crowd markers, unsheathed sword correct

This commit is contained in:
2026-08-26 19:13:39 +03:00
parent 95c4c0ddf9
commit c4a19c7443
6 changed files with 163 additions and 401 deletions
+5 -3
View File
@@ -256,12 +256,14 @@ func _register_all() -> void:
_reg_f("Bear", "bear_stagger_cd", 1.0, 0.0, 4.0, 0.05)
# ── Sword ─────────────────────────────────────────────────────────────────
# Local seating of the sword in the right hand (drawn / fighting).
# Defaults are identity — the bone is oriented in Blender to seat the sword
# directly; these exist to fine-tune in-game without re-exporting.
# The blade model runs along its local +Z, but weapon_bone (like every rig bone)
# points down its local +Y — so identity leaves the blade jutting out sideways.
# rot_x = -90 maps the blade's +Z onto the bone's +Y so it thrusts straight along
# the bone; rot_y is then the free roll (crossguard tilt) about the blade axis.
_reg_f("Sword", "sword_pos_x", 0.0, -1.0, 1.0, 0.01)
_reg_f("Sword", "sword_pos_y", 0.0, -1.0, 1.0, 0.01)
_reg_f("Sword", "sword_pos_z", 0.0, -1.0, 1.0, 0.01)
_reg_f("Sword", "sword_rot_x", 0.0, -180.0, 180.0, 1.0)
_reg_f("Sword", "sword_rot_x", -90.0, -180.0, 180.0, 1.0)
_reg_f("Sword", "sword_rot_y", 0.0, -180.0, 180.0, 1.0)
_reg_f("Sword", "sword_rot_z", 0.0, -180.0, 180.0, 1.0)
# Local seating of the sword in the hip holster (sheathed / wandering).