Commit Graph

159 Commits

Author SHA1 Message Date
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
4156af7623 Merge pull request #139 from Calinou/add-occluder-shapes 2022-08-17 17:33:59 +02:00
Hugo Locurcio
93c05ac5eb Merge pull request #140 from Calinou/add-shadow-setting 2022-08-17 17:33:31 +02:00
Hugo Locurcio
5de1304af0 Merge pull request #138 from Calinou/improve-fall-teleport-fade 2022-08-17 17:32:41 +02:00
Rémi Verschelde
9678090c7f Merge pull request #136 from Calinou/enable-font-oversampling 2022-08-08 14:31:24 +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
654f1970c7 Improve fall teleport fade effect
- Fade the ColorRect out after being teleported back. Previously,
  only a fade-in effect was present.
- Draw the ColorRect in front of the crosshair to hide it during
  the fade (if aiming while falling).
2022-08-06 07:39:07 +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
QbieShay
c1c4cc2dee Improve level core VFX 2022-05-06 22:44:45 +02:00
Aaron Franke
9b2f443cb8 Merge pull request #117 from Calinou/add-hold-toggle-aiming
Add hybrid hold-toggle aiming for better accessibility
2022-04-03 23:10:06 -05:00
Aaron Franke
ce786f4955 Add .DS_Store to the .gitignore file 2022-04-03 22:55:23 -05:00
烧风
65de4fd244 Fix a crash in the _process method (#126) 2022-04-03 22:50:36 -05:00
Aaron Franke
2e15a35483 Merge pull request #122 from godotengine/dependabot/github_actions/actions/checkout-3
Bump actions/checkout from 2 to 3
2022-03-01 22:21:52 -06:00
dependabot[bot]
ac7a08a286 Bump actions/checkout from 2 to 3
Bumps [actions/checkout](https://github.com/actions/checkout) from 2 to 3.
- [Release notes](https://github.com/actions/checkout/releases)
- [Changelog](https://github.com/actions/checkout/blob/main/CHANGELOG.md)
- [Commits](https://github.com/actions/checkout/compare/v2...v3)

---
updated-dependencies:
- dependency-name: actions/checkout
  dependency-type: direct:production
  update-type: version-update:semver-major
...

Signed-off-by: dependabot[bot] <support@github.com>
2022-03-02 02:05:57 +00:00
Hugo Locurcio
492f9dbc16 Add hybrid hold-toggle aiming for better accessibility
Clicking the aim button will now toggle aiming instead of requiring
the user to hold down the aim button. However, if the aim button
is held for more than 0.4 seconds, aiming will be released once the
user releases the aim button.

This provides better accessibility for trackpad users while still
supporting the old way of aiming.
2022-01-10 18:27:54 +01:00
Aaron Franke
4a9d4f3ba2 Merge pull request #108 from Calinou/use-physical-key-inputs
Use physical key inputs for player movement
3.4-4a9d4f3
2021-11-05 16:00:53 -04:00
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
Rémi Verschelde
e46542e496 Merge pull request #112 from aaronfranke/update-3.4 2021-11-05 17:33:28 +01:00
Aaron Franke
1df7ee962a Update to Godot 3.4 2021-11-05 10:52:14 -05:00
Aaron Franke
a29d28f9e1 Merge pull request #106 from Calinou/environment-tweak-tonemapping-adjustments
Tweak environment tonemapping and adjustments for Godot 3.4
2021-11-05 11:49:05 -04:00
Aaron Franke
0aae391a5d Update README for the new 3.3 branch 2021-11-05 10:33:44 -05:00
Aaron Franke
97814e810b Merge pull request #110 from Calinou/improve-crosshair
Improve crosshair image and transition
2021-11-05 10:55:35 -04:00
Hugo Locurcio
f46a9be44e Merge pull request #109 from Calinou/player-camera-unclamp-angles 2021-10-18 18:39:12 +02:00
Hugo Locurcio
041f1e796b Improve crosshair image and transition
- Use a simpler design, visible against any background thanks
  to an outline.
- Use a scaled down image to look sharper at higher resolutions.
- Make the transition faster to avoid having the crosshair linger
  for too long after aiming.
2021-10-12 13:21:09 +02:00
Hugo Locurcio
327e8ee3fd Allow a greater range for vertical player aiming angle
This also tweaks the Distance Fade material parameters to result
in better fading when using the new range.
2021-10-12 13:08:29 +02:00
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
4a5f84b5eb Merge pull request #104 from aaronfranke/unuse-legacy-names
Set use_legacy_names to false
2021-06-28 19:57:18 -04:00
Aaron Franke
bdd5b7d054 Set use_legacy_names to false 2021-05-28 04:37:26 -04:00
Rémi Verschelde
5e2f502866 Merge pull request #103 from Chaosus/fix_redrobot
Fix `red_robot` after latest changes for varyings in shader language
2021-05-19 18:47:27 +02:00
Yuri Roubinsky
1fd0e76704 Fix red_robot after latest changes for varyings in shader language 2021-05-19 19:01:49 +03:00
Aaron Franke
a53108a179 Merge pull request #95 from aaronfranke/update-3.2.4
Update to Godot 3.3
3.3-a53108a
2021-04-21 05:05:24 -05:00
Aaron Franke
4bf519164c Update to Godot 3.3 2021-04-21 06:01:06 -04:00
Aaron Franke
4515405398 Merge pull request #98 from aaronfranke/3.2-readme
Update README for the new 3.2 branch
2021-04-21 03:39:55 -05:00
Aaron Franke
d52fe4bb89 Update README for the new 3.2 branch 2021-04-21 04:19:21 -04:00
Aaron Franke
dce79b7c6a Merge pull request #96 from aaronfranke/player-step
Fix player step sound
3.2-dce79b7
2021-02-24 00:41:28 -05:00
Aaron Franke
79e878dd5f Fix player step sound 2021-02-24 00:05:02 -05:00
Aaron Franke
ea88be3489 Merge pull request #94 from aaronfranke/shader-cache
Cache shaders on the menu
2021-01-30 19:24:10 -05:00
Aaron Franke
235d9a912f Cache shaders on the menu 2021-01-30 04:13:19 -05:00
Aaron Franke
09be9f1508 Merge pull request #92 from QbieShay/laser
Reworked red enemy projectile
2021-01-28 00:12:10 -05:00
QbieShay
a90fd6ad79 Reworked red enemy projectile
- added blast effect for laser hit
- reworked laser shader and shape
- reworked charging effect
- changed effect for death
- added disappear effect for parts
2021-01-28 00:08:43 -05:00
Aaron Franke
8d68f04cb0 Merge pull request #93 from QbieShay/glb-player
player exported in glb
2021-01-09 17:49:34 -05:00
QbieShay
5b24b29bdb Player exported in glb 2021-01-09 17:40:35 -05:00
Aaron Franke
14064b9e4e Merge pull request #91 from QbieShay/player_projectile_effect
reworked player projectile
2020-12-27 13:37:58 -06:00
QbieShay
a54b668535 reworked player projectile 2020-12-25 20:58:25 +01:00