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class_name SerializableRefCounted | |
extends RefCounted | |
## Saves all user defined variables inside a dictionary | |
## Member variables from the built in class will not be included | |
func serialize() -> Dictionary: | |
var data := {} | |
for property in get_property_list(): | |
var p_name: String = property.name | |
if property.usage != PROPERTY_USAGE_SCRIPT_VARIABLE: |
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class_name LibraryPlayer3D | |
extends AudioStreamPlayer3D | |
## Randomly play different sounds | |
@export var audio_streams: Array[AudioStream] = [] | |
@export var volume_range := Vector2(-3, 3) | |
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shader_type spatial; | |
render_mode skip_vertex_transform; | |
uniform vec4 albedo : source_color = vec4(1.0); | |
uniform sampler2D texture_albedo : source_color,filter_linear_mipmap,repeat_enable; | |
uniform sampler2D texture_normal : hint_roughness_normal,filter_linear_mipmap,repeat_enable; | |
uniform float normal_scale : hint_range(-16,16) = 1.0; | |
uniform sampler2D texture_heightmap : hint_default_black,filter_linear_mipmap,repeat_enable; | |
uniform float heightmap_scale = 1.0; | |
uniform int heightmap_min_layers: hint_range(0, 128, 1) = 8; |
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func format_value(value: float) -> String: | |
var result := "" | |
var negative := value < 0.0 | |
value = abs(value) | |
if _last_value > 1000.0: | |
var scale = ["K", "M", "G", "T", "P", "E"] | |
var v = _last_value | |
var index = -1 | |
while v > 1000.0 and index < (scale.size() - 1): |
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class_name MeshUtils | |
static func auto_smooth(mesh: Mesh, threshold_degrees := 30.0) -> Mesh: | |
var result := ArrayMesh.new() | |
var threshold := deg_to_rad(threshold_degrees) | |
var sanitized_mesh := merge_duplicate_vertices(mesh) | |
# Auto smooth each surfaces. |
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shader_type spatial; | |
uniform sampler2D depth_texture : hint_depth_texture, repeat_disable, filter_nearest; | |
uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest; | |
uniform float v_depth_offset = 0.0; | |
uniform float v_depth_fade = 1.0; | |
uniform sampler2D underwater_color : repeat_disable; | |
uniform sampler2D caustics_texture : hint_default_black; |
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// A Godot 4 shader to make things appear on top of other things within a range. | |
// Initially, this was made so my characters' facial features would be rendered on top of their hair. | |
shader_type spatial; | |
render_mode unshaded; | |
uniform sampler2D depth_texture : hint_depth_texture, repeat_disable, filter_nearest; | |
// Maximum depth we can overdraw relative to the object original depth, in ENGINE UNITS. |
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extends EditorNode3DGizmoPlugin | |
var editor_plugin: EditorPlugin | |
var _previous_size | |
func _init(): | |
create_material("lines", Color(1, 1, 1)) | |
create_material("box", Color(1.0, 1.0, 1.0, 0.1)) |
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class_name ShaderCache | |
extends Spatial | |
signal stage_completed | |
signal all_shaders_compiled | |
export var shaders_folder := "res://material/shaders/" | |
export var particles_folder := "res://vfx/" |
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tool | |
extends Resource | |
class_name GridShape | |
export var size := Vector2.ONE | |
export var grid := [] | |
func _init() -> void: |
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