upgrade godot to alpha9
This commit is contained in:
parent
0b975133e7
commit
be596f9c69
16 changed files with 121 additions and 64 deletions
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@ -2,12 +2,12 @@
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shader_type spatial;
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shader_type spatial;
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render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx;
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render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx;
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uniform vec4 base_color : hint_color;
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uniform vec4 base_color : source_color;
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uniform vec4 decor_color : hint_color;
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uniform vec4 decor_color : source_color;
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uniform sampler2D texture_albedo : hint_albedo,filter_linear_mipmap,repeat_enable;
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uniform sampler2D texture_albedo : source_color,filter_linear_mipmap,repeat_enable;
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uniform float point_size : hint_range(0,128);
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uniform float point_size : hint_range(0,128);
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uniform float roughness : hint_range(0,1);
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uniform float roughness : hint_range(0,1);
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uniform sampler2D texture_metallic : hint_white,filter_linear_mipmap,repeat_enable;
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uniform sampler2D texture_metallic : hint_default_white,filter_linear_mipmap,repeat_enable;
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uniform vec4 metallic_texture_channel;
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uniform vec4 metallic_texture_channel;
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uniform sampler2D texture_roughness : hint_roughness_r,filter_linear_mipmap,repeat_enable;
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uniform sampler2D texture_roughness : hint_roughness_r,filter_linear_mipmap,repeat_enable;
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uniform float specular;
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uniform float specular;
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@ -2,12 +2,12 @@
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shader_type spatial;
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shader_type spatial;
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render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx;
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render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx;
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uniform vec4 base_color : hint_color;
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uniform vec4 base_color : source_color;
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uniform vec4 decor_color : hint_color;
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uniform vec4 decor_color : source_color;
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uniform sampler2D texture_albedo : hint_albedo,filter_linear_mipmap,repeat_disable;
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uniform sampler2D texture_albedo : source_color,filter_linear_mipmap,repeat_disable;
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uniform float point_size : hint_range(0,128);
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uniform float point_size : hint_range(0,128);
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uniform float roughness : hint_range(0,1);
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uniform float roughness : hint_range(0,1);
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uniform sampler2D texture_metallic : hint_white,filter_linear_mipmap,repeat_enable;
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uniform sampler2D texture_metallic : hint_default_white,filter_linear_mipmap,repeat_enable;
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uniform vec4 metallic_texture_channel;
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uniform vec4 metallic_texture_channel;
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uniform sampler2D texture_roughness : hint_roughness_r,filter_linear_mipmap,repeat_enable;
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uniform sampler2D texture_roughness : hint_roughness_r,filter_linear_mipmap,repeat_enable;
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uniform float specular;
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uniform float specular;
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@ -2,18 +2,18 @@
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shader_type spatial;
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shader_type spatial;
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render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx;
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render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx;
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uniform vec4 albedo : hint_color;
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uniform vec4 albedo : source_color;
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uniform sampler2D texture_albedo : hint_albedo,filter_linear_mipmap,repeat_enable;
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uniform sampler2D texture_albedo : source_color,filter_linear_mipmap,repeat_enable;
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uniform float point_size : hint_range(0,128);
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uniform float point_size : hint_range(0,128);
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uniform float roughness : hint_range(0,1);
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uniform float roughness : hint_range(0,1);
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uniform sampler2D texture_metallic : hint_white,filter_linear_mipmap,repeat_enable;
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uniform sampler2D texture_metallic : hint_default_white,filter_linear_mipmap,repeat_enable;
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uniform vec4 metallic_texture_channel;
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uniform vec4 metallic_texture_channel;
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uniform sampler2D texture_roughness : hint_roughness_gray,filter_linear_mipmap,repeat_enable;
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uniform sampler2D texture_roughness : hint_roughness_gray,filter_linear_mipmap,repeat_enable;
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uniform float specular;
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uniform float specular;
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uniform float metallic;
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uniform float metallic;
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uniform sampler2D texture_normal : hint_roughness_normal,filter_linear_mipmap,repeat_enable;
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uniform sampler2D texture_normal : hint_roughness_normal,filter_linear_mipmap,repeat_enable;
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uniform float normal_scale : hint_range(-16,16);
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uniform float normal_scale : hint_range(-16,16);
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uniform sampler2D texture_heightmap : hint_black,filter_linear_mipmap,repeat_enable;
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uniform sampler2D texture_heightmap : hint_default_black,filter_linear_mipmap,repeat_enable;
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uniform float heightmap_scale;
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uniform float heightmap_scale;
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uniform int heightmap_min_layers;
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uniform int heightmap_min_layers;
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uniform int heightmap_max_layers;
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uniform int heightmap_max_layers;
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@ -5,28 +5,28 @@
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shader_type sky;
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shader_type sky;
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uniform float rayleigh : hint_range(0, 64) = 2.0;
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uniform float rayleigh : hint_range(0, 64) = 2.0;
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uniform vec4 rayleigh_color : hint_color = vec4(0.3, 0.405, 0.6, 1.0);
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uniform vec4 rayleigh_color : source_color = vec4(0.3, 0.405, 0.6, 1.0);
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uniform float mie : hint_range(0, 1) = 0.005;
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uniform float mie : hint_range(0, 1) = 0.005;
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uniform float mie_eccentricity : hint_range(-1, 1) = 0.8;
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uniform float mie_eccentricity : hint_range(-1, 1) = 0.8;
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uniform vec4 mie_color : hint_color = vec4(0.69, 0.729, 0.812, 1.0);
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uniform vec4 mie_color : source_color = vec4(0.69, 0.729, 0.812, 1.0);
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uniform float turbidity : hint_range(0, 1000) = 10.0;
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uniform float turbidity : hint_range(0, 1000) = 10.0;
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uniform float sun_disk_scale : hint_range(0, 360) = 1.0;
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uniform float sun_disk_scale : hint_range(0, 360) = 1.0;
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uniform vec4 ground_color : hint_color = vec4(0.1, 0.07, 0.034, 1.0);
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uniform vec4 ground_color : source_color = vec4(0.1, 0.07, 0.034, 1.0);
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uniform float exposure : hint_range(0, 128) = 0.1;
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uniform float exposure : hint_range(0, 128) = 0.1;
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uniform float dither_strength : hint_range(0, 10) = 1.0;
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uniform float dither_strength : hint_range(0, 10) = 1.0;
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uniform sampler2D night_sky : hint_black_albedo;
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uniform sampler2D night_sky : source_color;
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uniform sampler2D samayun : hint_albedo;
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uniform sampler2D samayun : source_color;
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uniform float samayun_arc = 45 ;
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uniform float samayun_arc = 45 ;
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uniform vec3 samayun_position = vec3( 0.0, 0.5, 0.0 );
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uniform vec3 samayun_position = vec3( 0.0, 0.5, 0.0 );
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uniform sampler2D zabr : hint_albedo;
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uniform sampler2D zabr : source_color;
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uniform float zabr_arc = 15 ;
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uniform float zabr_arc = 15 ;
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uniform vec3 zabr_position = vec3( 0.0, 0.7, 0.0 );
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uniform vec3 zabr_position = vec3( 0.0, 0.7, 0.0 );
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uniform sampler2D stigi : hint_albedo;
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uniform sampler2D stigi : source_color;
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uniform float stigi_arc = 8 ;
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uniform float stigi_arc = 8 ;
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uniform vec3 stigi_position = vec3( 0.0, 0.8, 0.0 );
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uniform vec3 stigi_position = vec3( 0.0, 0.8, 0.0 );
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@ -2,11 +2,11 @@
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shader_type spatial;
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shader_type spatial;
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render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx,depth_prepass_alpha;
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render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx,depth_prepass_alpha;
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uniform vec4 albedo : hint_color;
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uniform vec4 albedo : source_color;
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uniform sampler2D texture_albedo : hint_albedo,filter_linear_mipmap,repeat_enable;
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uniform sampler2D texture_albedo : source_color,filter_linear_mipmap,repeat_enable;
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uniform float point_size : hint_range(0,128);
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uniform float point_size : hint_range(0,128);
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uniform float roughness : hint_range(0,1);
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uniform float roughness : hint_range(0,1);
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uniform sampler2D texture_metallic : hint_white,filter_linear_mipmap,repeat_enable;
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uniform sampler2D texture_metallic : hint_default_white,filter_linear_mipmap,repeat_enable;
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uniform vec4 metallic_texture_channel;
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uniform vec4 metallic_texture_channel;
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uniform sampler2D texture_roughness : hint_roughness_g,filter_linear_mipmap,repeat_enable;
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uniform sampler2D texture_roughness : hint_roughness_g,filter_linear_mipmap,repeat_enable;
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uniform vec4 roughness_texture_channel;
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uniform vec4 roughness_texture_channel;
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@ -40,20 +40,20 @@ uniform float uv_sampler_strength = 0.04; // UV shifting strength
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uniform sampler2D normalmap_a_sampler : hint_normal; // Normalmap sampler A
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uniform sampler2D normalmap_a_sampler : hint_normal; // Normalmap sampler A
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uniform sampler2D normalmap_b_sampler : hint_normal; // Normalmap sampler B
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uniform sampler2D normalmap_b_sampler : hint_normal; // Normalmap sampler B
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uniform sampler2D foam_sampler : hint_black; // Foam sampler
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uniform sampler2D foam_sampler : hint_default_black; // Foam sampler
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uniform float foam_level = 0.5; // Foam level -> distance from the object (0.0 - 0.5)
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uniform float foam_level = 0.5; // Foam level -> distance from the object (0.0 - 0.5)
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// Volume settings:
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// Volume settings:
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uniform float refraction = 0.075; // Refraction of the water
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uniform float refraction = 0.075; // Refraction of the water
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uniform vec4 color_deep : hint_color; // Color for deep places in the water, medium to dark blue
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uniform vec4 color_deep : source_color; // Color for deep places in the water, medium to dark blue
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uniform vec4 color_shallow : hint_color; // Color for lower places in the water, bright blue - green
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uniform vec4 color_shallow : source_color; // Color for lower places in the water, bright blue - green
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uniform float beers_law = 2.0; // Beers law value, regulates the blending size to the deep water level
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uniform float beers_law = 2.0; // Beers law value, regulates the blending size to the deep water level
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uniform float depth_offset = -0.75; // Offset for the blending
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uniform float depth_offset = -0.75; // Offset for the blending
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// Projector for the water caustics:
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// Projector for the water caustics:
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uniform mat4 projector; // Projector matrix, mostly the matric of the sun / directlight
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uniform mat4 projector; // Projector matrix, mostly the matric of the sun / directlight
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uniform sampler2DArray caustic_sampler : hint_black; // Caustic sampler, (Texture array with 16 Textures for the animation)
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uniform sampler2DArray caustic_sampler : hint_default_black; // Caustic sampler, (Texture array with 16 Textures for the animation)
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// Vertex -> Fragment:
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// Vertex -> Fragment:
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@ -53,8 +53,8 @@ func _on_confirmation_dialog_confirmed():
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func _on_languages_pressed():
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func _on_languages_pressed():
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$MenuLanguage/Window.popup_centered()
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#$MenuLanguage/Window.popup_centered()
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$MenuLanguage/Window.visible = true
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$MenuLanguage/Window.set_visible(true)
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func _on_keys_pressed():
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func _on_keys_pressed():
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@ -41,4 +41,4 @@ func _on_select_item_selected(_index):
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func _on_quit_pressed():
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func _on_quit_pressed():
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$Window.visible = false
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$Window.set_visible(false)
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[gd_scene load_steps=2 format=3 uid="uid://dpvequp5fv27k"]
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[gd_scene load_steps=3 format=3 uid="uid://dpvequp5fv27k"]
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[ext_resource type="Script" path="res://scenes/languages/languages.gd" id="1_qc7c5"]
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[ext_resource type="Script" path="res://scenes/languages/languages.gd" id="1_qc7c5"]
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[ext_resource type="Texture2D" uid="uid://0cn1ngjhkhrj" path="res://scenes/languages/panel.jpg" id="2_nhy1g"]
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[node name="Control" type="Control"]
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[node name="Control" type="Control"]
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script = ExtResource( "1_qc7c5" )
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script = ExtResource( "1_qc7c5" )
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[node name="Window" type="Window" parent="."]
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[node name="Window" type="Window" parent="."]
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title = "Language"
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title = "Language"
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position = Vector2i(50, 100)
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size = Vector2i(300, 150)
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visible = false
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visible = false
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[node name="VBoxContainer" type="VBoxContainer" parent="Window"]
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[node name="VBoxContainer" type="VBoxContainer" parent="Window"]
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metadata/_edit_use_custom_anchors = false
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metadata/_edit_use_custom_anchors = false
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[node name="Label" type="Label" parent="Window/VBoxContainer"]
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[node name="Label" type="Label" parent="Window/VBoxContainer"]
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offset_right = 40.0
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offset_right = 1024.0
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offset_bottom = 23.0
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offset_bottom = 26.0
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text = "Select language"
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text = "Select language"
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[node name="Select" type="OptionButton" parent="Window/VBoxContainer"]
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[node name="Select" type="OptionButton" parent="Window/VBoxContainer"]
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offset_right = 43.0
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offset_top = 30.0
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offset_bottom = 31.0
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offset_right = 1024.0
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offset_bottom = 565.0
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size_flags_vertical = 3
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size_flags_vertical = 3
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metadata/_edit_use_custom_anchors = false
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metadata/_edit_use_custom_anchors = false
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[node name="Quit" type="Button" parent="Window/VBoxContainer"]
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[node name="Quit" type="Button" parent="Window/VBoxContainer"]
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offset_top = 35.0
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offset_left = 491.0
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offset_right = 43.0
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offset_top = 569.0
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offset_bottom = 66.0
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offset_right = 533.0
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offset_bottom = 600.0
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size_flags_horizontal = 4
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size_flags_vertical = 8
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text = "Quit"
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[node name="Window3" type="NinePatchRect" parent="."]
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visible = false
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anchor_top = 0.5
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anchor_right = 0.5
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anchor_bottom = 0.5
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offset_left = 72.0
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offset_top = 38.0
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offset_right = 681.0
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offset_bottom = 411.0
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grow_horizontal = 2
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grow_vertical = 2
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texture = ExtResource( "2_nhy1g" )
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patch_margin_left = 8
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patch_margin_top = 8
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patch_margin_right = 8
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patch_margin_bottom = 8
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metadata/_edit_layout_mode = 1
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metadata/_edit_use_custom_anchors = true
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[node name="VBoxContainer" type="VBoxContainer" parent="Window3"]
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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size_flags_horizontal = 3
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size_flags_vertical = 3
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metadata/_edit_layout_mode = 1
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[node name="Label" type="Label" parent="Window3/VBoxContainer"]
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offset_right = 609.0
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offset_bottom = 26.0
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text = "Select language"
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[node name="Select" type="OptionButton" parent="Window3/VBoxContainer"]
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offset_top = 30.0
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offset_right = 609.0
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offset_bottom = 338.0
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size_flags_vertical = 3
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metadata/_edit_use_custom_anchors = false
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[node name="Quit" type="Button" parent="Window3/VBoxContainer"]
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offset_left = 283.0
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offset_top = 342.0
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offset_right = 325.0
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offset_bottom = 373.0
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size_flags_horizontal = 4
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size_flags_horizontal = 4
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size_flags_vertical = 8
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size_flags_vertical = 8
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text = "Quit"
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text = "Quit"
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[connection signal="close_requested" from="Window" to="." method="_on_quit_pressed"]
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[connection signal="close_requested" from="Window" to="." method="_on_quit_pressed"]
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[connection signal="item_selected" from="Window/VBoxContainer/Select" to="." method="_on_select_item_selected"]
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[connection signal="item_selected" from="Window/VBoxContainer/Select" to="." method="_on_select_item_selected"]
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[connection signal="pressed" from="Window/VBoxContainer/Quit" to="." method="_on_quit_pressed"]
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[connection signal="pressed" from="Window/VBoxContainer/Quit" to="." method="_on_quit_pressed"]
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[connection signal="item_selected" from="Window3/VBoxContainer/Select" to="." method="_on_select_item_selected"]
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[connection signal="pressed" from="Window3/VBoxContainer/Quit" to="." method="_on_quit_pressed"]
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BIN
scenes/languages/panel.jpg
Normal file
BIN
scenes/languages/panel.jpg
Normal file
Binary file not shown.
After Width: | Height: | Size: 218 KiB |
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@ -6,6 +6,7 @@
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[ext_resource type="PackedScene" uid="uid://cdyi1a858p7em" path="res://scenes/hud/hud.tscn" id="3_5vcj4"]
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[ext_resource type="PackedScene" uid="uid://cdyi1a858p7em" path="res://scenes/hud/hud.tscn" id="3_5vcj4"]
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[node name="main_scene" type="Node3D"]
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[node name="main_scene" type="Node3D"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -16.7863, -3.32883, 24.6513)
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script = ExtResource( "1_ld2xt" )
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script = ExtResource( "1_ld2xt" )
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[node name="player" parent="." instance=ExtResource( "1_btdsd" )]
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[node name="player" parent="." instance=ExtResource( "1_btdsd" )]
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@ -7,7 +7,7 @@ declare FORCE=0
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declare IMPORT=0
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declare IMPORT=0
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declare ERASEIMPORT=0
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declare ERASEIMPORT=0
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declare WORKDIR="$(dirname $(readlink -f $0))"
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declare WORKDIR="$(dirname $(readlink -f $0))"
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||||||
declare GODOT_SRC="https://downloads.tuxfamily.org/godotengine/4.0/alpha8/Godot_v4.0-alpha8_linux.64.zip"
|
declare GODOT_SRC="https://downloads.tuxfamily.org/godotengine/4.0/alpha9/Godot_v4.0-alpha9_linux.64.zip"
|
||||||
declare OUTZIP="$WORKDIR/$(basename $GODOT_SRC)"
|
declare OUTZIP="$WORKDIR/$(basename $GODOT_SRC)"
|
||||||
declare OPTION=""
|
declare OPTION=""
|
||||||
declare NEWPRG=0
|
declare NEWPRG=0
|
||||||
|
|
Loading…
Reference in a new issue