mobile support tweaks
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@@ -79,8 +79,16 @@ var _walk_dust_ramp: Gradient = null
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var _charge_dust_ramp: Gradient = null
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const RigidSkin = preload("res://rigid_skin.gd")
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func _ready() -> void:
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add_to_group(&"player")
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# Mali/ANGLE mobile GPUs can't run Godot's Compatibility vertex-skinning (transform
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# feedback) — skinned meshes render invisible on the web build. Rebuild the bull as
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# non-skinned bone-attached pieces there; desktop keeps smooth GPU skinning.
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if OS.has_feature("web"):
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RigidSkin.convert_tree(self)
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_max_hp = maxi(1, int(DP.f("bull_max_hp")))
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_hp = _max_hp
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_cube_scale = cube_guy.scale
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