ps1 filter variables, crowds
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@@ -228,6 +228,18 @@ func _register_all() -> void:
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_reg_f("Roll", "roll_knockup", 11.0, 0.0, 25.0) # vertical knock-up on the pop
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# ── Debug overlays (see debug_draw.gd) ───────────────────────────────────
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_reg_b("Debug", "show_collisions", false)
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# PS1 post-process filter (see ps1_filter.gd on the fullscreen ColorRect):
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# screen-covering CRT/PS1 shader — pixelation, colour-banding + dither, and a
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# rolling scanline. Keys map 1:1 onto the shader uniforms; show_ps1 toggles the
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# whole overlay. Ranges mirror the shader's hint_range so the console can't push
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# a uniform out of bounds.
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_reg_b("PS1", "show_ps1", true)
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_reg_f("PS1", "ps1_pixel_scale", 4.0, 1.0, 8.0, 1.0)
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_reg_f("PS1", "ps1_color_depth", 5.0, 2.0, 8.0, 1.0)
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_reg_f("PS1", "ps1_dither_strength", 0.8, 0.0, 2.0, 0.05)
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_reg_f("PS1", "ps1_scanline_strength", 0.2, 0.0, 1.0, 0.05)
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_reg_f("PS1", "ps1_roll_speed", 3.0, 0.0, 10.0, 0.1)
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_reg_f("PS1", "ps1_roll_strength", 1.0, 0.0, 1.0, 0.05)
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_reg_b("Debug", "show_hitboxes", false)
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_reg_b("Debug", "show_bones", false)
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_reg_b("Debug", "show_raycasts", false)
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