fix terrain collision and water recovery

This commit is contained in:
Alexander Sellite 2026-08-25 00:12:01 -04:00
parent da7f072365
commit 1ab2a291d2
13 changed files with 110 additions and 11 deletions

View file

@ -453,6 +453,7 @@ func _configure_fresh_water(records: Array[Dictionary]) -> void:
PlayerWaterTrigger.EntryHeightReference.PLAYER_ORIGIN
)
body.recovery_entry_depth_threshold = 0.1
body.recovery_entry_confirmation_seconds = 0.2
body.fish_pool = _fresh_water_pool(tags)
body.location_tags = _fresh_water_location_tags(tags)
body.selection_priority = 10

View file

@ -11,7 +11,7 @@ packed_scene = ExtResource("2_scene")
procedural_group = &"sand_tree"
required_chunk_tags = PackedStringArray("sand")
minimum_spawn_chunk_distance = 2
clearance_radius = 0.65
clearance_radius = 0.75
minimum_visual_scale = 0.5
maximum_visual_scale = 1.0
minimum_cluster_size = 2
@ -21,6 +21,7 @@ maximum_cluster_radius = 3.0
prefer_ocean_facing = true
local_overhang_direction = Vector2(-0.883, 0.469)
ocean_facing_spread_degrees = 55.0
collision_radius = 0.4
collision_radius = 0.7
collision_height = 6.0
collision_offset = Vector3(0.15, 0, -0.1)
gatherable_surface_material_names = PackedStringArray("wood_light")

View file

@ -15,5 +15,6 @@ minimum_spawn_chunk_distance = 2
clearance_radius = 1.55
minimum_visual_scale = 0.65
maximum_visual_scale = 1.2
collision_radius = 0.5
collision_radius = 0.85
collision_height = 4.0
collision_offset = Vector3(-0.044, 0, 0.083)

View file

@ -15,5 +15,6 @@ minimum_spawn_chunk_distance = 2
clearance_radius = 1.65
minimum_visual_scale = 0.75
maximum_visual_scale = 1.2
collision_radius = 0.65
collision_radius = 0.75
collision_height = 9.5
collision_offset = Vector3(-0.04, 0, 0.075)

View file

@ -27,4 +27,5 @@ secondary_variant_material_slot_names = PackedStringArray("wood", "wood_light",
secondary_material_variants = Array[Material]([ExtResource("6_wood_light"), ExtResource("7_wood_mid"), ExtResource("8_wood_dark")])
collision_radius = 0.4
collision_height = 3.2
collision_offset = Vector3(0.08, 0, 0.01)
gatherable_surface_material_names = PackedStringArray("wood", "wood_light", "wood_mid", "wood_dark")

View file

@ -25,6 +25,7 @@ variant_material_slot_names = PackedStringArray("leaf_light", "leaf", "leaf_dark
material_variants = Array[Material]([ExtResource("3_leaf_light"), ExtResource("4_leaf_mid"), ExtResource("5_leaf_dark")])
secondary_variant_material_slot_names = PackedStringArray("wood", "wood_light", "wood_mid")
secondary_material_variants = Array[Material]([ExtResource("6_wood_light"), ExtResource("7_wood_mid"), ExtResource("8_wood_dark")])
collision_radius = 0.5
collision_radius = 0.55
collision_height = 3.8
collision_offset = Vector3(0.1, 0, 0.075)
gatherable_surface_material_names = PackedStringArray("wood", "wood_light", "wood_mid", "wood_dark")

View file

@ -27,4 +27,5 @@ secondary_variant_material_slot_names = PackedStringArray("wood", "wood_light",
secondary_material_variants = Array[Material]([ExtResource("6_wood_light"), ExtResource("7_wood_mid"), ExtResource("8_wood_dark")])
collision_radius = 0.55
collision_height = 4.2
collision_offset = Vector3(-0.1, 0, 0.18)
gatherable_surface_material_names = PackedStringArray("wood", "wood_light", "wood_mid", "wood_dark")

View file

@ -25,6 +25,7 @@ variant_material_slot_names = PackedStringArray("leaf_light", "leaf", "leaf_dark
material_variants = Array[Material]([ExtResource("3_leaf_light"), ExtResource("4_leaf_mid"), ExtResource("5_leaf_dark")])
secondary_variant_material_slot_names = PackedStringArray("wood", "wood_light", "wood_mid")
secondary_material_variants = Array[Material]([ExtResource("6_wood_light"), ExtResource("7_wood_mid"), ExtResource("8_wood_dark")])
collision_radius = 0.85
collision_radius = 1.05
collision_height = 7.5
collision_offset = Vector3(0.084, 0, 0.504)
gatherable_surface_material_names = PackedStringArray("wood", "wood_light", "wood_mid", "wood_dark")