193 Commits

Author SHA1 Message Date
richard a4d18e4928 Move bull ability FX into the authorable systems/fx/ library
CI / Decide whether to run (push) Has been cancelled
CI / Lint & headless tests (push) Has been cancelled
The bull's kick/dash/slam/roll and movement particles were ~112 lines of
hand-built CPUParticles3D in player.gd, bypassing the Fx system entirely
(Fx.spawn had zero callers) — so Siim couldn't author them in the inspector.

- Add six inspector-editable effect scenes (bull_slam/kick/dash one-shots +
  bull_hoof_dust/charge_trail/roll_sparks continuous); wire player.gd to
  Fx.spawn() / new Fx.attach(); register them + the gallery + smoke test.
- Extract the coded, non-particle slam rings + kick flash into a new
  bull_impact_fx.gd component (bull_legs.gd pattern).
- Drop 12 now-obsolete DP dust look-params (the .tscn owns the look now).
- Trim god-file comment noise: rewrite an AI-placeholder barrel block to typed
  code, drop dead commented-out bounce/topple code, fix stale post-reorg file
  paths (Assets/… → art/…, PascalCase scene names → snake_case).
- Document the Siim workflow in systems/fx/README.md; update CLAUDE.md.

player.gd 1307 → 944 lines. Full suite green.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CCyaJPTHCH9EDthpf4A5Sj
2026-09-08 14:35:25 +03:00
richard c742c4ae0e Remove the dead Slay-the-Spire map system (superseded by the lobby)
The lobby hub replaced the between-fights map, leaving the whole map
subsystem unused. Remove it:

- Delete MapScreen.tscn + map_screen.gd (the dead screen) and map_node.gd
  (the MapNode class).
- Strip map generation + navigation from run_state.gd (~90 lines:
  _generate_map/_link_rows/reachable/select_node/node_at/current_node/
  run_complete/complete_current_level, plus map/player_row/col/pending_row/col).
  ensure_run() now guards on a _run_active flag instead of the map array, so
  the shell reloading for each fight still can't wipe the run in progress.
- Simplify active_level() to the lobby flow (override -> lobby -> gate -> arena).
- Drop the now-unread LevelDef.color / is_boss fields and the _make_level args.
- Remove the map test from logic_test.gd.

Live flow unchanged (lobby gates via choose_level, wins via return_to_lobby).
Full headless suite green; menu + shell boot into the lobby clean.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01FBbGXbzg3SD6ZBSadPPF5H
2026-09-07 01:23:12 +03:00
richard 5caccd318c Drop version suffixes from Blender source filenames
CI / Decide whether to run (push) Has been cancelled
CI / Lint & headless tests (push) Has been cancelled
Rename the Blender working files to plain role names, dropping the version
noise: bull_v11 -> bull, matador_v03 -> matador, publik_mees_v01 ->
publik_mees, and collapse anim_bull2 into anim_bull (identical rig, newer
save kept; older duplicate dropped). Repoint create_matador_anims.py (blend
input + fbx export name), render_anim_preview.py and CLAUDE.md at the new
names.

The anim_* and sword files link the model blends as Blender libraries
(//bull_v11.blend, //matador_v03.blend, //publik_mees_v01.blend), so those
links need repointing once in Blender. The game is unaffected — it ships the
exported fbx/glb, not the .blend sources (art/blender/ is Godot-ignored).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01FBbGXbzg3SD6ZBSadPPF5H
2026-09-07 01:05:09 +03:00
richard 78efca445a clean up yt link
CI / Decide whether to run (push) Has been cancelled
CI / Lint & headless tests (push) Has been cancelled
2026-09-07 00:56:05 +03:00
richard 5078502228 Move Blender sources under art/blender and snake_case them
Relocate the Blender working files into art/blender/ (Godot-ignored via
the .gdignore that travels with them) and lowercase the ANIM_* files to
snake_case: anim_bull, anim_bull2, anim_matador, anim_publik_mees. Drop
the stray matador2.gd.uid (no matador2.gd exists).

Repoint .gitignore (preview + blend-backup patterns), render_anim_preview.py
and CLAUDE.md at art/blender/, and update the anim-doc references from the
deleted matador_v02 to matador_v03.

No game impact: art/blender/ sits outside Godot's import graph (confirmed:
no .blend imported, preview stays gitignored, menu boots clean).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01FBbGXbzg3SD6ZBSadPPF5H
2026-09-07 00:54:34 +03:00
richard 7bc241bbe6 Consolidate raw art under art/ and prune unused assets
Group all raw art by role under art/ (characters, levels, weapons, fx,
anim, textures, ui, icons, fonts, hdri, materials), matching the earlier
code reorg. Files are snake_case; asset uids are preserved so uid:// refs
still resolve, and every res:// path reference is rewritten across scenes,
scripts and project.godot.

- Move the used assets out of Assets/ Animations/ fonts/ HUD/ HDRI/
  Materials/ into art/; remove those dirs.
- Materials snake_cased: barrel_metal, barrel_wood, bear_claw_fx, fire.
- Delete unreferenced assets: alternate models, empty stub scripts,
  superseded BEAR_*.tres, marketing/spare PNGs, a spare font weight and
  the orphan M_Barrel_wood.gdshader.
- Blender: drop .blend auto-backups and matador_v01/v02 (+ stale v02 fbx);
  keep matador_v03 and repoint create_matador_anims.py to it. .gitignore
  now blocks all Blender/*.blend[0-9] backups.
- GLB Extract-Textures siblings (art/levels/*.png) kept and tracked.
- Document the art/ layout in CLAUDE.md.

Headless suite green; menu and gameplay shell boot clean.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01FBbGXbzg3SD6ZBSadPPF5H
2026-09-07 00:46:34 +03:00
richard 534b7f45ca Untrack the stray Assets/bear_level.tscn swept in during the reorg
CI / Decide whether to run (push) Has been cancelled
CI / Lint & headless tests (push) Has been cancelled
An unreferenced duplicate of levels/bear_level.tscn (the canonical bear level) that
git add -A pulled in by accident. Return it to untracked — it's kept on disk so
Richard can decide whether it's an accidental editor save-out to delete.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017KoYBYQgRyY1zDHXMsXY3V
2026-09-06 01:32:04 +03:00
richard 524a222b6c Point tests/README.md at the Gitea CI path
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017KoYBYQgRyY1zDHXMsXY3V
2026-09-06 01:31:40 +03:00
richard 9ca6f282f5 Drop the stale GitHub-workflow reference from the Gitea CI header
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017KoYBYQgRyY1zDHXMsXY3V
2026-09-06 01:31:29 +03:00
richard 64a8a9863d Remove the GitHub Actions workflow; Gitea is the CI host
The team hosts on Gitea, so .github/workflows/ci.yml is dead weight. The Gitea
workflow (.gitea/workflows/ci.yml) is the single source of CI: lint + headless
tests on push/PR, plus the daily safety-net run.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017KoYBYQgRyY1zDHXMsXY3V
2026-09-06 01:31:09 +03:00
richard c5ef68e82a Add a daily safety-net run to Gitea CI that skips already-tested commits
Add a schedule trigger (04:00 UTC daily) + workflow_dispatch to the Gitea CI, plus a
guard job: on push/PR it passes straight through, but on the daily run it asks the
Gitea API whether main's tip already carries a successful 'ci/headless' commit status
and, if so, skips the test job. The test job stamps that status when green, so a
commit already verified at push time is never re-tested — the nightly only spends a
runner on a tip whose push-time run was missed, skipped, or failed.

Also fix a cold-cache bug the nightly would have hit anyway: CI always starts without
a .godot cache, and a single 'godot --import' pass leaves .fbx/.glb-derived scenes
unresolved (the first pass imports base assets, the second resolves dependents), so
the headless tests couldn't load them. Import now runs twice.

Needs Gitea >= 1.21 (schedule) / >= 1.23 (the manual-run button); the auto-injected
GITEA_TOKEN needs statuses:write for the marker, granted via workflow permissions.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017KoYBYQgRyY1zDHXMsXY3V
2026-09-06 01:22:10 +03:00
richard 4569d3f5d4 Update CLAUDE.md paths + folder-layout overview for the reorg
Repoint the project-structure table and lint command at the new role-based tree,
and add a folder-layout summary up top.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017KoYBYQgRyY1zDHXMsXY3V
2026-09-06 00:06:33 +03:00
richard 7b6a141767 Reorganize the codebase into role-based folders (snake_case)
Move the 40-odd root-level scripts and scenes into a tree that groups by role,
per the approved roadmap (WS2/WS3): actors/{player,matador,bear}, systems/{combat,
fx,input,debug,render,crowd,config}, ui/, props/ (was tscn_s/). Rename the shell
scene.tscn -> levels/game_shell.tscn and every PascalCase scene to snake_case
(Player.tscn -> player.tscn, MainMenu.tscn -> main_menu.tscn, etc.) so the
case-insensitive web/macOS filesystems can't alias two files together.

Done as a scripted move: each file travels with its .uid; every quoted res:// path
across scenes, scripts, .tres, and project.godot's 9 autoloads is rewritten; the
.godot uid/class cache is rebuilt from scratch. Scenes still resolve by uid, so the
rewrite is belt-and-suspenders. Lint globs (run_tests.sh + both CI workflows) now
walk the new dirs; an orphan animation_tree.gd.uid and 7 pre-existing trailing-
whitespace lints (barrel/torch, never covered by the old root-only glob) are cleaned.

Full suite green on both sides. Asset consolidation (Assets/Animations/fonts ->
art/) is deferred — moving imported .glb/.png/.ttf is safer done in the editor.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017KoYBYQgRyY1zDHXMsXY3V
2026-09-06 00:04:41 +03:00
richard b839252fe0 Track the UID sidecars for the new DamageEvent and test-harness scripts
These .gd files were committed earlier without their generated .uid siblings; the
repo tracks .uid everywhere else, so commit them too and stop each machine
regenerating (and churning) the resource UIDs.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Pq1VX2o1ZfiNRdCjD294wf
2026-09-05 10:52:23 +03:00
richard ac0da2a6fc Add Gitea Actions CI mirroring the GitHub workflow
Gitea Actions is GitHub-Actions-compatible and reads .gitea/workflows/, so the
lint + headless-test gate runs on the team's own Gitea host. Unlike the GitHub
workflow it installs Godot (curl) and gdtoolkit (venv) with plain shell steps, so
it doesn't depend on the chickensoft setup-godot action being reachable from a
self-hosted runner — only actions/checkout and upload-artifact remain external,
both covered by Gitea's default action proxy.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Pq1VX2o1ZfiNRdCjD294wf
2026-09-05 10:52:23 +03:00
richard c3f92d8758 Move the FX placeholder seeder into tools/
_seed_placeholders.gd is a one-off generator, not a shipped effect — it belongs
with the other headless tooling (bake_crowd_sheet, preview_*), not in the fx/
runtime dir Siim edits. Rename it to tools/seed_fx_placeholders.gd (matching the
dir's verb_noun convention) and repoint the two doc-comment references.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Pq1VX2o1ZfiNRdCjD294wf
2026-09-05 10:52:23 +03:00
richard 9c4563a973 Complete the DamageEvent migration: one deal() entry point for every attacker
The bull's Hitbox already routed through DamageEvent, but the spear, the bear's
maul, and the matador's reach-gore still did raw Object.call(&"take_sword_hit", ...)
— the exact scattered string paths DamageEvent was meant to retire. Add a single
static DamageEvent.deal(target, cause, at, source, knock_up) that builds the typed
event and hands it to receive_damage(), falling back to the legacy string call for
any not-yet-migrated victim, and route all four attackers (Hitbox included) through
it. The damage_pipeline characterization test proves the bull's outcomes are
unchanged.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Pq1VX2o1ZfiNRdCjD294wf
2026-09-05 10:52:10 +03:00
richard ffe3052468 Fix stale logic-test reference to renamed param
mat_spawn_count was renamed mat_wave_size; the test still queried the old key
(returning 0.0). Point it at the current param + its registered range.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CmG3mQGVXZUPDVapmdbWZ1
2026-09-05 00:19:19 +03:00
richard f02185e859 Fix pre-existing lint errors blocking the new CI gate
A too-long line in console.gd and trailing whitespace in matador_spawn.gd
predate this branch but fail gdlint, which the new CI runs on every push.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CmG3mQGVXZUPDVapmdbWZ1
2026-09-05 00:18:21 +03:00
richard 70274f1773 Route the bull's hits through the typed DamageEvent pipeline
Hitbox now builds a DamageEvent (cause + hit position + shaped knock-up) and
calls the bull's new receive_damage(), instead of two stringly Object.call()s.
receive_damage adapts over the existing pip/knock-up logic so behaviour is
identical -- the characterization test drives both the string and typed paths
and asserts the same outcomes. Wire fx/damage/harness tests into run_tests.sh
+ CLAUDE.md. All hitbox guard tests green (stab, bear hitbox, ram, charge).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CmG3mQGVXZUPDVapmdbWZ1
2026-09-05 00:17:04 +03:00
richard 973db7d8b8 Add scene-authored FX effect library and Fx autoload
Replace code-buried CPUParticles with inspector-editable effect scenes fired
through one Fx autoload: code names the effect (Fx.spawn(&"blood_burst", xform)),
the .tscn owns the look. Ships four placeholder effects (blood_burst, slam_dust,
spark, hit_flash) seeded from the old code params, a self-freeing one_shot_effect
root helper, a live preview gallery, and an FX style guide for Siim. CPUParticles
only (mobile GLES3 constraint). Existing call sites untouched -- migrated later.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-09-05 00:13:43 +03:00
richard 1ea7f7a744 Add characterization test locking the bull's damage reception
Pins take_sword_hit / apply_knock_up behaviour (pip loss, i-frames, single
tagged death, upward-only knock-up) before WS2 reroutes them through
DamageEvent. 12/12 headless.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CmG3mQGVXZUPDVapmdbWZ1
2026-09-05 00:13:23 +03:00
richard 64fabb688f Add typed DamageEvent contract for the unified hit pipeline
The single payload every attack will route through, replacing the stringly
Object.call(&"take_sword_hit", "gored") paths. Standalone for now; the
per-actor slices wire hitbox.gd and the bull/matador/bear receivers onto it.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CmG3mQGVXZUPDVapmdbWZ1
2026-09-05 00:09:35 +03:00
richard 9122a601d0 Wire harness self-test into run_tests.sh
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CmG3mQGVXZUPDVapmdbWZ1
2026-09-05 00:07:46 +03:00
richard a6f938a0da Add CI workflow and reusable test-harness foundation
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-09-05 00:07:03 +03:00
richard 994ce3be73 Add headless UI-layout robustness test
Asserts computed Control geometry instead of pixels: HUD/menu stay on-screen,
text fits its box, tap targets >=44px, and the options scroll can reach its
overflow -- across five resolutions plus a +40% pseudo-locale pass. Wired into
run_tests.sh and the CLAUDE.md test list. 16/16 pass headless.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CmG3mQGVXZUPDVapmdbWZ1
2026-09-05 00:01:06 +03:00
richard 39aacc3c87 Remove editor autosave cruft and orphan scenes
Delete 17 tracked *.tmp editor autosaves and three verified-unreferenced
orphans (Assets/bear_level.tscn, Assets/matador_2.tscn, matador_2.gd), and
gitignore *.tmp so they never return. The real Assets/bear_level_arena.glb is
kept — it still backs levels/bear_level.tscn.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CmG3mQGVXZUPDVapmdbWZ1
2026-09-05 00:01:06 +03:00
richard 400ae24f92 Remove the persistent blood-decal system
Strip only the floor/wall blood-splat decals added in 981ebf1, keeping the
older death-spray, spear-wound spurt, and "Blood & Gore" toggle:

- Delete blood_decals.gd + shader, the Gore autoload (gore.gd), and
  tests/blood_decals_test.gd
- Drop the Gore autoload and the Blood DP section
- Remove all Gore.splat() call sites (matador.gd, bear.gd, player.gd);
  the _blood_burst spray and _spawn_blood spurt stay
- game_shell no longer spawns a per-level decal pool
- Update level_switch test + run_tests.sh accordingly

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CmG3mQGVXZUPDVapmdbWZ1
2026-09-04 22:41:00 +03:00
richard 79ea5bb2be Bump version to 0.4.0
The in-game version banner (GameVersion.full) reads config/version from
project.godot; it had lagged at 0.2.0 behind the 0.3.0 tag.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EznnY8rH2dXhtono1kwsXg
2026-09-04 14:19:19 +03:00
richard 981ebf1910 Add blood decals, gore, mobile HUD, web start gate + touch/perf tests
Remove tools/fstest.html scratch page used to probe browser
fullscreen/orientation APIs.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EznnY8rH2dXhtono1kwsXg
2026-09-04 14:07:57 +03:00
siim 01d6ecf475 go to bear level fix and vibration of controller when gate is opening 2026-09-03 18:20:19 +03:00
siim 931ddf0eeb can turn "gamepad_vibration" on and off in debug mode 2026-09-03 18:04:58 +03:00
siim 50073b2574 controller vibrate when taking damage 2026-09-03 17:53:44 +03:00
siim 07f8a71f2c torches light animation 2026-09-03 07:53:55 +03:00
richard 34dc5b026e Lobby barrel-smash reward + roll/slam barrel destruction
Bull's boulder roll now homes on and ploughs through lobby barrels, and
the slam shockwave bursts them within its radius. HUD tallies barrels on
load and fires a confetti "WOooOoW!" + two gold bonus HP pips when the
last one breaks; gates open from run state as fights are cleared.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-09-03 01:38:57 +03:00
richard 5c1e881a53 Combat overhaul: charge/gore, bear ram, matador taunt reactions
Bull charge damage:
- Tunnel-proof swept detection (prev→now segment) for matador gore and bear
  ram, so a 66 m/s dash no longer skips clean over the thin HitArea.
- Horns-first cone (bull_gore_arc): running into an enemy only wounds it when
  charging roughly at it, not a sideways brush.
- Dash is a committed lunge: bypasses the horns cone AND the survival roll, so a
  dash connect is a guaranteed kill. Cruise charges keep a speed-scaled roll
  (mat_charge_pierce). Roll ability defers to its own pop (is_rolling guard).

Bear:
- Horns-first swept ram detection (edge-triggered: one charge = one wound);
  a tunnelling or point-blank charge now lands where body_entered wouldn't.
- Overhead smash lane extends faster (0.1s) and further (20 m).
- Leap slam launches the bull from anywhere in the circle (ring_frac 0).
- Removed stray-quote syntax errors that broke the script.

Matador:
- Collider-driven stab (BladeHitbox) with recovery beat + taunt-after-hit so it
  stops machine-gunning the bull.
- A taunting matador answers a charge: spear from range, sword up close.

Spear projectile masks the BULL layer so throws connect.

Tests: matador_charge/stab/spear/taunt_react, bear_ram/hitbox/fx (+ unified
_fake_bull stand-in). Trimmed verbose comments.

Note: bear claw-emitter/death work is still WIP (3 bear_boss_test failures).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-09-03 01:01:42 +03:00
siim 4efc6763f0 lobby little tweak 2026-09-01 21:34:02 +03:00
siim 76d4fee33c Lobby level gates trigger areas 2026-09-01 21:22:16 +03:00
siim 271be0b26b + torches 2026-09-01 08:58:56 +03:00
siim 98c6f1285a underground_lobby 2026-08-31 21:52:13 +03:00
siim 4d66df8c7e bear long range slam. and not rotating while attacking animore. but dash and movement damage not working now 2026-08-29 09:30:03 +03:00
siim 41f18cb5d6 bear fx v2 2026-08-28 21:43:59 +03:00
siim 6b6a926715 bear_fx 2026-08-28 20:23:13 +03:00
siim dae7ec06da barrel materials 2026-08-28 19:43:09 +03:00
siim 1eb06876e9 breakable barrels 2026-08-28 19:02:19 +03:00
richard 1021a07b04 Put dead matadors on a corpse collision layer
A killed matador's ragdoll shared the WORLD layer with the bull, so the
bull collided with the bodies and spazzed out on them. Give corpses a
dedicated CORPSE layer masked to itself, and tag the ground/walls with
CORPSE too (at level load, so it also reaches colliders baked into the
instanced GLB arenas). The corpse still rests on the arena, but the bull
— which only masks WORLD — passes straight through the bodies.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-27 23:27:10 +03:00
richard c365f76d80 Merge remote-tracking branch 'origin/main' 2026-08-27 21:34:23 +03:00
richard 32ac46f840 lobby cam 2026-08-27 21:34:18 +03:00
siim bd10d1789b bear max hp 30 2026-08-27 21:30:48 +03:00
siim 170d8ff3f1 siim timmimised väiksed 2026-08-27 21:15:36 +03:00
siim 550bf2c5ad adjustable wave size with debug parameter "mat_wave_size" 2026-08-27 20:36:00 +03:00
siim 02f3e283de landing. don't bounce! 2026-08-27 08:30:03 +03:00
siim 9123574947 crowd billbord placement + mat sword run fix 2026-08-26 22:32:30 +03:00
siim aadf59d2d0 lobby collisions 2026-08-26 21:09:41 +03:00
richard d57c3dc2a2 Merge remote-tracking branch 'origin/main' 2026-08-26 20:38:14 +03:00
richard 09ae6bfbf4 lobby level 2026-08-26 20:38:07 +03:00
richard 40c1b8e680 debug param save works, bull/bear hitbox 2026-08-26 20:37:50 +03:00
siim a1c77fed5e Update debug_params.gd 2026-08-26 20:02:23 +03:00
siim 1a8af92d88 matador attack fix 2026-08-26 19:53:43 +03:00
siim 8166a6c18e Merge branch 'main' of https://git.richard.work/siim/Bullosseum 2026-08-26 19:41:35 +03:00
siim 46d6dda325 capsule 2026-08-26 19:41:23 +03:00
richard fc9348551d fix sword holster 2026-08-26 19:18:52 +03:00
richard c4a19c7443 crowd markers, unsheathed sword correct 2026-08-26 19:13:39 +03:00
siim 95c4c0ddf9 BEAR ARENA UPDATE 2026-08-26 19:12:27 +03:00
siim 6a4f104655 bear arena model updeit 2026-08-26 18:30:09 +03:00
siim d4b67888d7 controller zoom with right stick 2026-08-26 18:12:12 +03:00
siim b177e0aee3 matadors dont come inside the player anymore with sword attack. also got rid of matador.gd dublicate.. that i made for testing animation 2026-08-26 08:39:40 +03:00
siim 2a6f4c0f7b bear_FX 2026-08-25 21:58:43 +03:00
siim 32d0c58f5c bear_ Call method track testing with spears 2026-08-25 08:49:44 +03:00
siim 251002ea7c bull and bear flashing red when take damage 2026-08-25 08:04:39 +03:00
siim 986496097f arena cleanup 2026-08-24 18:45:03 +03:00
siim d976deeb6a arena cleanup+tex modification 2026-08-24 18:41:34 +03:00
siim d632670092 +death animation bear 2026-08-24 08:36:48 +03:00
siim e1899e49f4 level lobby 2026-08-23 23:40:28 +03:00
siim 6f5f9e6bba ps1 filter tuun 2026-08-23 22:26:58 +03:00
siim 91cd027a98 adj 2026-08-23 22:05:57 +03:00
siim ef2fb24969 cooldowns increase 2026-08-23 21:39:19 +03:00
siim 4c75776c70 debug_param_cooldown adjusts 2026-08-23 21:28:19 +03:00
siim 7688084b7e spear update 2026-08-23 21:15:25 +03:00
richard ccc92f201f mobile support tweaks 2026-08-23 20:32:52 +03:00
richard 008650a87e Merge remote-tracking branch 'origin/main' 2026-08-23 17:34:05 +03:00
richard b9e3147519 Bear, level selector (to be removed), new matador spawn, new bear level, saving config updates source files 2026-08-23 17:33:47 +03:00
richard cdba320cbc bear 2026-08-23 17:33:32 +03:00
richard ee7b1617c1 Bear, level selector (to be removed), new matador spawn, new bear level, saving config updates source files 2026-08-23 17:33:15 +03:00
richard d749485126 Map screen version 2026-08-23 13:16:04 +03:00
richard 45427b7070 Merge remote-tracking branch 'origin/main' 2026-08-23 12:37:35 +03:00
richard d514435dd8 touch controls and hud 2026-08-23 12:37:30 +03:00
siim 3eb9fa50f3 +bear boss 2026-08-23 11:18:45 +03:00
siim aee900c009 bear boss, aga broken 2026-08-21 18:23:30 +03:00
siim 4cf714f516 Update spear.glb 2026-08-17 23:49:29 +03:00
siim b78736a1f4 icon update 2026-08-10 04:43:48 +03:00
siim 212263c858 credits tuun 2026-08-10 03:53:17 +03:00
siim 8c4eeb0861 cooldowns? 2026-08-10 03:30:53 +03:00
siim 95def2d527 loading text + fullscreen default 2026-08-10 01:04:57 +03:00
siim 9a43a9ff8b icon 2026-08-09 23:58:01 +03:00
siim 7238cbf49e death anim speed .8 2026-08-09 23:19:23 +03:00
siim 44c667f097 collision scale 2026-08-09 23:15:43 +03:00
siim 3cd347d420 walk anim, death anim ja loading screen 2026-08-09 23:05:55 +03:00
richard 6414b2e7cc uids 2026-08-09 19:40:39 +03:00
richard 56593c58cf Release 0.2.0: device-aware controls, spear, settings, shaders
Show touch controls only on touch platforms and keyboard hints only on
desktop, via a shared Controls.use_touch_ui() gate (is_touchscreen_available
is unreliable with emulate_touch_from_mouse). Bumps version to 0.2.0.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-09 19:39:37 +03:00
richard ce6f3d7075 Deployment script update 2026-08-09 15:26:01 +03:00
siim a74182255b light tim 2026-08-08 11:47:36 +03:00
siim ebf5046461 credits 2026-07-30 20:21:10 +03:00
richard 271de1b045 ps1 filter variables, crowds 2026-07-30 15:12:22 +03:00
richard 3defc9da95 UI theme 2026-07-30 13:52:50 +03:00
richard ff75dacfb6 New screens, new hud, new intro menu, some UI element changes 2026-07-30 13:52:39 +03:00
richard bf7a454ad0 Win, lose screen. Game version info. Matador a lot more aggressive/wins easier (tweaks needed). No more score/combo/waves 2026-07-30 12:39:51 +03:00
richard ebb6ec6335 Bull roll ability, console screen, tests 2026-07-28 23:10:38 +03:00
siim a0b248748c hud ja camera change 2026-07-24 15:16:21 +03:00
siim 5ef5889979 siim push 2026-07-24 14:51:57 +03:00
siim 2e9d62b964 bull uptade 2026-07-24 10:02:56 +03:00
richard 622830a6ee Hide controls by default 2026-07-22 23:00:45 +03:00
richard 603a674e08 menu interactive, refactor, perf tests, charge bar, debug menu stuff 2026-07-22 22:57:02 +03:00
siim 631df017d1 seq uptate 2026-07-22 22:25:14 +03:00
siim 2c0142d208 + intro sequence 2026-07-22 22:00:22 +03:00
richard c283eb0927 Menu, options with changeable controls, fade transition, placeholder background 2026-07-22 19:45:49 +03:00
siim d379b215e2 intro test 2026-07-21 23:36:41 +03:00
siim cd73a21ab7 intro menu alustasin 2026-07-20 22:40:50 +03:00
richard 6a67bfea36 better ragdoll, launch ragdolls on slam weee 2026-06-25 00:17:12 +03:00
richard b929ed2a7a cooldowns, sword holstering, ability colors 2026-06-25 00:10:40 +03:00
richard 708a35d51f return of the bull 2026-06-24 23:13:14 +03:00
richard 115872b98f sword holster, health 2026-06-24 23:11:19 +03:00
siim 64124990a6 +Sword 2026-06-20 10:58:35 +03:00
siim 037bfad700 matador 2026-06-20 10:53:21 +03:00
siim 661b4e470b gdignore 2026-06-16 18:30:05 +03:00
siim b564cd5a71 sword keset platsi 2026-06-14 23:13:52 +03:00
siim 7b5fcb1d1e +sword 2026-06-14 23:09:18 +03:00
siim 45e69101b6 gamepad buttons 2026-06-11 20:51:59 +03:00
siim a9810c8c9f dash 2026-06-10 22:50:07 +03:00
richard ba20cd8580 remove bounce after slam 2026-06-10 22:42:12 +03:00
richard aac0099faa Merge remote-tracking branch 'origin/main' 2026-06-10 22:36:53 +03:00
richard 4fc64dedae dash speed 3x, slam visual/damage fix 2026-06-10 22:36:47 +03:00
siim 7423665c06 dash*3 2026-06-10 22:07:11 +03:00
richard 09c39e068b Ability refinement, more and more matadors spawn after clears 2026-06-10 21:53:57 +03:00
richard c1852e8736 abilities first draft 2026-06-10 19:39:35 +03:00
richard dda9862589 fix bad references 2026-06-10 19:23:34 +03:00
richard d538679697 Merge remote-tracking branch 'origin/main' 2026-06-10 19:07:35 +03:00
siim e668895c12 bull anim 2026-06-10 18:56:17 +03:00
siim 064f07ace7 hud_pics 2026-06-10 01:23:20 +03:00
siim 9d0799083c dof update 2026-06-08 03:05:11 +03:00
siim 2bea615307 DOF test 2026-06-08 02:50:04 +03:00
siim a61f4c4689 koristasin selle lehvitaja ära 2026-06-07 19:48:33 +03:00
richard f6355605cd smarter AI 2026-06-07 17:30:58 +03:00
siim 033d26ee18 blend1 test 2026-06-07 16:58:52 +03:00
richard d3315836c3 delete autosaves 2026-06-07 16:56:20 +03:00
richard 3279645ac4 gitignore remove blender autosave 2026-06-07 16:55:50 +03:00
richard 371a2fded0 remove blender autosaves from git history 2026-06-07 16:54:15 +03:00
richard 49a9bced4b matador animationingng 2026-06-07 16:47:18 +03:00
siim f0d932eac3 testing 2026-06-06 12:08:56 +03:00
siim ca1a0ce581 - 2026-06-04 01:12:09 +03:00
siim 5ad4f64474 matador 2026-06-04 00:10:13 +03:00
siim 48cac53fc6 Merge branch 'main' of https://git.richard.work/siim/Bullosseum 2026-06-04 00:07:22 +03:00
siim 5c489318a9 blender files 2026-06-04 00:07:15 +03:00
richard 1f24a750fb sounds, deploy 2026-05-29 16:41:16 +03:00
richard 33ec51625c scanlines, sounds, bumper walls, score keep, control legend, timer 2026-05-29 16:37:26 +03:00
richard 2e2b70e030 web deployment, fix stuff so works on linux too (cached non commited stuff) 2026-05-28 22:08:17 +03:00
siim 04597cdc01 publik speed offset 2026-05-26 08:42:18 +03:00
siim c407513cbd more publik 2026-05-26 01:23:49 +03:00
siim ea065e4d81 added publikum 2026-05-26 01:20:19 +03:00
siim 0e654ec0b6 publik_anim 2026-05-25 22:32:01 +03:00
siim df27e9d807 controller inputs 2026-05-25 21:49:34 +03:00
richard 866cc12c2c When charging with both buttons, see red 2026-05-25 21:08:43 +03:00
richard d98a5ba0ac Hit effect 2026-05-25 20:56:08 +03:00
richard 6abf5355c2 tests & can charge up thrust 2026-05-25 20:51:48 +03:00
richard bfb026c7ae giitignore 2026-05-25 20:51:02 +03:00
richard 245ce31eab missing ps1 gdshader 2026-05-25 20:42:24 +03:00
richard b30fb6e0a6 hold right+left, it charges ahead 2026-05-25 20:38:38 +03:00
richard 950d93ed0e PS1 filter 2026-05-25 20:36:39 +03:00
richard 85b9c86164 isometric cam 2026-05-25 20:22:43 +03:00
richard 174b14fa61 R to reset matador 2026-05-25 20:10:16 +03:00
richard 30136a9b90 bull legs not clipped, arena not scaled 2026-05-25 19:39:02 +03:00
richard 80a35a4553 Merge remote-tracking branch 'origin/main'
# Conflicts:
#	Blender/matador_v02.blend
2026-05-25 18:37:54 +03:00
richard 98d579f733 tail wag works 2026-05-25 18:37:42 +03:00
siim f19e6980cd Merge branch 'main' of https://git.richard.work/siim/Bullosseum 2026-05-20 21:16:42 +03:00
siim ab270ac04f mat blend 2026-05-20 21:16:35 +03:00
richard 22ed4f7722 missing files 2026-05-20 21:16:17 +03:00
richard af0790a1ce matadors moving, thrusty bull, slop 2026-05-20 21:07:09 +03:00
siim a8b9f166a6 matador_fbx 2026-05-20 20:43:50 +03:00
siim de5b5f3b7c blender matador 2026-05-20 20:33:31 +03:00
siim 13b027d91c matatod_mudeling 2026-05-20 00:17:49 +03:00
siim d6fe527906 + blenderfiles 2026-05-19 23:36:31 +03:00
richard 6549240337 bouncy bull 2026-05-15 22:10:58 +03:00
richard fe5d143047 Debug menu F1 (use ctrl to lock cam). Design.md doc 2026-05-10 18:40:14 +03:00
siim dc40057fe1 ragdoll skeleton 2026-05-10 17:32:56 +03:00
siim cb3a54c1cc Merge branch 'main' of https://git.richard.work/siim/Bullosseum 2026-05-10 17:15:17 +03:00
siim 34b3866a5e nimi ja dash 2026-05-10 17:15:11 +03:00
richard 4f1126563c dust particles for hooves 2026-05-10 17:01:18 +03:00
richard c587b9877f charge shiftiga, suure hooga ei peatu kohe, loomad ei keera snappily 2026-05-09 23:07:02 +03:00
richard a809ed6cc4 pull liigub õiges suunas 2026-05-09 21:52:11 +03:00
siim 9675ae884d lisasin pulli ja areeni 2026-05-09 18:09:23 +03:00
richard a318e65e70 local config xmls 2026-05-09 17:56:43 +03:00
richard 8b3a816203 Restructure 2026-05-09 17:55:47 +03:00
richard 4e7bc29507 vibe code and restructure 2026-05-09 17:55:07 +03:00
459 changed files with 23422 additions and 792 deletions
+5
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@@ -0,0 +1,5 @@
disable:
- class-definitions-order
- no-else-return
max-line-length: 120
max-file-lines: 3000
+139
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@@ -0,0 +1,139 @@
name: CI
# Gitea Actions is GitHub-Actions-compatible: drop this in .gitea/workflows/, enable Actions on the
# repo ([actions] ENABLED=true in app.ini, Gitea >= 1.19) and register an act_runner — it then runs
# on every push / PR. Godot and gdtoolkit are installed with plain shell steps (not the chickensoft
# setup-godot action), because a self-hosted runner usually can't reach the GitHub action registry
# (unless DEFAULT_ACTIONS_URL is set to proxy github.com). Only actions/checkout and upload-artifact
# remain as external actions — both ship with Gitea's default proxy; if yours is offline, mirror them
# into your instance.
#
# It also runs once a day (schedule) as a safety net over main's tip. The `guard` job skips that daily
# run when the commit already passed — so an idle main isn't re-tested, but a commit whose push-time
# run was missed/skipped still gets verified. schedule needs Gitea >= 1.21; workflow_dispatch (the
# manual "Run workflow" button) needs >= 1.23; from 1.23 the cron is evaluated in UTC.
on:
push:
pull_request:
workflow_dispatch:
schedule:
- cron: "0 4 * * *" # 04:00 UTC daily
# statuses:write lets the test job stamp a `ci/headless` commit status the guard reads back.
permissions:
contents: read
statuses: write
env:
# The Godot build the team runs (godot --version -> 4.7.beta.custom_build.417cd33bf). Pin this to a
# PUBLISHED build from https://github.com/godotengine/godot-builds/releases. If you run a custom
# build with no public binary, host the linux headless zip where the runner can reach it and set
# GODOT_URL to that (it overrides the constructed URL below).
GODOT_VERSION: "4.7-beta1"
GODOT_URL: ""
jobs:
# On push/PR this passes straight through. On the daily schedule it asks the API whether main's tip
# already carries a successful `ci/headless` status (stamped by an earlier run) and, if so, tells the
# test job to skip — that's the "don't re-test a commit that already ran" rule.
guard:
name: Decide whether to run
runs-on: ubuntu-latest
outputs:
run: ${{ steps.decide.outputs.run }}
steps:
- name: Check for an existing pass on this commit
id: decide
env:
GITEA_TOKEN: ${{ secrets.GITEA_TOKEN }}
run: |
set -u
if [ "${{ github.event_name }}" != "schedule" ]; then
echo "event=${{ github.event_name }} -> run"
echo "run=true" >> "$GITHUB_OUTPUT"
exit 0
fi
api="${{ github.api_url }}"; [ -n "$api" ] || api="${{ github.server_url }}/api/v1"
curl -sfL -H "Authorization: token ${GITEA_TOKEN}" \
"$api/repos/${{ github.repository }}/commits/${{ github.sha }}/statuses?limit=100" \
-o /tmp/statuses.json || echo '[]' > /tmp/statuses.json
python3 - <<'PY'
import json, os
try:
data = json.load(open("/tmp/statuses.json"))
except Exception:
data = []
items = data.get("statuses", data) if isinstance(data, dict) else data
done = any(
s.get("context") == "ci/headless" and (s.get("state") or s.get("status")) == "success"
for s in (items or [])
)
with open(os.environ["GITHUB_OUTPUT"], "a") as f:
f.write("run=%s\n" % ("false" if done else "true"))
print("commit already passed ci/headless -> skip" if done else "no prior pass -> run")
PY
test:
name: Lint & headless tests
runs-on: ubuntu-latest # must match a label your act_runner registered with
needs: guard
if: ${{ needs.guard.outputs.run == 'true' }}
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Install Godot ${{ env.GODOT_VERSION }}
run: |
set -eux
url="${GODOT_URL:-https://github.com/godotengine/godot-builds/releases/download/${GODOT_VERSION}/Godot_v${GODOT_VERSION}_linux.x86_64.zip}"
curl -fL "$url" -o /tmp/godot.zip
unzip -o /tmp/godot.zip -d /tmp/godot
install -m 755 /tmp/godot/Godot_v*_linux.x86_64 /usr/local/bin/godot
godot --version
- name: Install gdlint (gdtoolkit)
# A venv sidesteps PEP-668 "externally managed" pip on recent runner images; putting its bin on
# GITHUB_PATH lets run_tests.sh call bare `gdlint` in later steps.
run: |
set -eux
python3 -m venv /tmp/venv
/tmp/venv/bin/pip install "gdtoolkit==4.*"
echo "/tmp/venv/bin" >> "$GITHUB_PATH"
# A cold .godot cache (CI always starts cold) needs two import passes: the first imports base
# assets, the second resolves scenes that depend on them (the .fbx/.glb -> .scn imports). One pass
# leaves those unresolved and the headless tests fail to load them. Warnings exit non-zero.
- name: Import resources
run: |
godot --headless --import || true
godot --headless --import || true
- name: gdlint
run: gdlint actors systems ui props levels tests
- name: Headless tests
env:
GODOT: godot
run: bash run_tests.sh --no-gameplay
# Stamp the commit so the daily guard recognizes it as already tested. Best-effort: a fork PR whose
# token can't write statuses just skips this (the build still passes).
- name: Mark commit as tested
if: success()
env:
GITEA_TOKEN: ${{ secrets.GITEA_TOKEN }}
run: |
api="${{ github.api_url }}"; [ -n "$api" ] || api="${{ github.server_url }}/api/v1"
curl -sfL -X POST -H "Authorization: token ${GITEA_TOKEN}" -H "Content-Type: application/json" \
"$api/repos/${{ github.repository }}/statuses/${{ github.sha }}" \
-d '{"context":"ci/headless","state":"success","description":"headless suite green"}' \
>/dev/null || echo "could not post commit status (token lacks statuses:write?)"
- name: Upload test output on failure
if: failure()
uses: actions/upload-artifact@v4
with:
name: test-output
path: tests/output/
if-no-files-found: ignore
+25
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@@ -0,0 +1,25 @@
# Godot 4+ specific ignores
.godot/
/android/
# Godot editor autosave scratch files (e.g. Bear.tscn12015901897.tmp)
*.tmp
# JetBrains IDE — contains absolute paths (Godot binary, SDK dirs), varies per user
.idea/
# Blender render previews (generated by render_anim_preview.py)
art/blender/preview/
# Blender auto-save backups (.blend1, .blend2, … — Blender rewrites these on every save)
art/blender/*.blend[0-9]
# Test output (generated screenshots, frame strips)
tests/output/
# Web export output
build/
#PRISM
BullPrism/
+15
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@@ -0,0 +1,15 @@
# Default ignored files
/shelf/
/workspace.xml
# Rider ignored files
/.idea.Bullosseum.iml
/projectSettingsUpdater.xml
/contentModel.xml
/modules.xml
# Ignored default folder with query files
/queries/
# Datasource local storage ignored files
/dataSources/
/dataSources.local.xml
# Editor-based HTTP Client requests
/httpRequests/
+4
View File
@@ -0,0 +1,4 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="Encoding" addBOMForNewFiles="with BOM under Windows, with no BOM otherwise" />
</project>
+8
View File
@@ -0,0 +1,8 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="UserContentModel">
<attachedFolders />
<explicitIncludes />
<explicitExcludes />
</component>
</project>
Generated
+6
View File
@@ -0,0 +1,6 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="VcsDirectoryMappings">
<mapping directory="" vcs="Git" />
</component>
</project>
-3
View File
@@ -1,3 +0,0 @@
# Godot 4+ specific ignores
.godot/
/android/
-1
View File
@@ -1 +0,0 @@
@@ -1,192 +0,0 @@
[editor_states]
2D={
"grid_offset": Vector2(0, 0),
"grid_snap_active": false,
"grid_step": Vector2(8, 8),
"grid_visibility": 1,
"ofs": Vector2(-166, -111),
"primary_grid_step": Vector2i(8, 8),
"show_group_gizmos": true,
"show_guides": true,
"show_helpers": false,
"show_lock_gizmos": true,
"show_origin": true,
"show_position_gizmos": true,
"show_rulers": true,
"show_transformation_gizmos": true,
"show_viewport": true,
"show_zoom_control": true,
"smart_snap_active": false,
"snap_guides": true,
"snap_node_anchors": true,
"snap_node_center": true,
"snap_node_parent": true,
"snap_node_sides": true,
"snap_other_nodes": true,
"snap_pixel": true,
"snap_relative": false,
"snap_rotation": false,
"snap_rotation_offset": 0.0,
"snap_rotation_step": 0.2617994,
"snap_scale": false,
"snap_scale_step": 0.1,
"zoom": 1.0
}
3D={
"fov": 70.01,
"gizmos_status": {
"AudioListener3D": 0,
"AudioStreamPlayer3D": 0,
"CPUParticles3D": 0,
"CSGShape3D": 0,
"Camera3D": 0,
"ChainIK3D": 0,
"CollisionObject3D": 0,
"CollisionPolygon3D": 0,
"CollisionShape3D": 0,
"Decal": 0,
"FogVolume": 0,
"GPUParticles3D": 0,
"GPUParticlesCollision3D": 0,
"Joint3D": 0,
"Light3D": 0,
"LightmapGI": 0,
"LightmapProbe": 0,
"Marker3D": 0,
"MeshInstance3DCustomAABB": 0,
"NavigationLink3D": 0,
"NavigationObstacle3D": 0,
"NavigationRegion3D": 0,
"OccluderInstance3D": 0,
"Particles3DEmissionShape": 0,
"Path3D": 0,
"PhysicalBone3D": 0,
"RayCast3D": 0,
"ReflectionProbe": 0,
"ShapeCast3D": 0,
"Skeleton3D": 0,
"SoftBody3D": 0,
"SpringArm3D": 0,
"SpringBoneCollision3D": 0,
"SpringBoneSimulator3D": 0,
"TwoBoneIK3D": 0,
"VehicleWheel3D": 0,
"VisibleOnScreenNotifier3D": 0,
"VoxelGI": 0
},
"local_coords": false,
"preview_sun_env": {
"environ_ao_enabled": false,
"environ_enabled": true,
"environ_energy": 1.0,
"environ_gi_enabled": false,
"environ_glow_enabled": true,
"environ_ground_color": Color(0.2, 0.169, 0.133, 1),
"environ_sky_color": Color(0.385, 0.454, 0.55, 1),
"environ_tonemap_enabled": true,
"sun_color": Color(1, 1, 1, 1),
"sun_enabled": true,
"sun_energy": 1.0,
"sun_rotation": Vector2(-1.0471976, 2.6179938),
"sun_shadow_max_distance": 100.0
},
"rotate_snap": 15.0,
"scale_snap": 10.0,
"show_grid": true,
"show_origin": true,
"snap_enabled": false,
"translate_snap": 1.0,
"viewport_mode": 1,
"viewports": [{
"auto_orthogonal": false,
"auto_orthogonal_enabled": true,
"cinematic_preview": false,
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}, {
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"position": Vector3(0, 0, 0),
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"x_rotation": 0.5,
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}],
"zfar": 4000.01,
"znear": 0.05
}
Anim={
"visible": false
}
selected_nodes=Array[NodePath]([NodePath("/root/@EditorNode@18065/@Panel@14/@VBoxContainer@15/DockHSplitMain/@VBoxContainer@28/DockVSplitCenter/@VSplitContainer@70/@VBoxContainer@71/@EditorMainScreen@125/MainScreen/@CanvasItemEditor@9318/@VSplitContainer@9101/@HSplitContainer@9103/@HSplitContainer@9105/@Control@9106/@SubViewportContainer@9107/@SubViewport@9108/Player/SpringArmPivot/SpringArm3D")])
@@ -1,5 +0,0 @@
[folding]
node_unfolds=[NodePath("CubeGuy/MeshInstance3D6"), PackedStringArray("Transform"), NodePath("SpringArmPivot"), PackedStringArray("Transform"), NodePath("SpringArmPivot/SpringArm3D"), PackedStringArray("Transform", "shape"), NodePath("SpringArmPivot/Camera3D"), PackedStringArray("Transform")]
resource_unfolds=["res://Player.tscn::BoxShape3D_xhfnw", PackedStringArray(), "res://Player.tscn::BoxMesh_0rwas", PackedStringArray(), "res://Player.tscn::SphereShape3D_kne1u", PackedStringArray()]
nodes_folded=[NodePath("CubeGuy")]
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[folding]
sections_unfolded=PackedStringArray()
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[folding]
sections_unfolded=PackedStringArray()
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Node3D
CollisionShape3D
StaticBody3D
DirectionalLight3D
MeshInstance3D
Camera3D
SpringArm3D
CharacterBody3D
@@ -1,73 +0,0 @@
[docks]
dock_3_selected_tab_idx=0
dock_4_selected_tab_idx=0
dock_5_selected_tab_idx=0
dock_floating={}
dock_closed=[]
dock_split_2=0
dock_split_3=0
dock_hsplit_1=0
dock_hsplit_2=188
dock_hsplit_3=-220
dock_hsplit_4=0
dock_9_selected_tab_idx=0
dock_3="Scene,Import"
dock_4="FileSystem,History"
dock_5="Inspector,Signals,Groups"
dock_9="Output,Debugger,Audio,Animation,Shader Editor,Search Results,AnimationTree,ResourcePreloader,ShaderFile,SpriteFrames,Theme,Polygon,TileSet,TileMap,Replication,GridMap"
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h_split_offset=240
v_split_offset=0
display_mode=0
file_sort=0
file_list_display_mode=1
selected_paths=PackedStringArray("res://player.gd")
uncollapsed_paths=PackedStringArray("Favorites", "res://")
[docks/History]
include_scene=true
include_global=true
[EditorNode]
open_scenes=PackedStringArray("res://scene.tscn", "res://Player.tscn")
current_scene="res://Player.tscn"
bottom_panel_offsets={
"Audio": -450,
"Debugger": 0,
"Output": 0
}
selected_default_debugger_tab_idx=0
selected_main_editor_idx=2
[EditorWindow]
screen=1
mode="windowed"
position=Vector2i(704, 372)
size=Vector2i(1152, 648)
[ScriptEditor]
open_scripts=["res://camera_follow.gd", "res://camera_spring_arm.gd", "res://player.gd"]
selected_script="res://player.gd"
open_help=[]
script_split_offset=119
list_split_offset=0
zoom_factor=0.7142856
[GameView]
floating_window_rect=Rect2i(698, 329, 1164, 697)
floating_window_screen=1
[ShaderEditor]
open_shaders=[]
split_offset=200
selected_shader=""
text_shader_zoom_factor=1.0
@@ -1,3 +0,0 @@
[folding]
sections_unfolded=PackedStringArray()
@@ -1,7 +0,0 @@
63f7b34db8d8cdea90c76aacccf841ec
::res://::1778310075
icon.svg::CompressedTexture2D::2763459465653565986::1778309163::1778309170::1::::<><><>0<>0<>4494804e8dca466bb905d943ffe81fc7<>res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex::
Player.tscn::PackedScene::6006049373094375659::1778310139::0::1::::<><><>0<>0<><>::uid://bn777gguclud5::::res://player.gd<>uid://b4td4k8yo5y78::::res://spring_arm_3d.gd
player.gd::GDScript::3366936153611682508::1778309852::0::1::::<>CharacterBody3D<><>0<>0<><>::
spring_arm_3d.gd::GDScript::4461354842847131345::1778310075::0::1::::<>SpringArm3D<><>0<>0<><>::
scene.tscn::PackedScene::4632770303583398249::1778310038::0::1::::<><><>0<>0<><>::uid://crtm0xtiql3r8::::res://Player.tscn
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res://Player.tscn
res://scene.tscn
res://spring_arm_3d.gd
res://camera_spring_arm.gd
res://camera_follow.gd
@@ -1,3 +0,0 @@
[folding]
sections_unfolded=PackedStringArray()
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[game_view]
select_mode=0
hide_selection=false
[editor_metadata]
executable_path="C:/Users/siim/Desktop/Godot_v4.6.2-stable_win64.exe"
[dialog_bounds]
create_new_node=Rect2(830, 370, 900, 700)
project_settings=Rect2(680, 370, 1200, 700)
[quick_open_dialog]
last_mode=0
[recent_files]
scenes=["res://Player.tscn", "res://scene.tscn"]
scripts=["res://camera_follow.gd", "res://spring_arm_3d.gd", "res://player.gd"]
[linked_properties]
CollisionShape3D:scale=false
[script_setup]
last_selected_language="GDScript"
create_built_in_script=false
@@ -1 +0,0 @@
res://
@@ -1,192 +0,0 @@
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"ofs": Vector2(-166, -111),
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},
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Anim={
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}
selected_nodes=Array[NodePath]([NodePath("/root/@EditorNode@18065/@Panel@14/@VBoxContainer@15/DockHSplitMain/@VBoxContainer@28/DockVSplitCenter/@VSplitContainer@70/@VBoxContainer@71/@EditorMainScreen@125/MainScreen/@CanvasItemEditor@9318/@VSplitContainer@9101/@HSplitContainer@9103/@HSplitContainer@9105/@Control@9106/@SubViewportContainer@9107/@SubViewport@9108/scene/Player")])
@@ -1,5 +0,0 @@
[folding]
node_unfolds=[NodePath("Player"), PackedStringArray("Transform"), NodePath("DirectionalLight3D"), PackedStringArray("Shadow"), NodePath("Node3D/MeshInstance3D"), PackedStringArray("Transform"), NodePath("Node3D/StaticBody3D"), PackedStringArray("Collision", "Input", "Physics Interpolation", "Process"), NodePath("Node3D/StaticBody3D/CollisionShape3D"), PackedStringArray("Transform")]
resource_unfolds=["res://scene.tscn::BoxMesh_nxogm", PackedStringArray(), "res://scene.tscn::BoxShape3D_ulcgi", PackedStringArray()]
nodes_folded=[NodePath("Node3D/StaticBody3D")]
@@ -1,41 +0,0 @@
[res://player.gd]
state={
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@@ -1,3 +0,0 @@
[folding]
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source_md5="a16f2eed1b4496c4abf03d329708ba09"
dest_md5="b48bef1f2eefdd190e0a3e60a6188d75"

Some files were not shown because too many files have changed in this diff Show More