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					 9 changed files with 41 additions and 16 deletions
				
			
		
							
								
								
									
										
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								blends/levels/meat_creek_cage.png
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source_md5="0fd4b06bb4f9ac715836d05cb4e85e7b"
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source_md5="36158356a783eb08fdc11e6407f104eb"
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dest_md5="0dddb11d864bd4c870b083fc31fbd6d8"
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								godot/assets/meat_creek/MeatCreekCage.material
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								godot/assets/meat_creek/creek_cage.glb
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			@ -5,7 +5,6 @@ onready var util = get_node("/root/Util")
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export var gravity: float = 6.0
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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 float_factor = 0.5
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export var ground_gravity: float = 3.1
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# Rate of gaining speed
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export var velocity_acceleration_xz: float = 3
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			@ -21,6 +20,8 @@ export var walk_factor: float = 2.0
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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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"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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			@ -45,11 +46,10 @@ func process_velocity(delta: float):
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	# Uses the input from MovementInput to compute and update this node's velocity
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	# velocity_acceleration controls gradual speedup whereas velocity_friction
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	# controls gradual slowdown
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	if Dialogic.get_variable("enable_glide") == "true":
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		can_glide = true
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	# Gravity
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	# You can buffer jumps by pressing releaseing the space bar and then pressing it again
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	if not is_on_floor():
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		$FloatFactorAnimation.advance(delta)
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		var grav = -gravity
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		if can_glide and Input.is_action_pressed("player_jump"):
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			grav /= 4
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			@ -60,6 +60,8 @@ func process_velocity(delta: float):
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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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		$FloatFactorAnimation.stop()
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		$FloatFactorAnimation.play("float_anim")
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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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		if target_velocity.y == 0.0 and velocity.y == 0.0:
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			@ -4,7 +4,6 @@ onready var active_physics_node: Spatial = $OnFootPhysics
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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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	Util.player = self
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			@ -36,8 +35,10 @@ func objective_distance() -> float:
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	return $ObjectiveTracker.objective_distance
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func _process(_delta):
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	if Dialogic.get_variable("enable_glide") == "true":
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		can_float = true
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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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			@ -1,4 +1,4 @@
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[gd_scene load_steps=33 format=2]
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[gd_scene load_steps=34 format=2]
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[ext_resource path="res://player/CameraController.gd" type="Script" id=1]
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[ext_resource path="res://player/OnFootPhysics.gd" type="Script" id=2]
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			@ -57,6 +57,22 @@ tracks/0/keys = {
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[sub_resource type="CylinderShape" id=4]
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[sub_resource type="Animation" id=14]
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resource_name = "float_anim"
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length = 5.0
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tracks/0/type = "value"
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tracks/0/path = NodePath(".:float_factor")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/keys = {
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"times": PoolRealArray( 0, 3 ),
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"transitions": PoolRealArray( 1, 1 ),
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"update": 0,
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"values": [ 0.5, 3.0 ]
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}
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[sub_resource type="SphereShape" id=5]
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[sub_resource type="Animation" id=10]
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			@ -204,6 +220,7 @@ anims/fov = SubResource( 9 )
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[node name="OnFootPhysics" type="KinematicBody" parent="."]
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script = ExtResource( 2 )
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float_factor = 3.0
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[node name="CollisionShape" type="CollisionShape" parent="OnFootPhysics"]
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transform = Transform( 0.4, 0, 0, 0, 0.440932, 0, 0, 0, 0.4, 0, 0, 0 )
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			@ -212,6 +229,11 @@ shape = SubResource( 4 )
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[node name="Floor" type="RayCast" parent="OnFootPhysics"]
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script = ExtResource( 10 )
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[node name="FloatFactorAnimation" type="AnimationPlayer" parent="OnFootPhysics"]
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autoplay = "float_anim"
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playback_process_mode = 2
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anims/float_anim = SubResource( 14 )
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[node name="ElevatorPhysics" type="Spatial" parent="."]
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script = ExtResource( 7 )
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			@ -47,4 +47,4 @@ shape = SubResource( 2 )
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[node name="Player" parent="." instance=ExtResource( 1 )]
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.566872, 2.73697 )
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can_glide = true
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can_float = true
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