39 Commits

Author SHA1 Message Date
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
Nikita Samusev
cfb9c1d9a2 Make gamepad mapping match genre standards 2025-02-10 15:37:56 +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
Hugo Locurcio
f0587b2163 Use a deadzone of 0.2 for all actions, allow gamepad input from all devices
This matches input recommendations in recent Godot versions.
2024-03-27 20:18:32 +01:00
Hugo Locurcio
1118fafcfd Use anisotropic filtering to improve texture apperance at oblique angles 2024-02-10 20:03:00 +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
d486faf047 Enable asynchronous shader compilation and caching
This mitigates shader compilation stutter, especially after an
initial playthrough thanks to caching.

This requires Godot 3.5 or later to have an effect.
2022-09-11 18:52:07 +02:00
Hugo Locurcio
15fd5df21c Merge pull request #131 from Calinou/enable-physical-light-attenuation 2022-08-17 17:34:32 +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
d118aaa35b Enable font oversampling for better text rendering at high resolutions 2022-08-06 06:57:52 +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
Hugo Locurcio
876c5f7544 Enable physical light attenuation
This uses a more realistic light attenuation model, similar to
the one used in 4.0.alpha.

The effect isn't very noticeable on the scene, except when firing
the weapon.
2022-08-06 06:07:34 +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
235d9a912f Cache shaders on the menu 2021-01-30 04:13:19 -05:00
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
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
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
Julian Murgia
3cf02d3ac6 Add support for controller 2020-02-02 10:39:43 +01:00
Aaron Franke
3086562df1 Add an icon and change the name for the project manager 2020-01-23 02:52:29 -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
702114fdc0 Fix physics engine after renaming in 3.1-beta 2019-02-28 14:55:31 +01:00
Juan Linietsky
8900253dfb Initial Public Commit 2018-10-07 11:18:06 -03:00