fix terrain collision and water recovery
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parent
da7f072365
commit
1ab2a291d2
13 changed files with 110 additions and 11 deletions
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@ -453,6 +453,7 @@ func _configure_fresh_water(records: Array[Dictionary]) -> void:
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PlayerWaterTrigger.EntryHeightReference.PLAYER_ORIGIN
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)
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body.recovery_entry_depth_threshold = 0.1
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body.recovery_entry_confirmation_seconds = 0.2
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body.fish_pool = _fresh_water_pool(tags)
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body.location_tags = _fresh_water_location_tags(tags)
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body.selection_priority = 10
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@ -11,7 +11,7 @@ packed_scene = ExtResource("2_scene")
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procedural_group = &"sand_tree"
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required_chunk_tags = PackedStringArray("sand")
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minimum_spawn_chunk_distance = 2
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clearance_radius = 0.65
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clearance_radius = 0.75
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minimum_visual_scale = 0.5
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maximum_visual_scale = 1.0
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minimum_cluster_size = 2
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@ -21,6 +21,7 @@ maximum_cluster_radius = 3.0
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prefer_ocean_facing = true
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local_overhang_direction = Vector2(-0.883, 0.469)
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ocean_facing_spread_degrees = 55.0
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collision_radius = 0.4
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collision_radius = 0.7
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collision_height = 6.0
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collision_offset = Vector3(0.15, 0, -0.1)
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gatherable_surface_material_names = PackedStringArray("wood_light")
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@ -15,5 +15,6 @@ minimum_spawn_chunk_distance = 2
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clearance_radius = 1.55
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minimum_visual_scale = 0.65
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maximum_visual_scale = 1.2
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collision_radius = 0.5
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collision_radius = 0.85
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collision_height = 4.0
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collision_offset = Vector3(-0.044, 0, 0.083)
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@ -15,5 +15,6 @@ minimum_spawn_chunk_distance = 2
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clearance_radius = 1.65
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minimum_visual_scale = 0.75
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maximum_visual_scale = 1.2
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collision_radius = 0.65
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collision_radius = 0.75
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collision_height = 9.5
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collision_offset = Vector3(-0.04, 0, 0.075)
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@ -27,4 +27,5 @@ secondary_variant_material_slot_names = PackedStringArray("wood", "wood_light",
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secondary_material_variants = Array[Material]([ExtResource("6_wood_light"), ExtResource("7_wood_mid"), ExtResource("8_wood_dark")])
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collision_radius = 0.4
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collision_height = 3.2
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collision_offset = Vector3(0.08, 0, 0.01)
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gatherable_surface_material_names = PackedStringArray("wood", "wood_light", "wood_mid", "wood_dark")
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@ -25,6 +25,7 @@ variant_material_slot_names = PackedStringArray("leaf_light", "leaf", "leaf_dark
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material_variants = Array[Material]([ExtResource("3_leaf_light"), ExtResource("4_leaf_mid"), ExtResource("5_leaf_dark")])
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secondary_variant_material_slot_names = PackedStringArray("wood", "wood_light", "wood_mid")
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secondary_material_variants = Array[Material]([ExtResource("6_wood_light"), ExtResource("7_wood_mid"), ExtResource("8_wood_dark")])
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collision_radius = 0.5
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collision_radius = 0.55
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collision_height = 3.8
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collision_offset = Vector3(0.1, 0, 0.075)
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gatherable_surface_material_names = PackedStringArray("wood", "wood_light", "wood_mid", "wood_dark")
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@ -27,4 +27,5 @@ secondary_variant_material_slot_names = PackedStringArray("wood", "wood_light",
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secondary_material_variants = Array[Material]([ExtResource("6_wood_light"), ExtResource("7_wood_mid"), ExtResource("8_wood_dark")])
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collision_radius = 0.55
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collision_height = 4.2
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collision_offset = Vector3(-0.1, 0, 0.18)
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gatherable_surface_material_names = PackedStringArray("wood", "wood_light", "wood_mid", "wood_dark")
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@ -25,6 +25,7 @@ variant_material_slot_names = PackedStringArray("leaf_light", "leaf", "leaf_dark
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material_variants = Array[Material]([ExtResource("3_leaf_light"), ExtResource("4_leaf_mid"), ExtResource("5_leaf_dark")])
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secondary_variant_material_slot_names = PackedStringArray("wood", "wood_light", "wood_mid")
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secondary_material_variants = Array[Material]([ExtResource("6_wood_light"), ExtResource("7_wood_mid"), ExtResource("8_wood_dark")])
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collision_radius = 0.85
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collision_radius = 1.05
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collision_height = 7.5
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collision_offset = Vector3(0.084, 0, 0.504)
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gatherable_surface_material_names = PackedStringArray("wood", "wood_light", "wood_mid", "wood_dark")
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