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dbe0a7b313
| Author | SHA1 | Date | |
|---|---|---|---|
| dbe0a7b313 | |||
| 8bc800de36 | |||
| 552af7a58c | |||
| 405bdaa2d2 | |||
| 3576daba16 |
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Before Width: | Height: | Size: 277 KiB After Width: | Height: | Size: 246 KiB |
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Before Width: | Height: | Size: 56 KiB After Width: | Height: | Size: 50 KiB |
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Before Width: | Height: | Size: 56 KiB After Width: | Height: | Size: 56 KiB |
|
Before Width: | Height: | Size: 46 KiB After Width: | Height: | Size: 46 KiB |
BIN
art/exported/characters/patterns/fox/head_round_fox.png
Normal file
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After Width: | Height: | Size: 37 KiB |
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@ -0,0 +1,40 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://bwiwt76kyyevw"
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path="res://.godot/imported/head_round_fox.png-27dc2125a4e5b85a622291762225a303.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://art/exported/characters/patterns/fox/head_round_fox.png"
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dest_files=["res://.godot/imported/head_round_fox.png-27dc2125a4e5b85a622291762225a303.ctex"]
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[params]
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||||
|
||||
compress/mode=0
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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=false
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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=1
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|
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@ -175,10 +175,11 @@ authored `mesh_style.png` filenames.
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| --- | --- | --- | --- |
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| Bengal spots, body and arms | `body_arms_bengal.png` | `art/exported/characters/patterns/bengal/body_arms_bengal.png` | `fa90bd4e74b0b770ce97bf69d069676f5d4bd1f5d649f89e09638a66b61a8470` |
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| Bengal spots, main body | `body_main_bengal.png` | `art/exported/characters/patterns/bengal/body_main_bengal.png` | `8662fa198220cfdbe0aa83bdeeef7b855e20124d74f8481467f750d32b67ee8b` |
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| Bengal spots, round head | `head_round_bengal.png` | `art/exported/characters/patterns/bengal/head_round_bengal.png` | `c464b042397f5ffe371c48a711ec3d7257adf794d363f3116cb2bddc23e444f8` |
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| Fox, body and arms | `body_arms_fox.png` | `art/exported/characters/patterns/fox/body_arms_fox.png` | `fd2ab31ede371129ca4806480783d57153318a909d6b87c593b6ff82d03d65eb` |
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| Fox, main body | `body_main_fox.png` | `art/exported/characters/patterns/fox/body_main_fox.png` | `d2a975cf042728299de4819a023a95e9c1467671a6886f6c6eaf8b44a5a9ca3a` |
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| Fox, pointy head | `head_pointy_fox.png` | `art/exported/characters/patterns/fox/head_pointy_fox.png` | `8e74685ef7a9f61b5ae75c16e86898ea80f3996471e2999862479798ce28aa52` |
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| Bengal spots, round head | `head_round_bengal.png` | `art/exported/characters/patterns/bengal/head_round_bengal.png` | `f397ed8d152e3fda8181757a2bbd01925b7b8c2c4362f515d91c7f0fbf3ddfb6` |
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| Fox, body and arms | `body_arms_fox.png` | `art/exported/characters/patterns/fox/body_arms_fox.png` | `9930808718f31d84b415902f1ba55ac2a508bb2ac127300e793d73a8a013022d` |
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| Fox, main body | `body_main_fox.png` | `art/exported/characters/patterns/fox/body_main_fox.png` | `c65e4390173b8c31c9396edd053f940f0f809e47e01d18042cd7babc712dde9d` |
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| Fox, pointy head | `head_pointy_fox.png` | `art/exported/characters/patterns/fox/head_pointy_fox.png` | `71a9d2383e62884dbd3981460fcd985b18805fa907f61ffb16dce08ff9418ddf` |
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| Fox, round head | `head_round_fox.png` | `art/exported/characters/patterns/fox/head_round_fox.png` | `86dd7af8a2346faf67359ad668a117a74e2408676137d6b0626403cfcf2aba73` |
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| Fox tail | `tails_fox_fox.png` | `art/exported/characters/patterns/fox/tails_fox_fox.png` | `72da9673f038e2c3bb8aca19ed99932085fa3b162cab95366901c4e97153dd3e` |
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### Tekgator shop icon contribution record
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|
|
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@ -152,6 +152,10 @@ const OPTIONS: Dictionary = {
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"res://art/exported/characters/patterns/"
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+ "fox/head_pointy_fox.png"
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),
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"head_round": (
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"res://art/exported/characters/patterns/"
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+ "fox/head_round_fox.png"
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),
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"tails_fox": (
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"res://art/exported/characters/patterns/"
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+ "fox/tails_fox_fox.png"
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|
|
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@ -389,6 +389,17 @@ func _run() -> void:
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assert(service.get_color_id() == &"ocean_teal")
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assert(service.get_brush_size() == 4)
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assert(service.get_grid_size() == 128)
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var marker_mode_material := mode_button.material as ShaderMaterial
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assert(marker_mode_material != null)
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assert(
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marker_mode_material.shader.resource_path.ends_with(
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"/ui/art_kit_marker_icon.gdshader"
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)
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)
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assert(
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marker_mode_material.get_shader_parameter("marker_color")
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== SurfaceDrawingPalette.get_color(&"ocean_teal")
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)
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mode_button.pressed.emit()
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assert(service.is_placement_mode())
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|
|
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@ -313,7 +313,12 @@ func _validate_starter_water_bodies() -> void:
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assert(pond.fish_pool == PondPool)
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assert(ocean.fish_pool == OceanPool)
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assert(region.get_node_or_null("ShorelineRibbons/Pond") == null)
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assert(region.get_node_or_null("ShorelineRibbons/Ocean") != null)
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var shoreline_geometry := (
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region.get_node_or_null("ShorelineRibbons/Ocean") as MeshInstance3D
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)
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assert(shoreline_geometry != null)
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assert(not shoreline_geometry.visible)
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assert(shoreline_geometry.material_override == null)
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var pond_material := (
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region.get_node("WaterBodies/Pond/VisualWater") as MeshInstance3D
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).material_override as ShaderMaterial
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|
|
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@ -81,6 +81,14 @@ func _run() -> void:
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assert(fox_head_texture != null)
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assert(fox_head_texture.get_width() == 1024)
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assert(fox_head_texture.get_height() == 1024)
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var fox_round_head_texture := (
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CharacterCustomizationCatalog.fur_pattern_texture(
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"fox", "head_round"
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)
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)
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assert(fox_round_head_texture != null)
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assert(fox_round_head_texture.get_width() == 1024)
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assert(fox_round_head_texture.get_height() == 1024)
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var fox_tail_texture := CharacterCustomizationCatalog.fur_pattern_texture(
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"fox", "tails_fox"
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)
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|
@ -153,6 +161,12 @@ func _run() -> void:
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pointy_head_material.get_shader_parameter("pattern_texture")
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== fox_head_texture
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)
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fox_snapshot["species"] = "round"
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PlayerVisualPresenter.apply_appearance(visuals, fox_snapshot)
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assert(
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round_head_material.get_shader_parameter("pattern_texture")
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== fox_round_head_texture
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)
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var fox_tail := skeleton.get_node_or_null("tails_fox") as MeshInstance3D
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assert(fox_tail != null)
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var fox_tail_material := fox_tail.material_override as ShaderMaterial
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|
|
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@ -58,6 +58,7 @@ func _run() -> void:
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))
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_validate_shared_inventory_geometry(player_menu)
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_validate_inventory_layering(player_menu)
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_validate_cooler_notepad_typography(player_menu)
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_validate_resolution_matrix()
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await _capture_inventory_pages(player_menu)
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print("Inventory notepad artwork validation: PASS")
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@ -128,7 +129,7 @@ func _validate_inventory_layering(player_menu: PlayerMenu) -> void:
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# The contextual Hotbar uses z=90 while the Player Menu is open.
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assert(sale_confirmation.z_index > 90)
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assert(sale_confirmation.position.is_equal_approx(Vector2(380.0, 265.0)))
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assert(sale_confirmation.size.is_equal_approx(Vector2(520.0, 190.0)))
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assert(sale_confirmation.size.is_equal_approx(Vector2(520.0, 200.0)))
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var confirmation_style := sale_confirmation.get_theme_stylebox(
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"panel"
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) as StyleBoxFlat
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|
@ -140,6 +141,39 @@ func _validate_inventory_layering(player_menu: PlayerMenu) -> void:
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)
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func _validate_cooler_notepad_typography(player_menu: PlayerMenu) -> void:
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var sort_choice := player_menu.get_node("%CoolerSortOption") as Control
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var sort_direction := player_menu.get_node(
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"%CoolerSortDirection"
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) as Button
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var empty_selection := player_menu.get_node(
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"%CoolerSelectionEmpty"
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) as Label
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var favorite := player_menu.get_node("%FavoriteBubble") as Button
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var sell := player_menu.get_node("%SellBubble") as Button
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var sell_all := player_menu.get_node("%SellAllBubble") as Button
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assert(sort_choice != null)
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assert(sort_direction != null)
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assert(empty_selection != null)
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assert(favorite != null and sell != null and sell_all != null)
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var displayed_value := sort_choice.get_node("%DisplayedValue") as Label
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assert(displayed_value != null)
|
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assert(displayed_value.get_theme_font_size("font_size") == 17)
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for choice_name: StringName in [
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&"CatchOrderChoice",
|
||||
&"NameChoice",
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&"RarityChoice",
|
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]:
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var choice := sort_choice.get_node("%%%s" % choice_name) as Button
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assert(choice != null)
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assert(choice.get_theme_font_size("font_size") == 17)
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assert(sort_direction.get_theme_font_size("font_size") == 17)
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assert(empty_selection.get_theme_font_size("font_size") == 20)
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assert(favorite.get_theme_font_size("font_size") == 19)
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assert(sell.get_theme_font_size("font_size") == 19)
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assert(sell_all.get_theme_font_size("font_size") == 17)
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|
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|
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func _validate_resolution_matrix() -> void:
|
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for target_size: Vector2 in TARGET_SIZES:
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var stage_rect: Rect2 = UIReferencePresentationType.get_rect(
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|
|
|
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|
|
@ -23,8 +23,6 @@ const SaltWaterMaterial: ShaderMaterial = preload(
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const FreshWaterMaterial: ShaderMaterial = preload(
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"res://world/materials/stylized_water_fresh.tres"
|
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)
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|
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|
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func _initialize() -> void:
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call_deferred("_run")
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|
|
@ -254,10 +252,28 @@ func _validate_environment_presentation() -> void:
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var water_shader: Shader = preload(
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"res://world/materials/stylized_water.gdshader"
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)
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var sky_shader: Shader = preload(
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"res://world/environment/netfishing_sky.gdshader"
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)
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assert("uniform float fog_horizon_occlusion" in sky_shader.code)
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assert("fog_horizon_color.rgb" in sky_shader.code)
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assert("fog_disabled" in water_shader.code)
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assert("surface_view_position = view_vertex.xyz" in water_shader.code)
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assert("surface_view_distance = length(surface_view_position)" in water_shader.code)
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assert(
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"max(weather_fog_end, weather_fog_begin + 1.0),\n"
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+ "\t\tsurface_view_distance"
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in water_shader.code
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)
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assert("weather_fog_near_amount" in water_shader.code)
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assert("float weather_fog_alpha = mix(" in water_shader.code)
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assert("ALPHA = clamp(water_alpha, 0.1, weather_fog_alpha)" in water_shader.code)
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assert(is_zero_approx(float(
|
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SaltWaterMaterial.get_shader_parameter("weather_fog_amount")
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)))
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assert(is_equal_approx(float(
|
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SaltWaterMaterial.get_shader_parameter("surface_highlight_night_floor")
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), WorldTimeVisualController.DEFAULT_SURFACE_HIGHLIGHT_FLOOR))
|
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var day_water_brightness := float(
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SaltWaterMaterial.get_shader_parameter("environment_brightness")
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)
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@ -288,6 +304,9 @@ func _validate_environment_presentation() -> void:
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assert(night_moon_direction.y > 0.85)
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assert(night_moon_direction.is_equal_approx(-night_sun_direction))
|
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assert(runtime_environment.ambient_light_energy < day_ambient_energy)
|
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assert(is_zero_approx(float(
|
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runtime_sky_material.get_shader_parameter("fog_horizon_occlusion")
|
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)))
|
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var night_water_brightness := float(
|
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SaltWaterMaterial.get_shader_parameter("environment_brightness")
|
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)
|
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|
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@ -311,6 +330,18 @@ func _validate_environment_presentation() -> void:
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assert(float(
|
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SaltWaterMaterial.get_shader_parameter("weather_fog_amount")
|
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) > 0.99)
|
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assert(is_equal_approx(float(
|
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SaltWaterMaterial.get_shader_parameter("weather_fog_near_amount")
|
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), WorldTimeVisualController.FOGGY_NIGHT_WATER_NEAR_FOG_AMOUNT))
|
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assert(is_equal_approx(float(
|
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SaltWaterMaterial.get_shader_parameter("surface_highlight_night_floor")
|
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), WorldTimeVisualController.FOGGY_NIGHT_SURFACE_HIGHLIGHT_FLOOR))
|
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assert(is_equal_approx(float(
|
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runtime_sky_material.get_shader_parameter("fog_horizon_occlusion")
|
||||
), 1.0))
|
||||
assert((
|
||||
runtime_sky_material.get_shader_parameter("fog_horizon_color") as Color
|
||||
).is_equal_approx(WorldTimeVisualController.NIGHT_FOG))
|
||||
var night_rendered_fog_color := (
|
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runtime_environment.fog_light_color.srgb_to_linear()
|
||||
)
|
||||
|
|
@ -322,7 +353,17 @@ func _validate_environment_presentation() -> void:
|
|||
var night_water_fog_color := (
|
||||
SaltWaterMaterial.get_shader_parameter("weather_fog_color") as Color
|
||||
)
|
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assert(night_water_fog_color.is_equal_approx(night_rendered_fog_color))
|
||||
var corrected_night_fog_color := night_rendered_fog_color
|
||||
corrected_night_fog_color.r *= (
|
||||
WorldTimeVisualController.FOGGY_DARK_WATER_FOG_CORRECTION.r
|
||||
)
|
||||
corrected_night_fog_color.g *= (
|
||||
WorldTimeVisualController.FOGGY_DARK_WATER_FOG_CORRECTION.g
|
||||
)
|
||||
corrected_night_fog_color.b *= (
|
||||
WorldTimeVisualController.FOGGY_DARK_WATER_FOG_CORRECTION.b
|
||||
)
|
||||
assert(night_water_fog_color.is_equal_approx(corrected_night_fog_color))
|
||||
var foggy_sky_horizon := (
|
||||
runtime_sky_material.get_shader_parameter("sky_horizon_color") as Color
|
||||
)
|
||||
|
|
@ -355,12 +396,35 @@ func _validate_environment_presentation() -> void:
|
|||
runtime_environment.adjustment_saturation,
|
||||
night_adjustment_saturation,
|
||||
))
|
||||
visuals.apply_time_immediately(8.0)
|
||||
assert(is_equal_approx(float(
|
||||
SaltWaterMaterial.get_shader_parameter("weather_fog_near_amount")
|
||||
), WorldTimeVisualController.FOGGY_NIGHT_WATER_NEAR_FOG_AMOUNT))
|
||||
assert(is_equal_approx(float(
|
||||
runtime_sky_material.get_shader_parameter("fog_horizon_occlusion")
|
||||
), 1.0))
|
||||
visuals.apply_time_immediately(20.0)
|
||||
assert(is_zero_approx(float(
|
||||
SaltWaterMaterial.get_shader_parameter("weather_fog_near_amount")
|
||||
)))
|
||||
assert(is_zero_approx(float(
|
||||
runtime_sky_material.get_shader_parameter("fog_horizon_occlusion")
|
||||
)))
|
||||
visuals.apply_weather_immediately(WorldWeatherService.Weather.SUNNY)
|
||||
visuals.apply_time_immediately(20.0)
|
||||
assert(not runtime_environment.fog_enabled)
|
||||
assert(is_zero_approx(float(
|
||||
SaltWaterMaterial.get_shader_parameter("weather_fog_amount")
|
||||
)))
|
||||
assert(is_zero_approx(float(
|
||||
SaltWaterMaterial.get_shader_parameter("weather_fog_near_amount")
|
||||
)))
|
||||
assert(is_equal_approx(float(
|
||||
SaltWaterMaterial.get_shader_parameter("surface_highlight_night_floor")
|
||||
), WorldTimeVisualController.DEFAULT_SURFACE_HIGHLIGHT_FLOOR))
|
||||
assert(is_zero_approx(float(
|
||||
runtime_sky_material.get_shader_parameter("fog_horizon_occlusion")
|
||||
)))
|
||||
var dusk_horizon: Color = runtime_sky_material.get_shader_parameter(
|
||||
"sky_horizon_color"
|
||||
) as Color
|
||||
|
|
|
|||
|
|
@ -330,6 +330,11 @@ func _validate_weather_presentation() -> void:
|
|||
"weather_fog_amount"
|
||||
)
|
||||
) > 0.99)
|
||||
assert(is_zero_approx(float(
|
||||
WorldTimeVisualControllerType.SALT_WATER_MATERIAL.get_shader_parameter(
|
||||
"weather_fog_near_amount"
|
||||
)
|
||||
)))
|
||||
var water_fog_color := (
|
||||
WorldTimeVisualControllerType.SALT_WATER_MATERIAL.get_shader_parameter(
|
||||
"weather_fog_color"
|
||||
|
|
@ -344,6 +349,11 @@ func _validate_weather_presentation() -> void:
|
|||
rendered_fog_color.a = 1.0
|
||||
rendered_fog_color = rendered_fog_color.linear_to_srgb()
|
||||
assert(water_fog_color.is_equal_approx(rendered_fog_color))
|
||||
assert(is_equal_approx(float(
|
||||
WorldTimeVisualControllerType.SALT_WATER_MATERIAL.get_shader_parameter(
|
||||
"surface_highlight_night_floor"
|
||||
)
|
||||
), WorldTimeVisualControllerType.DEFAULT_SURFACE_HIGHLIGHT_FLOOR))
|
||||
assert(runtime_environment.fog_depth_begin <= 4.01)
|
||||
assert(is_equal_approx(runtime_environment.fog_depth_end, 18.0))
|
||||
assert(is_equal_approx(runtime_environment.fog_sky_affect, 1.0))
|
||||
|
|
@ -394,6 +404,11 @@ func _validate_weather_presentation() -> void:
|
|||
"weather_fog_amount"
|
||||
)
|
||||
) > 0.99)
|
||||
assert(is_zero_approx(float(
|
||||
WorldTimeVisualControllerType.SALT_WATER_MATERIAL.get_shader_parameter(
|
||||
"weather_fog_near_amount"
|
||||
)
|
||||
)))
|
||||
var rainy_water_fog_color := (
|
||||
WorldTimeVisualControllerType.SALT_WATER_MATERIAL.get_shader_parameter(
|
||||
"weather_fog_color"
|
||||
|
|
@ -404,6 +419,11 @@ func _validate_weather_presentation() -> void:
|
|||
WorldTimeVisualControllerType.RAIN_WATER_FOG_COLOR
|
||||
)
|
||||
)
|
||||
assert(is_equal_approx(float(
|
||||
WorldTimeVisualControllerType.SALT_WATER_MATERIAL.get_shader_parameter(
|
||||
"surface_highlight_night_floor"
|
||||
)
|
||||
), WorldTimeVisualControllerType.DEFAULT_SURFACE_HIGHLIGHT_FLOOR))
|
||||
assert(is_equal_approx(runtime_environment.fog_sky_affect, 0.68))
|
||||
assert(
|
||||
float(runtime_sky_material.get_shader_parameter("cloud_coverage"))
|
||||
|
|
|
|||
|
|
@ -2391,10 +2391,10 @@ func _update_shell_layout() -> void:
|
|||
_cooler_sort_direction.custom_minimum_size = (
|
||||
Vector2(140.0, 31.0) if compact else Vector2(123.0, 38.0)
|
||||
)
|
||||
_cooler_sort_option.set_choice_font_size(12 if compact else 15)
|
||||
_cooler_sort_option.set_choice_font_size(14 if compact else 17)
|
||||
_cooler_sort_direction.add_theme_font_size_override(
|
||||
"font_size",
|
||||
12 if compact else 14,
|
||||
14 if compact else 17,
|
||||
)
|
||||
_notepad_wallet_value.position = (
|
||||
Vector2(10.0, 33.0) if compact else Vector2(18.0, 61.0)
|
||||
|
|
@ -2472,13 +2472,13 @@ func _update_shell_layout() -> void:
|
|||
Vector2(96.0, 38.0) if compact else Vector2(122.0, 44.0)
|
||||
)
|
||||
_favorite_bubble.add_theme_font_size_override(
|
||||
"font_size", 11 if compact else 17,
|
||||
"font_size", 13 if compact else 19,
|
||||
)
|
||||
_sell_bubble.add_theme_font_size_override(
|
||||
"font_size", 11 if compact else 17,
|
||||
"font_size", 13 if compact else 19,
|
||||
)
|
||||
_sell_all_bubble.add_theme_font_size_override(
|
||||
"font_size", 11 if compact else 15,
|
||||
"font_size", 12 if compact else 17,
|
||||
)
|
||||
_update_sort_direction_text()
|
||||
_bag_page.size = reference_size
|
||||
|
|
@ -2611,8 +2611,10 @@ func _layout_cooler_selection_text(compact: bool) -> void:
|
|||
_cooler_combined_offer_value.get_amount_label().add_theme_font_size_override(
|
||||
"font_size", 10 if compact else 14
|
||||
)
|
||||
_cooler_selection_empty.add_theme_font_size_override(
|
||||
"font_size", 14 if compact else 20
|
||||
)
|
||||
for word_label: Label in [
|
||||
_cooler_selection_empty,
|
||||
_cooler_selected_count_label,
|
||||
_cooler_combined_offer_label,
|
||||
]:
|
||||
|
|
|
|||
|
|
@ -391,7 +391,7 @@ grow_horizontal = 2
|
|||
grow_vertical = 2
|
||||
mouse_filter = 2
|
||||
theme_override_colors/font_color = Color(0.2, 0.18, 0.15, 0.86)
|
||||
theme_override_font_sizes/font_size = 18
|
||||
theme_override_font_sizes/font_size = 20
|
||||
text = "no fish selected"
|
||||
horizontal_alignment = 1
|
||||
vertical_alignment = 1
|
||||
|
|
|
|||
|
|
@ -5,6 +5,9 @@ const UtilityPageStyleType = preload("res://ui/utility_page_style.gd")
|
|||
const MARKER_MODE_ICON: Texture2D = preload(
|
||||
"res://items/icons/art/art_kit_marker.png"
|
||||
)
|
||||
const MARKER_MODE_SHADER: Shader = preload(
|
||||
"res://ui/art_kit_marker_icon.gdshader"
|
||||
)
|
||||
const GRID_MODE_ICON: Texture2D = preload(
|
||||
"res://items/icons/art/art_kit_grid_light.png"
|
||||
)
|
||||
|
|
@ -28,6 +31,7 @@ var _service: NetworkSurfaceDrawingService
|
|||
var _unlocks: PlayerArtUnlocks
|
||||
var _color_buttons: Dictionary[StringName, Button] = {}
|
||||
var _dock_right: bool = true
|
||||
var _marker_mode_material: ShaderMaterial
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
|
|
@ -44,6 +48,13 @@ func _ready() -> void:
|
|||
_mode_button.custom_minimum_size = Vector2(48, 48)
|
||||
_make_button_round(_mode_button, 24)
|
||||
_enlarge_action_icon(_mode_button)
|
||||
_marker_mode_material = ShaderMaterial.new()
|
||||
_marker_mode_material.shader = MARKER_MODE_SHADER
|
||||
_marker_mode_material.set_shader_parameter(
|
||||
"marker_color",
|
||||
SurfaceDrawingPalette.get_color(SurfaceDrawingPalette.DEFAULT_COLOR_ID),
|
||||
)
|
||||
_mode_button.material = _marker_mode_material
|
||||
for button: Button in _action_buttons():
|
||||
_enlarge_action_icon(button)
|
||||
_mode_button.pressed.connect(_toggle_mode)
|
||||
|
|
@ -290,7 +301,7 @@ func _on_service_state_changed(
|
|||
is_active: bool,
|
||||
mode_name: String,
|
||||
_color_name: String,
|
||||
_color_value: Color,
|
||||
color_value: Color,
|
||||
brush_size: int,
|
||||
grid_size: int,
|
||||
_status: String,
|
||||
|
|
@ -301,6 +312,7 @@ func _on_service_state_changed(
|
|||
_mode_button.icon = (
|
||||
GRID_MODE_ICON if mode_name == "place grid" else MARKER_MODE_ICON
|
||||
)
|
||||
_marker_mode_material.set_shader_parameter("marker_color", color_value)
|
||||
_mode_button.accessibility_name = (
|
||||
"switch to marker mode"
|
||||
if mode_name == "place grid"
|
||||
|
|
|
|||
|
|
@ -7,6 +7,8 @@ uniform vec4 sky_horizon_color : source_color = vec4(0.663, 0.843, 0.847, 1.0);
|
|||
uniform vec4 ground_bottom_color : source_color = vec4(0.157, 0.361, 0.439, 1.0);
|
||||
uniform vec4 ground_horizon_color : source_color = vec4(0.549, 0.749, 0.765, 1.0);
|
||||
uniform float horizon_blend_width : hint_range(0.005, 0.15, 0.005) = 0.01;
|
||||
uniform vec4 fog_horizon_color : source_color = vec4(0.13, 0.21, 0.32, 1.0);
|
||||
uniform float fog_horizon_occlusion : hint_range(0.0, 1.0) = 0.0;
|
||||
|
||||
uniform vec3 sun_direction = vec3(0.0, 1.0, 0.0);
|
||||
uniform vec4 sun_color : source_color = vec4(1.0, 0.86, 0.46, 1.0);
|
||||
|
|
@ -86,6 +88,14 @@ void sky() {
|
|||
base_color, moon_color.rgb, moon_disc * moon_visible_strength
|
||||
);
|
||||
base_color = apply_weather_clouds(base_color, view_direction);
|
||||
// Compatibility fog does not fully erase the color split between a custom
|
||||
// sky's upper and lower hemispheres. Dense low-light fog supplies one
|
||||
// uniform sky color here so that split cannot masquerade as an ocean edge.
|
||||
base_color = mix(
|
||||
base_color,
|
||||
fog_horizon_color.rgb,
|
||||
fog_horizon_occlusion
|
||||
);
|
||||
|
||||
COLOR = base_color;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -15,6 +15,8 @@ shader_parameter/sky_horizon_color = Color(0.663, 0.843, 0.847, 1)
|
|||
shader_parameter/ground_bottom_color = Color(0.157, 0.361, 0.439, 1)
|
||||
shader_parameter/ground_horizon_color = Color(0.549, 0.749, 0.765, 1)
|
||||
shader_parameter/horizon_blend_width = 0.01
|
||||
shader_parameter/fog_horizon_color = Color(0.13, 0.21, 0.32, 1)
|
||||
shader_parameter/fog_horizon_occlusion = 0.0
|
||||
shader_parameter/sun_direction = Vector3(0, 1, 0)
|
||||
shader_parameter/sun_color = Color(1, 0.86, 0.46, 1)
|
||||
shader_parameter/sun_visibility = 1.0
|
||||
|
|
|
|||
|
|
@ -56,12 +56,14 @@ uniform vec4 environment_tint : source_color = vec4(1.0);
|
|||
uniform float environment_brightness : hint_range(0.1, 1.2, 0.01) = 1.0;
|
||||
uniform vec4 weather_fog_color : source_color = vec4(0.025, 0.038, 0.045, 1.0);
|
||||
uniform float weather_fog_amount : hint_range(0.0, 1.0, 0.01) = 0.0;
|
||||
uniform float weather_fog_near_amount : hint_range(0.0, 1.0, 0.01) = 0.0;
|
||||
uniform float weather_fog_begin : hint_range(0.0, 500.0, 0.5) = 20.0;
|
||||
uniform float weather_fog_end : hint_range(1.0, 1000.0, 0.5) = 95.0;
|
||||
uniform float weather_fog_curve : hint_range(0.1, 4.0, 0.01) = 1.4;
|
||||
|
||||
varying vec3 world_position;
|
||||
varying float surface_view_depth;
|
||||
varying vec3 surface_view_position;
|
||||
|
||||
|
||||
float hash_21(vec2 point) {
|
||||
|
|
@ -208,6 +210,12 @@ void vertex() {
|
|||
vec4 view_vertex = VIEW_MATRIX * world_vertex;
|
||||
world_position = world_vertex.xyz;
|
||||
surface_view_depth = -view_vertex.z;
|
||||
// Godot's depth fog measures radial view-space distance. Keep the existing
|
||||
// forward depth for distant-water presentation, but pass the linear view
|
||||
// position so weather fog can derive the same per-fragment radial metric as
|
||||
// opaque world geometry. Calculating length here would interpolate four
|
||||
// corner distances across the oversized ocean plane and over-fog its center.
|
||||
surface_view_position = view_vertex.xyz;
|
||||
}
|
||||
|
||||
|
||||
|
|
@ -549,25 +557,35 @@ void fragment() {
|
|||
visible_highlight_color,
|
||||
clamp(visible_highlight, 0.0, 1.0)
|
||||
);
|
||||
float surface_view_distance = length(surface_view_position);
|
||||
float weather_fog_distance = smoothstep(
|
||||
weather_fog_begin,
|
||||
max(weather_fog_end, weather_fog_begin + 1.0),
|
||||
surface_view_depth
|
||||
surface_view_distance
|
||||
);
|
||||
weather_fog_distance = pow(
|
||||
clamp(weather_fog_distance, 0.0, 1.0),
|
||||
weather_fog_curve
|
||||
);
|
||||
float weather_fog_mix = weather_fog_amount * weather_fog_distance;
|
||||
float distance_fog_mix = weather_fog_amount * weather_fog_distance;
|
||||
float weather_fog_mix = 1.0 - (
|
||||
(1.0 - weather_fog_near_amount)
|
||||
* (1.0 - distance_fog_mix)
|
||||
);
|
||||
water_color = mix(
|
||||
water_color,
|
||||
weather_fog_color.rgb,
|
||||
weather_fog_mix
|
||||
);
|
||||
water_alpha = mix(water_alpha, 0.96, weather_fog_mix);
|
||||
float weather_fog_alpha = mix(
|
||||
0.96,
|
||||
1.0,
|
||||
weather_fog_near_amount
|
||||
);
|
||||
water_alpha = mix(water_alpha, weather_fog_alpha, weather_fog_mix);
|
||||
|
||||
ALBEDO = water_color;
|
||||
ALPHA = clamp(water_alpha, 0.1, 0.96);
|
||||
ALPHA = clamp(water_alpha, 0.1, weather_fog_alpha);
|
||||
METALLIC = 0.0;
|
||||
SPECULAR = 0.0;
|
||||
ROUGHNESS = 1.0;
|
||||
|
|
|
|||
|
|
@ -14,6 +14,11 @@ const FOG_DAYLIGHT_FOG_LIGHT_BRIGHTNESS: float = 0.42
|
|||
const FOG_DAYLIGHT_WATER_BRIGHTNESS: float = 0.42
|
||||
const FOG_DAYLIGHT_POST_BRIGHTNESS: float = 0.50
|
||||
const RAIN_DAYLIGHT_POST_BRIGHTNESS: float = 0.52
|
||||
const DEFAULT_SURFACE_HIGHLIGHT_FLOOR: float = 0.72
|
||||
const FOGGY_NIGHT_SURFACE_HIGHLIGHT_FLOOR: float = 0.25
|
||||
const FOGGY_NIGHT_WATER_NEAR_FOG_AMOUNT: float = 1.0
|
||||
const FOGGY_DARK_WATER_FOG_CORRECTION := Color(1.15, 1.025, 1.0, 1.0)
|
||||
const FOGGY_BRIGHT_WATER_FOG_CORRECTION := Color(0.99, 1.005, 1.01, 1.0)
|
||||
const RAIN_WATER_FOG_COLOR := Color(0.025, 0.038, 0.045)
|
||||
const SALT_WATER_MATERIAL: ShaderMaterial = preload(
|
||||
"res://world/materials/stylized_water.tres"
|
||||
|
|
@ -259,6 +264,7 @@ func _apply_time(time_hours: float) -> void:
|
|||
rain_fog_amount + foggy_fog_amount,
|
||||
1.0,
|
||||
)
|
||||
var foggy_horizon_occlusion := _foggy_horizon_occlusion_amount(hour)
|
||||
_environment.fog_enabled = weather_fog_amount > 0.001
|
||||
var fog_scene_brightness: float = lerpf(
|
||||
1.0,
|
||||
|
|
@ -280,6 +286,11 @@ func _apply_time(time_hours: float) -> void:
|
|||
"ground_horizon_color",
|
||||
ground_horizon,
|
||||
)
|
||||
_sky_material.set_shader_parameter("fog_horizon_color", fog_color)
|
||||
_sky_material.set_shader_parameter(
|
||||
"fog_horizon_occlusion",
|
||||
foggy_fog_amount * foggy_horizon_occlusion,
|
||||
)
|
||||
_apply_sky_clouds(daylight, warmth)
|
||||
_environment.background_energy_multiplier = (
|
||||
lerpf(0.52, 0.85, daylight)
|
||||
|
|
@ -323,6 +334,7 @@ func _apply_time(time_hours: float) -> void:
|
|||
warmth,
|
||||
rain_fog_amount,
|
||||
foggy_fog_amount,
|
||||
foggy_horizon_occlusion,
|
||||
_fog_render_color(fog_color, fog_light_energy),
|
||||
)
|
||||
_environment.adjustment_brightness = (
|
||||
|
|
@ -381,6 +393,7 @@ func _apply_water_environment(
|
|||
warmth: float,
|
||||
rain_fog_amount: float,
|
||||
foggy_fog_amount: float,
|
||||
foggy_horizon_occlusion: float,
|
||||
fog_render_color: Color,
|
||||
) -> void:
|
||||
var water_tint := _blended_color(
|
||||
|
|
@ -412,6 +425,44 @@ func _apply_water_environment(
|
|||
fog_render_color,
|
||||
foggy_color_weight,
|
||||
)
|
||||
var fog_correction_amount := (
|
||||
foggy_fog_amount * foggy_horizon_occlusion
|
||||
)
|
||||
var bright_fog_amount := maxf(daylight, warmth)
|
||||
var fog_color_correction := FOGGY_DARK_WATER_FOG_CORRECTION.lerp(
|
||||
FOGGY_BRIGHT_WATER_FOG_CORRECTION,
|
||||
bright_fog_amount,
|
||||
)
|
||||
water_fog_color.r *= lerpf(
|
||||
1.0,
|
||||
fog_color_correction.r,
|
||||
fog_correction_amount,
|
||||
)
|
||||
water_fog_color.g *= lerpf(
|
||||
1.0,
|
||||
fog_color_correction.g,
|
||||
fog_correction_amount,
|
||||
)
|
||||
water_fog_color.b *= lerpf(
|
||||
1.0,
|
||||
fog_color_correction.b,
|
||||
fog_correction_amount,
|
||||
)
|
||||
var foggy_surface_highlight_floor := lerpf(
|
||||
FOGGY_NIGHT_SURFACE_HIGHLIGHT_FLOOR,
|
||||
DEFAULT_SURFACE_HIGHLIGHT_FLOOR,
|
||||
daylight,
|
||||
)
|
||||
var surface_highlight_floor := lerpf(
|
||||
DEFAULT_SURFACE_HIGHLIGHT_FLOOR,
|
||||
foggy_surface_highlight_floor,
|
||||
foggy_fog_amount,
|
||||
)
|
||||
var water_near_fog_amount := (
|
||||
FOGGY_NIGHT_WATER_NEAR_FOG_AMOUNT
|
||||
* foggy_fog_amount
|
||||
* foggy_horizon_occlusion
|
||||
)
|
||||
for material: ShaderMaterial in [
|
||||
SALT_WATER_MATERIAL,
|
||||
FRESH_WATER_MATERIAL,
|
||||
|
|
@ -422,10 +473,18 @@ func _apply_water_environment(
|
|||
water_brightness,
|
||||
)
|
||||
material.set_shader_parameter("weather_fog_color", water_fog_color)
|
||||
material.set_shader_parameter(
|
||||
"surface_highlight_night_floor",
|
||||
surface_highlight_floor,
|
||||
)
|
||||
material.set_shader_parameter(
|
||||
"weather_fog_amount",
|
||||
weather_fog_amount,
|
||||
)
|
||||
material.set_shader_parameter(
|
||||
"weather_fog_near_amount",
|
||||
water_near_fog_amount,
|
||||
)
|
||||
material.set_shader_parameter(
|
||||
"weather_fog_begin",
|
||||
_weather_value(42.0, 32.0, 20.0, 3.0),
|
||||
|
|
@ -449,6 +508,28 @@ func _fog_render_color(fog_color: Color, fog_light_energy: float) -> Color:
|
|||
return linear_fog_color.linear_to_srgb()
|
||||
|
||||
|
||||
func _foggy_horizon_occlusion_amount(hour: float) -> float:
|
||||
# Day and dusk already blend cleanly. During night and most of dawn, make
|
||||
# the manually fogged transparent water fully occluding so the dark scene
|
||||
# below it cannot reintroduce a horizon band. Brief edge fades avoid a pop
|
||||
# where the dawn/night phases meet their neighboring phases.
|
||||
if hour >= WorldTimeService.DUSK_END_HOUR - 0.1:
|
||||
return smoothstep(
|
||||
WorldTimeService.DUSK_END_HOUR - 0.1,
|
||||
WorldTimeService.DUSK_END_HOUR,
|
||||
hour,
|
||||
)
|
||||
if hour < WorldTimeService.DAWN_START_HOUR:
|
||||
return 1.0
|
||||
if hour < WorldTimeService.DAWN_END_HOUR:
|
||||
return 1.0 - smoothstep(
|
||||
WorldTimeService.DAWN_END_HOUR - 0.1,
|
||||
WorldTimeService.DAWN_END_HOUR,
|
||||
hour,
|
||||
)
|
||||
return 0.0
|
||||
|
||||
|
||||
func _apply_sky_clouds(daylight: float, warmth: float) -> void:
|
||||
var cloud_light := _blended_color(
|
||||
NIGHT_CLOUD_LIGHT,
|
||||
|
|
|
|||