67 Commits

Author SHA1 Message Date
clayjohn
5109b6aba6 Adjust volumetric fog settings to be within a reasonable range and avoid taking advantage of the broken transmittance in Godot 4.5 and earlier 2025-11-07 10:50:38 -08:00
Aaron Franke
90f2e38d7b Use static typing in all scripts (#208) 2025-10-11 05:04:14 -07:00
Aaron Franke
a3e0b06651 Update TPS demo to Godot 4.5 (#207) 2025-10-09 17:21:23 -07:00
Aaron Franke
bd9b9ef2fd Update to Godot 4.4 (#203) 2025-03-06 03:34:47 +01:00
Hugo Locurcio
117eca0020 Remove unused resources found with the Orphan Resource Explorer (#201)
This avoids errors on export due to legacy `transform` animation tracks.
2025-02-10 16:16:02 +01:00
Aaron Franke
34b6977f35 Update for Godot 4.3 and fix robot walk sound (#188) 2024-09-17 17:35:58 +02:00
Hugo Locurcio
1118fafcfd Use anisotropic filtering to improve texture apperance at oblique angles 2024-02-10 20:03:00 +01:00
Rémi Verschelde
32f43f4b55 Fix file permissions after #184 2024-01-25 14:57:05 +01:00
JohnLogostini
518df675a5 Fixed several visual errors that only appeared under Linux (#184)
* Fixed the font under Linux appearing crazy thin
* Fixed Material 001 failing to compile under Linux
* Fixed the god ray materials appearing incorrectly in Linux
* Fixed spark FX not displaying as intended on Linux
* Fixed the Red Robots laser displaying incorrectly under Linux
* Fixed the Blast Material from the player weapon displaying as a opaque card under Linux
2024-01-25 00:59:07 +01:00
Hugo Locurcio
241b450ed6 Improve particles and VFX, add blob shadow below player and enemies (#180)
- Add projector light textures.
- Tweak the flying forklift's dynamic light and particles to be more noticeable.
- Add bullet impact particles with collision against level geometry
  (using a generated SDF).
- Don't use fixed FPS and disable interpolation to make particles smoother
  (trails aren't used, so fixed FPS isn't strictly needed).
- Add proximity fade to some particles to smooth out the transition
  with solid geometry.
- Fix some particles being shaded when they should be unshaded.
- Reduce crosshair size to be more subtle while aiming.
2023-12-01 12:32:06 +01:00
Hugo Locurcio
374bd8d78c Improve visuals and settings menus, fix overly strong lights
- Fix lights being overly strong due to an excessive range,
  which led to clustering artifacts.
- Make VoxelGI and SDFGI brighter to make the scene more readable.
- Tweak spotlight colors to better match their emitter material.
- Make the core light orange-red to make it look more "unique" in the scene.
- Add window mode, V-Sync and FPS limit options.
- Add resolution scale and scale filter options (bilinear, FSR1, FSR2).
  The default is to use FSR2 at native resolution to provide high-quality
  temporal antialiasing.
- Add volumetric fog (enabled by default), used as a volumetric lighting
  solution.
- Add SSIL option (disabled by default), which helps better ground some
  objects in the scene.
- Refactor settings code to use ConfigFile instead of manual JSON serialization.
- Reorder settings to feature video settings first, then rendering settings.
- Order settings from least expensive to most expensive.
- Add performance color hints for settings
  (green = fast, yellow = average, orange = slow, red = slowest).
- Add volumetric fog and a fake bounce light to the menu.
- Make all setting changes effective in the menu.
- Tweak shadow settings to improve performance and visual consistency.
- Render GI at full-resolution to improve temporal stability when using
  FSR2 or TAA. Using upscaling should be preferred instead,
  since this demo relies on strong GI effects to look good.
- Improve menu theming using the StyleBoxFlat Skew property.
- Use the `canvas_items` stretch mode to match 3.x demo behavior, which
  used the `2d` stretch mode but wasn't ported over by the project converter.
- Only display multiplayer ID in the debug menu if currently online.
- Fix menu not using `experiment.hdr` for reflections as intended.
- Remove unused menu button textures (these were replaced by StyleBoxFlat
  in the 4.0 port).
2023-11-30 05:43:49 +01:00
Hugo Locurcio
79df12923e Update mesh format for Godot 4.2
No manual changes were made to the project.
2023-11-28 16:40:22 +01:00
Clay John
bd457e3de0 Improve Main Menu options and fix misc bugs (#166) 2023-03-26 22:40:22 +02:00
Fabio Alessandrelli
bb833aa97c Add support for networked multiplayer (#163) 2023-03-06 18:33:21 +01:00
Clay John
2beb6c4587 Update various resources to 4.0 format (#161)
- Fix some warnings.
- Add in missing audio.
2023-02-14 00:49:53 +01:00
Clay John
f41444c0bf Port TPS demo to 4.0 (#158)
The settings menu isn't functional yet and some sounds don't play,
but the base functionality is working.
2023-02-04 18:20:45 +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
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