add float
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@ -5,6 +5,7 @@ onready var util = get_node("/root/Util")
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export var gravity: float = 6.0
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export var gravity: float = 6.0
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# When falling, gravity is artificially increased
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# When falling, gravity is artificially increased
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export var gravity_downwards_factor: float = 3
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export var gravity_downwards_factor: float = 3
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export var float_factor = 0.5
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export var ground_gravity: float = 3.1
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export var ground_gravity: float = 3.1
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# Rate of gaining speed
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# Rate of gaining speed
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export var velocity_acceleration_xz: float = 3
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export var velocity_acceleration_xz: float = 3
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@ -19,6 +20,7 @@ export var sprint_factor: float = 3.5
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export var walk_factor: float = 2.0
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export var walk_factor: float = 2.0
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export var can_glide: bool = false
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export var can_glide: bool = false
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export var can_float: bool = false
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"public" var velocity: Vector3 = Vector3.ZERO
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"public" var velocity: Vector3 = Vector3.ZERO
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# Value changed by code only to add slow down or speed up effects
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# Value changed by code only to add slow down or speed up effects
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@ -52,7 +54,10 @@ func process_velocity(delta: float):
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grav /= 4
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grav /= 4
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target_velocity.y = grav
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target_velocity.y = grav
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# Gravity is stronger when you're falling. Feels nicer
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# Gravity is stronger when you're falling. Feels nicer
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target_velocity.y *= util.clamped_lerp(gravity_downwards_factor, 1.0, velocity.y/2, 0.0)
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var gdf = gravity_downwards_factor
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if can_float and Input.is_action_pressed("player_jump"):
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gdf = float_factor
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target_velocity.y *= util.clamped_lerp(gdf, 1.0, velocity.y/2, 0.0)
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else:
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else:
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velocity.y = max(0.0, velocity.y)
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velocity.y = max(0.0, velocity.y)
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target_velocity.y = max(0.0, max(target_velocity.y, jump_power * $"../MovementInput".jump_intent * jump_permission))
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target_velocity.y = max(0.0, max(target_velocity.y, jump_power * $"../MovementInput".jump_intent * jump_permission))
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@ -3,6 +3,8 @@ extends Spatial
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onready var active_physics_node: Spatial = $OnFootPhysics
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onready var active_physics_node: Spatial = $OnFootPhysics
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export var can_glide: bool = false
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export var can_glide: bool = false
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export var can_float: bool = false
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export var float_factor = 0.5
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func _ready():
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func _ready():
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Util.player = self
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Util.player = self
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@ -35,4 +37,7 @@ func objective_distance() -> float:
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func _process(_delta):
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func _process(_delta):
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$OnFootPhysics.can_glide = can_glide
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$OnFootPhysics.can_glide = can_glide
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$OnFootPhysics.can_float = can_float
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$OnFootPhysics.float_factor = float_factor
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@ -244,4 +244,7 @@ common/enable_pause_aware_picking=true
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[rendering]
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[rendering]
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quality/filters/msaa=4
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quality/filters/use_fxaa=true
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quality/filters/use_debanding=true
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environment/default_environment="res://default_env.tres"
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environment/default_environment="res://default_env.tres"
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