44 Commits

Author SHA1 Message Date
Aaron Franke
90f2e38d7b Use static typing in all scripts (#208) 2025-10-11 05:04:14 -07:00
Hugo Locurcio
5f4c259062 Add MetalFX Spatial and Temporal scaling modes on macOS and iOS (#196)
This is only available on platforms where the Metal rendering
driver is used.

MetalFX can perform better than FSR1/FSR2 and look more stable,
but it goes for a softer look which can give it a lower perceived
resolution.

Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
2025-10-11 01:49:30 -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
3a92da2ed1 Hide menu BackgroundCache node to fully benefit from async. pipeline compilation (#191)
This was an attempt by the game to cache the pipelines ahead of time
for the bullet. However, the title screen does not use SDFGI or VoxelGI,
so the ubershader pipeline pre-compilation is not detecting it should
create these pipelines.

The extra two to four pipelines we're seeing on the first shot are the
new pipelines encountered due to the fact the effect only gets enabled
when starting the game, but the instancing of this bullet ahead of time
is not done there instead.

Merely instancing the bullet scene as hidden fixes this issue immediately,
as hidden surfaces are added to the cache.
2024-10-04 20:59:12 +02:00
Aaron Franke
34b6977f35 Update for Godot 4.3 and fix robot walk sound (#188) 2024-09-17 17:35:58 +02:00
Pedro J. Estébanez
690ee91837 Remove superfluous and wrong logic to reuse cached load (#186) 2024-08-06 22:53:35 +02:00
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
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
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
f9d4e36e34 Merge pull request #135 from Calinou/use-expand-stretch-aspect 2022-08-17 17:34:18 +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
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
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
Aaron Franke
1df7ee962a Update to Godot 3.4 2021-11-05 10:52:14 -05:00
Aaron Franke
4bf519164c Update to Godot 3.3 2021-04-21 06:01:06 -04:00
Aaron Franke
235d9a912f Cache shaders on the menu 2021-01-30 04:13:19 -05:00
QbieShay
5b24b29bdb Player exported in glb 2021-01-09 17:40:35 -05:00
Aaron Franke
2ad30fea84 Add commas and tweak scripts for better compatibility with Godot 4 2020-11-01 16:59:40 -05:00
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
5697b0976d Commit files changed by the formatting script 2020-06-23 01:28:32 -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
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
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
Gilles Roudière
7af9dd5f76 Adds a loading bar 2020-02-13 17:53:16 +01:00
Julian Murgia
3cf02d3ac6 Add support for controller 2020-02-02 10:39:43 +01:00
Aaron Franke
feb6a6e657 Update scripts to conform to the GDScript style guide 2020-01-23 00:30:13 -05:00
Rémi Verschelde
c51f4ed2a4 Add quit button in menu and Esc hotkey in game 2019-03-15 22:31:03 -07:00
Rémi Verschelde
1eb3de29ac Update scene files for current Godot 3.1 2019-03-05 00:55:24 +01:00
Rémi Verschelde
f801291f22 Update .import files for current Godot 3.1 2019-03-05 00:53:30 +01:00
Juan Linietsky
04abd50abc Changed Particles for CPU particles. Seems a change in texture importer also did some work here. 2018-10-08 00:57:09 -03:00
Juan Linietsky
8900253dfb Initial Public Commit 2018-10-07 11:18:06 -03:00