test-client-godot/scenes/Game/Game.tscn

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[gd_scene load_steps=21 format=2]
[ext_resource path="res://scenes/Game/Character/Character.tscn" type="PackedScene" id=1]
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[ext_resource path="res://scenes/Game/Terrain/Terrain.tscn" type="PackedScene" id=2]
[ext_resource path="res://assets/Game/Brick08/Bricks08_col.jpg" type="Texture" id=3]
[ext_resource path="res://assets/Game/Brick08/Bricks08_AO.jpg" type="Texture" id=4]
[ext_resource path="res://assets/Game/Brick08/Bricks08_disp.jpg" type="Texture" id=5]
[ext_resource path="res://assets/Game/Brick08/Bricks08_nrm.jpg" type="Texture" id=6]
[ext_resource path="res://assets/Game/Brick08/Bricks08_rgh.jpg" type="Texture" id=7]
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[ext_resource path="res://scenes/Game/CubeShaderTest.tscn" type="PackedScene" id=8]
[ext_resource path="res://scenes/Game/firecamp.tscn" type="PackedScene" id=9]
[ext_resource path="res://assets/Game/textures/fire_01.png" type="Texture" id=10]
[ext_resource path="res://assets/Game/textures/fire_02.png" type="Texture" id=11]
[sub_resource type="GDScript" id=1]
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script/source = "extends RigidBody
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func _on_Box_sleeping_state_changed():
if self.sleeping:
$MeshInstance.get_surface_material(0).albedo_color = Color( 0.0, 1.0, 0.0, 1 )
else:
$MeshInstance.get_surface_material(0).albedo_color = Color( 0.0, 0.0, 1.0, 1 )"
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[sub_resource type="CubeMesh" id=2]
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custom_aabb = AABB( 0, 0, 0, 0, 0, 0 )
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size = Vector3( 2, 2, 2 )
subdivide_width = 0
subdivide_height = 0
subdivide_depth = 0
[sub_resource type="SpatialMaterial" id=3]
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render_priority = 0
flags_transparent = false
flags_unshaded = false
flags_vertex_lighting = false
flags_no_depth_test = false
flags_use_point_size = false
flags_world_triplanar = false
flags_fixed_size = false
flags_albedo_tex_force_srgb = false
vertex_color_use_as_albedo = true
vertex_color_is_srgb = false
params_diffuse_mode = 0
params_specular_mode = 0
params_blend_mode = 0
params_cull_mode = 0
params_depth_draw_mode = 0
params_line_width = 1.0
params_point_size = 1.0
params_billboard_mode = 0
params_grow = false
params_use_alpha_scissor = false
albedo_color = Color( 1, 1, 1, 1 )
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albedo_texture = ExtResource( 3 )
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metallic = 0.0
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metallic_specular = 0.0
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metallic_texture_channel = 0
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roughness = 1.0
roughness_texture = ExtResource( 7 )
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roughness_texture_channel = 0
emission_enabled = false
normal_enabled = true
normal_scale = 1.0
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normal_texture = ExtResource( 6 )
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rim_enabled = false
clearcoat_enabled = false
anisotropy_enabled = false
ao_enabled = true
ao_light_affect = 0.0
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ao_texture = ExtResource( 4 )
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ao_on_uv2 = false
ao_texture_channel = 0
depth_enabled = true
depth_scale = 0.05
depth_deep_parallax = true
depth_min_layers = 8
depth_max_layers = 32
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depth_texture = ExtResource( 5 )
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subsurf_scatter_enabled = false
transmission_enabled = false
refraction_enabled = false
detail_enabled = false
uv1_scale = Vector3( 1, 1, 1 )
uv1_offset = Vector3( 0, 0, 0 )
uv1_triplanar = false
uv1_triplanar_sharpness = 1.0
uv2_scale = Vector3( 1, 1, 1 )
uv2_offset = Vector3( 0, 0, 0 )
uv2_triplanar = false
uv2_triplanar_sharpness = 1.0
proximity_fade_enable = false
distance_fade_enable = false
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_sections_unfolded = [ "Albedo", "Ambient Occlusion", "Clearcoat", "Depth", "Detail", "Distance Fade", "Flags", "Metallic", "NormalMap", "Proximity Fade", "Rim", "Roughness", "Subsurf Scatter", "Transmission", "Vertex Color" ]
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[sub_resource type="ConvexPolygonShape" id=4]
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points = PoolVector3Array( -1, 1, 1, 1, 1, -1, 1, 1, 1, -1, 1, -1, -1, -1, 1, 1, -1, -1, 1, -1, 1, -1, -1, -1, 1, 1, 1, -1, 1, -1, 1, 1, -1, -1, 1, 1, 1, -1, 1, -1, -1, -1, 1, -1, -1, -1, -1, 1, 1, 1, 1, -1, -1, 1, -1, 1, 1, 1, -1, 1, 1, 1, -1, -1, -1, -1, -1, 1, -1, 1, -1, -1 )
[sub_resource type="GDScript" id=5]
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script/source = "extends RigidBody
func _on_Box_sleeping_state_changed():
if self.sleeping:
$MeshInstance.get_surface_material(0).albedo_color = Color( 0.0, 1.0, 0.0, 1 )
else:
$MeshInstance.get_surface_material(0).albedo_color = Color( 0.0, 0.0, 1.0, 1 )"
[sub_resource type="SpatialMaterial" id=6]
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render_priority = 0
flags_transparent = false
flags_unshaded = true
flags_vertex_lighting = false
flags_no_depth_test = false
flags_use_point_size = false
flags_world_triplanar = false
flags_fixed_size = false
flags_albedo_tex_force_srgb = false
vertex_color_use_as_albedo = false
vertex_color_is_srgb = false
params_diffuse_mode = 0
params_specular_mode = 0
params_blend_mode = 1
params_cull_mode = 2
params_depth_draw_mode = 0
params_line_width = 1.0
params_point_size = 1.0
params_billboard_mode = 3
params_grow = false
params_use_alpha_scissor = false
particles_anim_h_frames = 1
particles_anim_v_frames = 1
particles_anim_loop = 0
albedo_color = Color( 0.390625, 0.390625, 0.390625, 1 )
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albedo_texture = ExtResource( 10 )
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metallic = 0.0
metallic_specular = 0.5
metallic_texture_channel = 0
roughness = 0.0
roughness_texture_channel = 0
emission_enabled = true
emission = Color( 1, 0.886353, 0.617188, 1 )
emission_energy = 1.0
emission_operator = 0
emission_on_uv2 = false
normal_enabled = false
rim_enabled = false
clearcoat_enabled = false
anisotropy_enabled = false
ao_enabled = false
depth_enabled = false
subsurf_scatter_enabled = false
transmission_enabled = false
refraction_enabled = false
detail_enabled = false
uv1_scale = Vector3( 1, 1, 1 )
uv1_offset = Vector3( 0, 0, 0 )
uv1_triplanar = false
uv1_triplanar_sharpness = 1.0
uv2_scale = Vector3( 1, 1, 1 )
uv2_offset = Vector3( 0, 0, 0 )
uv2_triplanar = false
uv2_triplanar_sharpness = 1.0
proximity_fade_enable = false
distance_fade_enable = false
_sections_unfolded = [ "Albedo", "Emission", "Flags", "Parameters", "Particles Anim" ]
[sub_resource type="QuadMesh" id=7]
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material = SubResource( 6 )
custom_aabb = AABB( 0, 0, 0, 0, 0, 0 )
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size = Vector2( 0.4, 0.4 )
[sub_resource type="SpatialMaterial" id=8]
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render_priority = 0
flags_transparent = false
flags_unshaded = true
flags_vertex_lighting = false
flags_no_depth_test = false
flags_use_point_size = false
flags_world_triplanar = false
flags_fixed_size = false
flags_albedo_tex_force_srgb = false
vertex_color_use_as_albedo = false
vertex_color_is_srgb = false
params_diffuse_mode = 0
params_specular_mode = 0
params_blend_mode = 1
params_cull_mode = 2
params_depth_draw_mode = 0
params_line_width = 1.0
params_point_size = 1.0
params_billboard_mode = 3
params_grow = false
params_use_alpha_scissor = false
particles_anim_h_frames = 1
particles_anim_v_frames = 1
particles_anim_loop = 0
albedo_color = Color( 0.390625, 0.390625, 0.390625, 1 )
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albedo_texture = ExtResource( 11 )
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metallic = 0.0
metallic_specular = 0.5
metallic_texture_channel = 0
roughness = 0.0
roughness_texture_channel = 0
emission_enabled = true
emission = Color( 1, 0.886353, 0.617188, 1 )
emission_energy = 1.0
emission_operator = 0
emission_on_uv2 = false
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emission_texture = ExtResource( 11 )
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normal_enabled = false
rim_enabled = false
clearcoat_enabled = false
anisotropy_enabled = false
ao_enabled = false
depth_enabled = false
subsurf_scatter_enabled = false
transmission_enabled = false
refraction_enabled = false
detail_enabled = false
uv1_scale = Vector3( 1, 1, 1 )
uv1_offset = Vector3( 0, 0, 0 )
uv1_triplanar = false
uv1_triplanar_sharpness = 1.0
uv2_scale = Vector3( 1, 1, 1 )
uv2_offset = Vector3( 0, 0, 0 )
uv2_triplanar = false
uv2_triplanar_sharpness = 1.0
proximity_fade_enable = false
distance_fade_enable = false
_sections_unfolded = [ "Albedo", "Emission", "Flags", "Parameters", "Particles Anim" ]
[sub_resource type="QuadMesh" id=9]
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material = SubResource( 8 )
custom_aabb = AABB( 0, 0, 0, 0, 0, 0 )
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size = Vector2( 0.4, 0.4 )
[node name="Game" type="Spatial"]
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[node name="Character" parent="." index="0" instance=ExtResource( 1 )]
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[node name="World" type="Spatial" parent="." index="1"]
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[node name="Terrain" parent="World" index="0" instance=ExtResource( 2 )]
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[node name="OmniLight" type="OmniLight" parent="World" index="1"]
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 7.46929, 4.14904, -7.50301 )
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layers = 1
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light_color = Color( 1, 1, 1, 1 )
light_energy = 1.0
light_indirect_energy = 1.0
light_negative = false
light_specular = 0.5
light_bake_mode = 1
light_cull_mask = -1
shadow_enabled = true
shadow_color = Color( 0, 0, 0, 1 )
shadow_bias = 0.1
shadow_contact = 0.05
shadow_reverse_cull_face = false
editor_only = false
omni_range = 14.7813
omni_attenuation = 2.0
omni_shadow_mode = 1
omni_shadow_detail = 1
_sections_unfolded = [ "Editor", "Light", "Omni", "Shadow", "Visibility" ]
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[node name="Box" type="RigidBody" parent="World" index="2"]
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editor/display_folded = true
transform = Transform( 0.640199, 0.768209, 0, -0.650662, 0.542239, -0.531616, -0.408393, 0.34034, 0.846985, 1.68693, 3.13013, -6.48976 )
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input_ray_pickable = true
input_capture_on_drag = false
collision_layer = 1
collision_mask = 1
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mode = 0
mass = 1020.41
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friction = 1.0
bounce = 0.0
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gravity_scale = 1.0
custom_integrator = false
continuous_cd = false
contacts_reported = 0
contact_monitor = false
sleeping = false
can_sleep = true
axis_lock_linear_x = false
axis_lock_linear_y = false
axis_lock_linear_z = false
axis_lock_angular_x = false
axis_lock_angular_y = false
axis_lock_angular_z = false
linear_velocity = Vector3( 0, 0, 0 )
linear_damp = -1.0
angular_velocity = Vector3( 0, 0, 0 )
angular_damp = -1.0
script = SubResource( 1 )
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_sections_unfolded = [ "Collision" ]
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[node name="MeshInstance" type="MeshInstance" parent="World/Box" index="0"]
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transform = Transform( 1, 1.49012e-008, 0, 2.68221e-007, 1, -5.96046e-008, -2.98023e-008, 1.19209e-007, 1, 0.0656062, -0.054674, 0.0536029 )
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layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 2 )
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skeleton = NodePath("..")
material/0 = SubResource( 3 )
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_sections_unfolded = [ "Geometry", "LOD", "material" ]
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[node name="CollisionShape" type="CollisionShape" parent="World/Box" index="1"]
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transform = Transform( 1, -1.49012e-008, 0, 2.68221e-007, 1, -1.19209e-007, -2.98023e-008, 2.68221e-007, 1, 0.0507725, -0.0524313, 0.0583506 )
shape = SubResource( 4 )
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disabled = false
_sections_unfolded = [ "Transform" ]
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[node name="Box3" type="RigidBody" parent="World" index="3"]
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editor/display_folded = true
transform = Transform( 1, 0, -0.00107956, 0, 1, 0, 0.00107956, 0, 0.999999, 8.55614, 1.10185, -4.11165 )
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input_ray_pickable = true
input_capture_on_drag = false
collision_layer = 1
collision_mask = 1
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mode = 0
mass = 1020.41
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friction = 1.0
bounce = 0.0
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gravity_scale = 1.0
custom_integrator = false
continuous_cd = false
contacts_reported = 0
contact_monitor = false
sleeping = false
can_sleep = true
axis_lock_linear_x = false
axis_lock_linear_y = false
axis_lock_linear_z = false
axis_lock_angular_x = false
axis_lock_angular_y = false
axis_lock_angular_z = false
linear_velocity = Vector3( 0, 0, 0 )
linear_damp = -1.0
angular_velocity = Vector3( 0, 0, 0 )
angular_damp = -1.0
script = SubResource( 1 )
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_sections_unfolded = [ "Collision", "Transform" ]
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[node name="MeshInstance" type="MeshInstance" parent="World/Box3" index="0"]
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transform = Transform( 1, 1.49012e-008, 0, 2.68221e-007, 1, -5.96046e-008, -2.98023e-008, 1.19209e-007, 1, 0.0656061, -0.054674, 0.0536032 )
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layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 2 )
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skeleton = NodePath("..")
material/0 = SubResource( 3 )
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_sections_unfolded = [ "Geometry", "LOD", "material" ]
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[node name="CollisionShape" type="CollisionShape" parent="World/Box3" index="1"]
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transform = Transform( 1, 1.49012e-008, 0, 1.3411e-007, 1, 0, 2.98023e-008, -2.98023e-008, 1, 0, 0, 0 )
shape = SubResource( 4 )
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disabled = false
_sections_unfolded = [ "Transform" ]
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[node name="Box5" type="RigidBody" parent="World" index="4"]
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editor/display_folded = true
transform = Transform( 1, 0, -0.00107956, 0, 1, 0, 0.00107956, 0, 0.999999, 6.54047, 1.10185, -4.11382 )
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input_ray_pickable = true
input_capture_on_drag = false
collision_layer = 1
collision_mask = 1
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mode = 0
mass = 1020.41
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friction = 1.0
bounce = 0.0
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gravity_scale = 1.0
custom_integrator = false
continuous_cd = false
contacts_reported = 0
contact_monitor = false
sleeping = false
can_sleep = true
axis_lock_linear_x = false
axis_lock_linear_y = false
axis_lock_linear_z = false
axis_lock_angular_x = false
axis_lock_angular_y = false
axis_lock_angular_z = false
linear_velocity = Vector3( 0, 0, 0 )
linear_damp = -1.0
angular_velocity = Vector3( 0, 0, 0 )
angular_damp = -1.0
script = SubResource( 1 )
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_sections_unfolded = [ "Collision", "Transform" ]
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[node name="MeshInstance" type="MeshInstance" parent="World/Box5" index="0"]
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transform = Transform( 1, 1.49012e-008, 0, 2.68221e-007, 1, -5.96046e-008, -2.98023e-008, 1.19209e-007, 1, 0.0656061, -0.054674, 0.0536032 )
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layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 2 )
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skeleton = NodePath("..")
material/0 = SubResource( 3 )
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_sections_unfolded = [ "Geometry", "LOD", "material" ]
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[node name="CollisionShape" type="CollisionShape" parent="World/Box5" index="1"]
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transform = Transform( 1, 1.49012e-008, 0, 1.3411e-007, 1, 0, 2.98023e-008, -2.98023e-008, 1, 0, 0, 0 )
shape = SubResource( 4 )
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disabled = false
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_sections_unfolded = [ "Transform" ]
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[node name="Box4" type="RigidBody" parent="World" index="5"]
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editor/display_folded = true
transform = Transform( 1, 0, -0.00107956, 0, 1, 0, 0.00107956, 0, 0.999999, 8.55614, 3.13749, -4.11165 )
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input_ray_pickable = true
input_capture_on_drag = false
collision_layer = 1
collision_mask = 1
mode = 0
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mass = 1020.41
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friction = 1.0
bounce = 0.0
gravity_scale = 1.0
custom_integrator = false
continuous_cd = false
contacts_reported = 0
contact_monitor = false
sleeping = false
can_sleep = true
axis_lock_linear_x = false
axis_lock_linear_y = false
axis_lock_linear_z = false
axis_lock_angular_x = false
axis_lock_angular_y = false
axis_lock_angular_z = false
linear_velocity = Vector3( 0, 0, 0 )
linear_damp = -1.0
angular_velocity = Vector3( 0, 0, 0 )
angular_damp = -1.0
script = SubResource( 1 )
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_sections_unfolded = [ "Collision", "Transform" ]
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[node name="MeshInstance" type="MeshInstance" parent="World/Box4" index="0"]
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transform = Transform( 1, 1.49012e-008, 0, 2.68221e-007, 1, -5.96046e-008, -2.98023e-008, 1.19209e-007, 1, 0.0656061, -0.0546739, 0.0536032 )
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layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 2 )
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skeleton = NodePath("..")
material/0 = SubResource( 3 )
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_sections_unfolded = [ "Geometry", "LOD", "material" ]
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[node name="CollisionShape" type="CollisionShape" parent="World/Box4" index="1"]
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transform = Transform( 1, 1.49012e-008, 0, 1.3411e-007, 1, 0, 2.98023e-008, -2.98023e-008, 1, 0, 0, 0 )
shape = SubResource( 4 )
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disabled = false
_sections_unfolded = [ "Transform" ]
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[node name="Box2" type="RigidBody" parent="World" index="6"]
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editor/display_folded = true
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transform = Transform( 0.640199, 0.768209, 0, -0.650662, 0.542239, -0.531616, -0.408393, 0.34034, 0.846985, -3.00203, 8.74323, -4.47902 )
input_ray_pickable = true
input_capture_on_drag = false
collision_layer = 1
collision_mask = 1
mode = 0
mass = 1020.41
friction = 1.0
bounce = 0.0
gravity_scale = 1.0
custom_integrator = false
continuous_cd = false
contacts_reported = 0
contact_monitor = false
sleeping = false
can_sleep = true
axis_lock_linear_x = false
axis_lock_linear_y = false
axis_lock_linear_z = false
axis_lock_angular_x = false
axis_lock_angular_y = false
axis_lock_angular_z = false
linear_velocity = Vector3( 0, 0, 0 )
linear_damp = -1.0
angular_velocity = Vector3( 0, 0, 0 )
angular_damp = -1.0
script = SubResource( 5 )
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_sections_unfolded = [ "Collision" ]
[node name="MeshInstance" type="MeshInstance" parent="World/Box2" index="0"]
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transform = Transform( 1, 1.49012e-008, 0, 2.68221e-007, 1, -5.96046e-008, -2.98023e-008, 1.19209e-007, 1, 0.0656062, -0.054674, 0.0536029 )
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layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 2 )
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skeleton = NodePath("..")
material/0 = SubResource( 3 )
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_sections_unfolded = [ "Geometry", "LOD", "Visibility", "material" ]
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[node name="CollisionShape" type="CollisionShape" parent="World/Box2" index="1"]
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transform = Transform( 1, 1.49012e-008, 0, 1.3411e-007, 1, 0, 2.98023e-008, -2.98023e-008, 1, 0, 0, 0 )
shape = SubResource( 4 )
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disabled = false
_sections_unfolded = [ "Transform" ]
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[node name="CubeShaderTest" parent="World" index="7" instance=ExtResource( 8 )]
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transform = Transform( -0.471909, 0, -0.881647, 0, 1, 0, 0.881647, 0, -0.471909, 4, 2, 3.11353 )
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friction = 0.2
bounce = 0.75
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[node name="fire_01" parent="World" index="8" instance=ExtResource( 9 )]
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, -4.60514, 0.220215, -2.3728 )
visibility_aabb = AABB( -4, -4.04395, -3.96729, 8, 8, 8 )
draw_passes = 2
draw_pass_1 = SubResource( 7 )
draw_pass_2 = SubResource( 9 )
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[connection signal="sleeping_state_changed" from="World/Box" to="World/Box" method="_on_Box_sleeping_state_changed"]
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[connection signal="sleeping_state_changed" from="World/Box3" to="World/Box3" method="_on_Box_sleeping_state_changed"]
[connection signal="sleeping_state_changed" from="World/Box5" to="World/Box5" method="_on_Box_sleeping_state_changed"]
[connection signal="sleeping_state_changed" from="World/Box4" to="World/Box4" method="_on_Box_sleeping_state_changed"]
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[connection signal="sleeping_state_changed" from="World/Box2" to="World/Box2" method="_on_Box_sleeping_state_changed"]
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