55 Commits

Author SHA1 Message Date
Aaron Franke
6737cabf83 Update to Godot 3.6 (#204) 2025-03-15 19:06:40 +01:00
Aaron Franke
6c64fd9ef5 Merge pull request #118 from Calinou/allow-gles2-fallback
[3.x] Allow falling back to GLES2
2025-03-15 04:02:58 -07:00
Hugo Locurcio
19e26e6702 Brighten the level's indirect energy (#156)
After tonemapping and fog changes, the level's visuals tended to
suffer from black crush. This is mostly resolved by brightening
indirect energy from GIProbe and ReflectionProbe.
2023-02-03 21:56:57 +01:00
Hugo Locurcio
df9e4976da Enable 8× anisotropic filtering on textures (#154) 2022-12-18 15:51:34 +01:00
Hugo Locurcio
08402196fe Disable vertex compression on level geometry to prevent visual artifacts (#152)
fixes https://github.com/godotengine/tps-demo/issues/143
2022-12-18 15:25:19 +01:00
Hugo Locurcio
79b67eba93 Fix occluder shape placement in the level causing too much occlusion (#150)
closes https://github.com/godotengine/tps-demo/issues/148
2022-12-18 15:24:55 +01:00
Hugo Locurcio
3512cff171 Improve fog configuration (#149) 2022-12-18 15:22:46 +01:00
Hugo Locurcio
18c4ba2493 Allow falling back to GLES2
This allows running the TPS demo on a greater range of devices
and platforms, while also allowing its use for GLES2 renderer testing.

Several automatic adjustments are made to ensure it looks as good
as possible (within the limitations of GLES2 and the lack of baked
lightmaps).
2022-09-11 19:00:20 +02:00
Hugo Locurcio
824b38c399 Add a FXAA setting to the options menu
This is enabled by default to improve visual quality at a low
performance cost.
2022-09-11 18:45:24 +02:00
Hugo Locurcio
14e2afbebe Merge pull request #133 from Calinou/enable-physics-interpolation 2022-08-17 17:34:26 +02:00
Hugo Locurcio
f9d4e36e34 Merge pull request #135 from Calinou/use-expand-stretch-aspect 2022-08-17 17:34:18 +02:00
Hugo Locurcio
4156af7623 Merge pull request #139 from Calinou/add-occluder-shapes 2022-08-17 17:33:59 +02:00
Hugo Locurcio
b93a898d65 Add a setting to disable real-time light shadows
Disabling shadows reduces the number of draw calls significantly,
which improves rendering performance a lot.
2022-08-07 14:58:16 +02:00
Hugo Locurcio
3fc46a566f Add occluder shapes to improve performance 2022-08-06 08:23:58 +02:00
Hugo Locurcio
c093989581 Use the expand stretch aspect to support arbitrary aspect ratios
The menu and game no longer have black bars when using an aspect ratio
wider than 16:9. This works both with native and sub-native resolutions.
2022-08-06 06:48:48 +02:00
Hugo Locurcio
f0c038a298 Enable physics interpolation
Physics interpolation was disabled on the reactor core as it caused
visual glitches. It was also disabled on the forklight as it's
actually moved in `_process` (the engine was printing warnings
about it).
2022-08-06 06:28:06 +02:00
QbieShay
c1c4cc2dee Improve level core VFX 2022-05-06 22:44:45 +02:00
Hugo Locurcio
95810ba05e Use physical key inputs for player movement
This allows the WASD movement keys to work on AZERTY keyboard
layouts without requiring manual configuration.
2021-11-05 13:39:40 -05:00
Hugo Locurcio
1aeac39e07 Tweak environment tonemapping and adjustments for Godot 3.4
- Use the new ACES Fitted tonemapping for physically correct behavior
  of glowing lights.
- Decrease overall saturation and contrast for a less jarring appearance.
2021-09-13 19:31:59 +02:00
Aaron Franke
bdd5b7d054 Set use_legacy_names to false 2021-05-28 04:37:26 -04:00
Aaron Franke
79e878dd5f Fix player step sound 2021-02-24 00:05:02 -05:00
Aaron Franke
235d9a912f Cache shaders on the menu 2021-01-30 04:13:19 -05:00
Aaron Franke
2ad30fea84 Add commas and tweak scripts for better compatibility with Godot 4 2020-11-01 16:59:40 -05:00
Aaron Franke
a0bdb575f7 Commit files changed by updated formatting script 2020-10-29 02:22:58 -04:00
Hugo Locurcio
2de2ac9da5 Disable depth of field for better performance
This should improve performance noticeably.
While it's nice to have depth of field when aiming, the performance
impact on most hardware is too high to be worth it.
2020-10-20 18:04:08 +02:00
Aaron Franke
e6b3527a44 Merge pull request #85 from Calinou/add-bloom-quality-setting
Add a bloom quality setting
2020-09-15 23:44:22 -04:00
Hugo Locurcio
13ae27d1eb Increase the tonemap White value to make highlights less blown out
This incorporates settings from
https://github.com/godotengine/godot/pull/34798 into the TPS demo.

The exposure was increased to make up for the overall darker scene.

Glow settings were also changed to make glow less strong.
2020-09-15 21:53:51 +02:00
Hugo Locurcio
ab16a938f9 Add a bloom quality setting
The default level is High, which is equivalent to the previous glow
setting used (bicubic upscaling enabled).

Low keeps glow enabled but disables bicubic upscaling.
Disabled disables glow entirely.

The setting is called "bloom" as it's a more common term in gaming,
even though the Environment parameter is called "glow".
2020-09-15 21:41:53 +02:00
Aaron Franke
c8b75a1263 Optimize PNG images using oxipng 2020-09-03 01:42:21 -04:00
Aaron Franke
733e195dab Fix some minor problems 2020-06-15 17:16:43 -04:00
Aaron Franke
be5e19b0ad Implement some in-game debug text 2020-06-14 21:09:13 -04:00
Aaron Franke
2372e52042 Standardize node names and cache node references 2020-06-14 19:21:49 -04:00
Aaron Franke
cf3d605b92 Standardize the names of all textures and remove unused textures 2020-06-14 13:22:35 -04:00
Aaron Franke
85199a7521 Re-add reflection probes 2020-06-14 02:04:17 -04:00
Aaron Franke
f9579d6fdc Reorganize misc parts of the project 2020-06-13 21:46:11 -04:00
Aaron Franke
4baf8cac20 Organize Player files 2020-06-13 18:28:51 -04:00
Aaron Franke
96a77f95b8 Change Flying Forklift to GLTF 2020-06-12 11:22:32 -04:00
Aaron Franke
c55d058a26 Remove unused "baked" files 2020-06-11 23:50:02 -04:00
Aaron Franke
5bd97e7712 Remake the level using GLTF and compound colliders
Requires Godot 3.2.2 or newer
2020-06-11 23:50:02 -04:00
Aaron Franke
429ddd108b Switch to Bullet and use a SpringArm node for the camera 2020-02-24 01:32:29 -05:00
Aaron Franke
f78779fa21 Adjust player movement code 2020-02-24 01:31:35 -05:00
Aaron Franke
b1048c5a7b Finish updating to Godot 3.2 and fix many errors
Fix the fog and fix the models referencing non-existent textures.
2020-02-19 04:15:45 -05:00
Aaron Franke
2235ce182f Tweak controller support 2020-02-17 04:49:02 -05:00
Gilles Roudière
275d2d0c74 Allow going back and forth to the main menu, and toggle fullscreen 2020-02-15 15:14:59 +01:00
Rémi Verschelde
9821d61a90 Pre-compile Bullet shader to avoid stutter on first use 2020-01-23 04:05:36 -05:00
Aaron Franke
feb6a6e657 Update scripts to conform to the GDScript style guide 2020-01-23 00:30:13 -05:00
Rémi Verschelde
67fdc92c2e Merge pull request #34 from RazorDE/fix2
Settings: extended SSAO quality settings
2019-04-20 11:25:36 +02:00
RazorDE
c60a7ce320 Settings: extended SSAO quality settings
Currently choosing between the high and low value of the SSAO-Option doesn't make any difference in the settings.
With this change the world environment's settings will be set.
2019-04-20 11:17:16 +02:00
RazorDE
4d510e94da Fixed resolution settings
The wrong setting (ssao_quality instead of resolution) was used to determine which resolution should be used in the level scene.
2019-04-20 09:45:07 +02:00
Rémi Verschelde
4e8ea82c27 Manually update .dae to fix loading level after d56b156
Remove reference to Tile_Steel.material. The bug will happen again
next time the .blend is exported though, someone familiar with Blender
should fix it there.
2019-04-02 13:59:51 +02:00