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process_priority fixes! + moon.gdshader time_add (:
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cd1b9a0f29
commit
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8 changed files with 8 additions and 3 deletions
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@ -20,6 +20,7 @@ extents = Vector2( 30, 30 )
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extents = Vector2( 49.9, 49.9 )
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[node name="Box" type="KinematicBody2D" groups=["box"]]
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process_priority = -5
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position = Vector2( 50, 50 )
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z_index = 30
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z_as_relative = false
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@ -7,6 +7,7 @@
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extents = Vector2( 35, 35 )
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[node name="Goal" type="Node2D" groups=["goal"]]
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process_priority = -1
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z_index = 90
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z_as_relative = false
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script = ExtResource( 1 )
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@ -13,11 +13,11 @@ var _delta := 1.0 / 60.0
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func _ready():
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visible = false
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get_tree().connect("idle_frame", self, "place")
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Shared.connect("scene_changed", self, "set_box")
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func _process(delta):
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_delta = delta
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place()
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func set_box(b = null):
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is_deploy = is_instance_valid(b)
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@ -11,6 +11,7 @@ shader_param/col1 = Color( 0, 0.380392, 1, 1 )
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shader_param/col2 = Color( 0, 0.921569, 1, 1 )
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[node name="Mirror" type="Node2D"]
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process_priority = 10
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z_index = -5
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script = ExtResource( 1 )
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offset = Vector2( 70, 0 )
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@ -11,6 +11,7 @@ shader_param/steps = 8.0
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shader_param/aspect = 0.5625
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[node name="Cam" type="Camera2D" groups=["game_camera"]]
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process_priority = 50
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rotating = true
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current = true
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script = ExtResource( 1 )
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@ -293,7 +293,6 @@ round_precision = 5
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[node name="Line2D8" type="Line2D" parent="Sky/Center/Stars/Orbit/Sun"]
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rotation = -0.785405
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scale = Vector2( 1, 1 )
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points = PoolVector2Array( 75, 0, 100, 0 )
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width = 30.0
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width_curve = SubResource( 22 )
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@ -48,6 +48,7 @@ layer = 2
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follow_viewport_enable = true
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[node name="Guide" type="Node2D" parent="GuideLayer"]
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process_priority = 100
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light_mask = 0
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script = ExtResource( 10 )
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@ -12,6 +12,7 @@ uniform vec4 col2 : hint_color = vec4(0.0);
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uniform float sun_frac : hint_range(0.0, 1.0) = 0.0;
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uniform float time_scale : hint_range(0.0, 0.05) = 1.0;
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uniform float time_add : hint_range(0.0, 10.0) = 0.0;
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vec3 blendAddy(vec3 base, vec3 blend) {
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return min(base+blend,vec3(1.0));
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@ -23,7 +24,7 @@ vec3 blendAdd(vec3 base, vec3 blend, float opacity) {
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void fragment(){
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vec4 c = mix(col2, col1, SCREEN_UV.y);
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float f = mod(TIME * time_scale, 2.0) - 0.5;
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float f = mod(time_add + (TIME * time_scale), 2.0) - 0.5;
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vec4 nc = mix(outside_color, inside_color, float(distance(vec2(f, 0.5), UV) < radius));
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COLOR = mix(vec4(blendAdd(c.rgb, nc.rgb, nc.a), 1.0), sun_color, sun_frac);
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