web deployment, fix stuff so works on linux too (cached non commited stuff)
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@@ -16,8 +16,6 @@ dest_files=["res://.godot/imported/ANIM_publik_mees.glb-77ff7b15eaa09f6b7edf4365
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nodes/root_type=""
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nodes/root_name=""
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nodes/root_script=null
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mesh_library/use_node_names_as_mesh_names=false
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array_mesh/deduplicate_surfaces=true
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nodes/apply_root_scale=true
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nodes/root_scale=1.0
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nodes/import_as_skeleton_bones=false
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@@ -4157,4 +4155,3 @@ _subresources={
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}
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gltf/naming_version=2
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gltf/embedded_image_handling=1
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gltf/texture_map_mode=1
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@@ -1,11 +1,7 @@
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extends AnimationPlayer
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extends Node3D
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# Called when the node enters the scene tree for the first time.
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func _ready():
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current_animation="Juubeldab"
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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func _ready() -> void:
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var anim := get_node_or_null(^"AnimationPlayer") as AnimationPlayer
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if anim:
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anim.play(&"Juubeldab")
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@@ -1,6 +1,5 @@
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extends Node3D
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func _ready():
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var anim = get_node("scene/mees_plaksutab/ArmatureAction")
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anim.play("animation")
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func _ready() -> void:
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$AnimationPlayer.play("ArmatureAction")
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@@ -16,8 +16,6 @@ dest_files=["res://.godot/imported/mees_plaksutab.glb-0ce4e4ee8c8f92069abfac9352
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nodes/root_type=""
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nodes/root_name=""
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nodes/root_script=null
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mesh_library/use_node_names_as_mesh_names=false
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array_mesh/deduplicate_surfaces=true
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nodes/apply_root_scale=true
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nodes/root_scale=1.0
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nodes/import_as_skeleton_bones=false
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@@ -2101,4 +2099,3 @@ _subresources={
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}
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gltf/naming_version=2
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gltf/embedded_image_handling=1
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gltf/texture_map_mode=1
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