlusion_tolerance,
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solid_probe_clearance,
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)
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