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21:25:51: Running steps for project Godot... | |
21:25:51: Starting: "C:\Python27\Scripts\scons.bat" -j 4 platform=windows target=debug | |
scons: Reading SConscript files ... | |
Configuring for Windows: target=debug, bits=default | |
Found MSVC compiler: x86 | |
Compiled program architecture will be a 32 bit executable. (forcing bits=32). | |
YASM is necessary for WebM SIMD optimizations. | |
WebM SIMD optimizations are disabled. Check if your CPU architecture, CPU bits or platform are supported! | |
Checking for C header file mntent.h... (cached) no | |
scons: done reading SConscript files. |
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extends "res://addons/gut/test.gd" | |
func before_each(): | |
print("Before running Test") | |
func test_doNothing(): | |
var parent = RigidBody2D.new() | |
add_child(parent) | |
var enemyWalkingBehavior = load("res://Prefabs/Characters/Behaviors/EnemyWalkingBehavior.tscn").instance() |
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image: barichello/godot-ci:3.1.1 | |
stages: | |
- export | |
- deploy | |
- tests | |
before_script: | |
- mkdir -v -p build/linux | |
- mkdir -v -p build/windows |
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extends Node2D | |
export(String, DIR) var levelsPath | |
func _ready(): | |
print("-----------------------------------------------------------") | |
print("Start Directory walk: "+ levelsPath) | |
print("-----------------------------------------------------------") | |
print("-----------------------------------------------------------") | |
print("Start Recursive Depth First Walk") |
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# Allows you to enable or disable any node within the sceenTree generically | |
# Probably nice to have this as a Singleton that can be used everywhere. | |
extends Node | |
func setEnabled(isEnabled, node): | |
if node is Node: | |
node.set_process(isEnabled) | |
node.set_physics_process(isEnabled) | |
node.set_process_input(isEnabled) | |
node.set_process_unhandled_input(isEnabled) |
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extends RayCast2D | |
# If this is use to disable collisions | |
export(bool) var disable_collisions = false; | |
# What to set/remove collisions against | |
export(NodePath) var physics_path | |
var physics_object | |
func _ready(): |
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shader_type canvas_item; | |
uniform float refractionMagnitude = 30.0; | |
void fragment() { | |
// Possibly a more accurate way to do refraction? Uncomment and see how you like it (and comment out below refraction) | |
//vec3 refraction = -refract(vec3(0,0,-1), texture(NORMAL_TEXTURE, UV).rgb, 1.1) *2.0; | |
vec3 refraction = - texture(NORMAL_TEXTURE, UV).rgb * vec3(1.0,-1.0,1.0); |
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shader_type canvas_item; | |
uniform float timeScale = 2; | |
uniform float amplitude = 1.0f; | |
void vertex() { | |
VERTEX.y += sin(TIME * timeScale + VERTEX.y + VERTEX.x) * amplitude; | |
} |
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extends Node2D | |
var path_direction = 1 | |
var pathFollow2D = null | |
export var curve_speed = 80 | |
# Path to follow | |
export(NodePath) var pathFollow2DNodePath = null | |
func _ready(): | |
if(pathFollow2DNodePath != null): |
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return ruleSetEvalResults.entries | |
.filter { ruleSetEvalResult -> ruleSetEvalResult.value.results | |
.map { future -> future.get() } | |
.all { it.hasPassed() } } | |
.map { it.key } |