ps1 filter variables, crowds

This commit is contained in:
2026-07-30 15:12:22 +03:00
parent 3defc9da95
commit 271de1b045
31 changed files with 872 additions and 17 deletions
+12
View File
@@ -228,6 +228,18 @@ func _register_all() -> void:
_reg_f("Roll", "roll_knockup", 11.0, 0.0, 25.0) # vertical knock-up on the pop
# ── Debug overlays (see debug_draw.gd) ───────────────────────────────────
_reg_b("Debug", "show_collisions", false)
# PS1 post-process filter (see ps1_filter.gd on the fullscreen ColorRect):
# screen-covering CRT/PS1 shader — pixelation, colour-banding + dither, and a
# rolling scanline. Keys map 1:1 onto the shader uniforms; show_ps1 toggles the
# whole overlay. Ranges mirror the shader's hint_range so the console can't push
# a uniform out of bounds.
_reg_b("PS1", "show_ps1", true)
_reg_f("PS1", "ps1_pixel_scale", 4.0, 1.0, 8.0, 1.0)
_reg_f("PS1", "ps1_color_depth", 5.0, 2.0, 8.0, 1.0)
_reg_f("PS1", "ps1_dither_strength", 0.8, 0.0, 2.0, 0.05)
_reg_f("PS1", "ps1_scanline_strength", 0.2, 0.0, 1.0, 0.05)
_reg_f("PS1", "ps1_roll_speed", 3.0, 0.0, 10.0, 0.1)
_reg_f("PS1", "ps1_roll_strength", 1.0, 0.0, 1.0, 0.05)
_reg_b("Debug", "show_hitboxes", false)
_reg_b("Debug", "show_bones", false)
_reg_b("Debug", "show_raycasts", false)