Fixed Vignette (but still crashes GPU), fixed camera fov on zoom
This commit is contained in:
parent
860478b09c
commit
2ef705c4fd
6 changed files with 53 additions and 147 deletions
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@ -22,16 +22,39 @@
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@ -40,9 +63,9 @@
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@ -50,10 +73,12 @@
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@ -71,19 +96,13 @@
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</svg>
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Before Width: | Height: | Size: 2.6 KiB After Width: | Height: | Size: 3.2 KiB |
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@ -13,12 +13,12 @@ extends KinematicBody3D
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@onready var vignette = hud.get_node("Vignette")
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var base_fov = 90
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var view_zoom := 1.0 :
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var view_zoom := .0 :
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set(zoom):
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view_zoom = zoom
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camera.fov = base_fov / (zoom * 4)
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crosshair.modulate.a = 1 - (zoom - 1) * 2
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vignette.material["shader_param/Factor"] = zoom
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camera.fov = base_fov / ((zoom + 1) * 2)
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#crosshair.modulate.a = 1 - (zoom - 1) * 2
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#vignette.modulate.a = zoom
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var direction := Vector3.ZERO
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var accel := 0
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@ -82,14 +82,12 @@ func _input(event) -> void:
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func _physics_process(delta):
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direction = Vector3.ZERO
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snap = Vector3.ZERO
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if is_on_floor() and ground_check.is_colliding():
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#snap = -get_floor_normal()
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snap = -get_floor_normal()
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medium = "ground"
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gravity_vec = Vector3.ZERO
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else:
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#snap = Vector3.DOWN
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snap = Vector3.DOWN
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medium = "air"
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gravity_vec += Vector3.DOWN * gravity * delta
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@ -9,11 +9,3 @@ func hit():
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func kill():
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aplayer.stop()
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aplayer.play("Kill")
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#func hide():
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# aplayer.stop()
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# aplayer.play("Hide")
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##
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#func show():
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# aplayer.stop()
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# aplayer.play("Show")
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Binary file not shown.
Before Width: | Height: | Size: 74 KiB After Width: | Height: | Size: 164 KiB |
112
Game/Main.tscn
112
Game/Main.tscn
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@ -1,4 +1,4 @@
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[gd_scene load_steps=24 format=2]
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[gd_scene load_steps=17 format=2]
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[ext_resource path="res://Assets/Characters/Player.tscn" type="PackedScene" id=1]
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[ext_resource path="res://Assets/HUD/Crosshair.png" type="Texture2D" id=2]
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@ -61,23 +61,6 @@ tracks/0/keys = {
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}
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[sub_resource type="Animation" id=7]
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resource_name = "Hide"
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length = 0.2
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step = 0.05
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tracks/0/type = "value"
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tracks/0/path = NodePath("Crosshair:modulate")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/keys = {
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"times": PackedFloat32Array( 0, 0.2 ),
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"transitions": PackedFloat32Array( 1, 1 ),
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"update": 0,
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"values": [ Color( 1, 1, 1, 1 ), Color( 1, 1, 1, 0 ) ]
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}
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[sub_resource type="Animation" id=8]
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length = 0.2
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step = 0.05
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tracks/0/type = "value"
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@ -107,7 +90,7 @@ tracks/1/keys = {
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"times": PackedFloat32Array( 0 )
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}
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[sub_resource type="Animation" id=9]
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[sub_resource type="Animation" id=8]
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length = 0.5
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step = 0.05
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tracks/0/type = "value"
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@ -137,90 +120,6 @@ tracks/1/keys = {
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"times": PackedFloat32Array( 0 )
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}
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[sub_resource type="Animation" id=10]
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resource_name = "Show"
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length = 0.2
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step = 0.05
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tracks/0/type = "value"
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tracks/0/path = NodePath("Crosshair:modulate")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/keys = {
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"times": PackedFloat32Array( 0, 0.2 ),
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"transitions": PackedFloat32Array( 1, 1 ),
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"update": 0,
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"values": [ Color( 1, 1, 1, 0 ), Color( 1, 1, 1, 1 ) ]
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}
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[sub_resource type="VisualShaderNodeFloatUniform" id=11]
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default_input_values = [ ]
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uniform_name = "Factor"
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hint = 1
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default_value_enabled = true
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[sub_resource type="VisualShaderNodeInput" id=12]
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output_port_for_preview = 0
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default_input_values = [ ]
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input_name = "color"
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[sub_resource type="VisualShaderNodeMix" id=13]
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default_input_values = [ 0, Vector3( 1, 1, 1 ), 1, Vector3( 1, 1, 1 ), 2, 0.5 ]
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op_type = 2
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[sub_resource type="VisualShader" id=14]
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code = "shader_type canvas_item;
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render_mode blend_mul;
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uniform float Factor : hint_range(0, 1) = 0;
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void vertex() {
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// Output:0
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}
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void fragment() {
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// Input:3
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vec3 n_out3p0 = COLOR.rgb;
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// FloatUniform:2
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float n_out2p0 = Factor;
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// Mix:4
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vec3 n_in4p0 = vec3(1.00000, 1.00000, 1.00000);
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vec3 n_out4p0 = mix(n_in4p0, n_out3p0, n_out2p0);
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// Output:0
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COLOR.rgb = n_out4p0;
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}
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void light() {
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// Output:0
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}
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"
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graph_offset = Vector2( -113, 35 )
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version = "4.0"
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mode = 1
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modes/blend = 3
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flags/light_only = false
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nodes/fragment/0/position = Vector2( 400, 180 )
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nodes/fragment/2/node = SubResource( 11 )
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nodes/fragment/2/position = Vector2( -440, 300 )
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nodes/fragment/3/node = SubResource( 12 )
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nodes/fragment/3/position = Vector2( -400, 120 )
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nodes/fragment/4/node = SubResource( 13 )
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nodes/fragment/4/position = Vector2( 60, 180 )
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nodes/fragment/connections = PackedInt32Array( 4, 0, 0, 0, 2, 0, 4, 2, 3, 0, 4, 1 )
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[sub_resource type="ShaderMaterial" id=15]
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shader = SubResource( 14 )
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shader_param/Factor = 0.0
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[node name="Game" type="Node3D"]
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script = null
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@ -291,10 +190,8 @@ __meta__ = {
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[node name="AnimationPlayer" type="AnimationPlayer" parent="HUD/Crosshair"]
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autoplay = "Default"
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anims/Default = SubResource( 6 )
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anims/Hide = SubResource( 7 )
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anims/Hit = SubResource( 8 )
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anims/Kill = SubResource( 9 )
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anims/Show = SubResource( 10 )
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anims/Hit = SubResource( 7 )
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anims/Kill = SubResource( 8 )
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blend_times = [ ]
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script = null
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@ -303,7 +200,6 @@ stream = ExtResource( 6 )
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script = null
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[node name="Vignette" type="TextureRect" parent="HUD"]
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material = SubResource( 15 )
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anchor_right = 1.0
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anchor_bottom = 1.0
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texture = ExtResource( 8 )
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@ -58,7 +58,7 @@ trigger_secondary={
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}
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view_zoom={
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"deadzone": 0.5,
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"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)
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"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)
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]
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}
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move_special={
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@ -100,4 +100,5 @@ weapon_3={
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global_illumination/sdfgi/probe_ray_count=2
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global_illumination/sdfgi/frames_to_converge=0
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global_illumination/sdfgi/frames_to_update_lights=4
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anti_aliasing/quality/use_debanding=true
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environment/defaults/default_environment="res://default_env.tres"
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