diff --git a/Asset Sources/HUD/Vignette.svg b/Asset Sources/HUD/Vignette.svg
index 0508dfc..da1de94 100644
--- a/Asset Sources/HUD/Vignette.svg
+++ b/Asset Sources/HUD/Vignette.svg
@@ -22,16 +22,39 @@
+ id="filter1509"
+ x="-0.49932388"
+ width="1.9986478"
+ y="-0.49932388"
+ height="1.9986478">
+ stdDeviation="165.18799"
+ id="feGaussianBlur1511" />
+
+
+
+
+
+
+ inkscape:window-maximized="1"
+ inkscape:pagecheckerboard="true"
+ borderlayer="true" />
@@ -71,19 +96,13 @@
inkscape:groupmode="layer"
id="layer1">
-
+ transform="scale(0.26458333)"
+ mask="url(#mask1517)" />
diff --git a/Game/Assets/Characters/Player.gd b/Game/Assets/Characters/Player.gd
index 1deac28..67ed273 100644
--- a/Game/Assets/Characters/Player.gd
+++ b/Game/Assets/Characters/Player.gd
@@ -13,12 +13,12 @@ extends KinematicBody3D
@onready var vignette = hud.get_node("Vignette")
var base_fov = 90
-var view_zoom := 1.0 :
+var view_zoom := .0 :
set(zoom):
view_zoom = zoom
- camera.fov = base_fov / (zoom * 4)
- crosshair.modulate.a = 1 - (zoom - 1) * 2
- vignette.material["shader_param/Factor"] = zoom
+ camera.fov = base_fov / ((zoom + 1) * 2)
+ #crosshair.modulate.a = 1 - (zoom - 1) * 2
+ #vignette.modulate.a = zoom
var direction := Vector3.ZERO
var accel := 0
@@ -82,14 +82,12 @@ func _input(event) -> void:
func _physics_process(delta):
direction = Vector3.ZERO
- snap = Vector3.ZERO
-
if is_on_floor() and ground_check.is_colliding():
- #snap = -get_floor_normal()
+ snap = -get_floor_normal()
medium = "ground"
gravity_vec = Vector3.ZERO
else:
- #snap = Vector3.DOWN
+ snap = Vector3.DOWN
medium = "air"
gravity_vec += Vector3.DOWN * gravity * delta
diff --git a/Game/Assets/HUD/Crosshair.gd b/Game/Assets/HUD/Crosshair.gd
index eae53ff..92899db 100644
--- a/Game/Assets/HUD/Crosshair.gd
+++ b/Game/Assets/HUD/Crosshair.gd
@@ -9,11 +9,3 @@ func hit():
func kill():
aplayer.stop()
aplayer.play("Kill")
-
-#func hide():
-# aplayer.stop()
-# aplayer.play("Hide")
-##
-#func show():
-# aplayer.stop()
-# aplayer.play("Show")
diff --git a/Game/Assets/HUD/Vignette.png b/Game/Assets/HUD/Vignette.png
index 17c99a6..293a311 100644
Binary files a/Game/Assets/HUD/Vignette.png and b/Game/Assets/HUD/Vignette.png differ
diff --git a/Game/Main.tscn b/Game/Main.tscn
index 72aad29..efeabe0 100644
--- a/Game/Main.tscn
+++ b/Game/Main.tscn
@@ -1,4 +1,4 @@
-[gd_scene load_steps=24 format=2]
+[gd_scene load_steps=17 format=2]
[ext_resource path="res://Assets/Characters/Player.tscn" type="PackedScene" id=1]
[ext_resource path="res://Assets/HUD/Crosshair.png" type="Texture2D" id=2]
@@ -61,23 +61,6 @@ tracks/0/keys = {
}
[sub_resource type="Animation" id=7]
-resource_name = "Hide"
-length = 0.2
-step = 0.05
-tracks/0/type = "value"
-tracks/0/path = NodePath("Crosshair:modulate")
-tracks/0/interp = 1
-tracks/0/loop_wrap = true
-tracks/0/imported = false
-tracks/0/enabled = true
-tracks/0/keys = {
-"times": PackedFloat32Array( 0, 0.2 ),
-"transitions": PackedFloat32Array( 1, 1 ),
-"update": 0,
-"values": [ Color( 1, 1, 1, 1 ), Color( 1, 1, 1, 0 ) ]
-}
-
-[sub_resource type="Animation" id=8]
length = 0.2
step = 0.05
tracks/0/type = "value"
@@ -107,7 +90,7 @@ tracks/1/keys = {
"times": PackedFloat32Array( 0 )
}
-[sub_resource type="Animation" id=9]
+[sub_resource type="Animation" id=8]
length = 0.5
step = 0.05
tracks/0/type = "value"
@@ -137,90 +120,6 @@ tracks/1/keys = {
"times": PackedFloat32Array( 0 )
}
-[sub_resource type="Animation" id=10]
-resource_name = "Show"
-length = 0.2
-step = 0.05
-tracks/0/type = "value"
-tracks/0/path = NodePath("Crosshair:modulate")
-tracks/0/interp = 1
-tracks/0/loop_wrap = true
-tracks/0/imported = false
-tracks/0/enabled = true
-tracks/0/keys = {
-"times": PackedFloat32Array( 0, 0.2 ),
-"transitions": PackedFloat32Array( 1, 1 ),
-"update": 0,
-"values": [ Color( 1, 1, 1, 0 ), Color( 1, 1, 1, 1 ) ]
-}
-
-[sub_resource type="VisualShaderNodeFloatUniform" id=11]
-default_input_values = [ ]
-uniform_name = "Factor"
-hint = 1
-default_value_enabled = true
-
-[sub_resource type="VisualShaderNodeInput" id=12]
-output_port_for_preview = 0
-default_input_values = [ ]
-input_name = "color"
-
-[sub_resource type="VisualShaderNodeMix" id=13]
-default_input_values = [ 0, Vector3( 1, 1, 1 ), 1, Vector3( 1, 1, 1 ), 2, 0.5 ]
-op_type = 2
-
-[sub_resource type="VisualShader" id=14]
-code = "shader_type canvas_item;
-render_mode blend_mul;
-
-uniform float Factor : hint_range(0, 1) = 0;
-
-
-
-void vertex() {
-// Output:0
-
-}
-
-void fragment() {
-// Input:3
- vec3 n_out3p0 = COLOR.rgb;
-
-// FloatUniform:2
- float n_out2p0 = Factor;
-
-// Mix:4
- vec3 n_in4p0 = vec3(1.00000, 1.00000, 1.00000);
- vec3 n_out4p0 = mix(n_in4p0, n_out3p0, n_out2p0);
-
-// Output:0
- COLOR.rgb = n_out4p0;
-
-}
-
-void light() {
-// Output:0
-
-}
-"
-graph_offset = Vector2( -113, 35 )
-version = "4.0"
-mode = 1
-modes/blend = 3
-flags/light_only = false
-nodes/fragment/0/position = Vector2( 400, 180 )
-nodes/fragment/2/node = SubResource( 11 )
-nodes/fragment/2/position = Vector2( -440, 300 )
-nodes/fragment/3/node = SubResource( 12 )
-nodes/fragment/3/position = Vector2( -400, 120 )
-nodes/fragment/4/node = SubResource( 13 )
-nodes/fragment/4/position = Vector2( 60, 180 )
-nodes/fragment/connections = PackedInt32Array( 4, 0, 0, 0, 2, 0, 4, 2, 3, 0, 4, 1 )
-
-[sub_resource type="ShaderMaterial" id=15]
-shader = SubResource( 14 )
-shader_param/Factor = 0.0
-
[node name="Game" type="Node3D"]
script = null
@@ -291,10 +190,8 @@ __meta__ = {
[node name="AnimationPlayer" type="AnimationPlayer" parent="HUD/Crosshair"]
autoplay = "Default"
anims/Default = SubResource( 6 )
-anims/Hide = SubResource( 7 )
-anims/Hit = SubResource( 8 )
-anims/Kill = SubResource( 9 )
-anims/Show = SubResource( 10 )
+anims/Hit = SubResource( 7 )
+anims/Kill = SubResource( 8 )
blend_times = [ ]
script = null
@@ -303,7 +200,6 @@ stream = ExtResource( 6 )
script = null
[node name="Vignette" type="TextureRect" parent="HUD"]
-material = SubResource( 15 )
anchor_right = 1.0
anchor_bottom = 1.0
texture = ExtResource( 8 )
diff --git a/Game/project.godot b/Game/project.godot
index e24c6a1..8a2cb1e 100644
--- a/Game/project.godot
+++ b/Game/project.godot
@@ -58,7 +58,7 @@ trigger_secondary={
}
view_zoom={
"deadzone": 0.5,
-"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"store_command":true,"alt_pressed":false,"shift_pressed":false,"meta_pressed":false,"command_pressed":false,"pressed":false,"keycode":16777240,"physical_keycode":0,"unicode":0,"echo":false,"script":null)
+"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"store_command":true,"alt_pressed":false,"shift_pressed":false,"meta_pressed":false,"command_pressed":false,"pressed":false,"keycode":90,"physical_keycode":0,"unicode":0,"echo":false,"script":null)
]
}
move_special={
@@ -100,4 +100,5 @@ weapon_3={
global_illumination/sdfgi/probe_ray_count=2
global_illumination/sdfgi/frames_to_converge=0
global_illumination/sdfgi/frames_to_update_lights=4
+anti_aliasing/quality/use_debanding=true
environment/defaults/default_environment="res://default_env.tres"