fix: resolve scene dependency errors and missing UID in main.tscn
- WaterBody.tscn, WaterfallBody.tscn: gdshader files were referenced with type="Material" instead of type="Shader". Wrapped each shader in a ShaderMaterial sub-resource so Godot can load them. - ChimneySmoke.tscn: reordered sub-resources so StandardMaterial3D is defined before QuadMesh that references it. - WaterfallMist.tscn: fixed node type GpuParticles3D -> GPUParticles3D (case-sensitive class name in Godot 4.7). - jajce_world.gd: added explicit Vector3 type annotation to fix 'Cannot infer the type of pos variable' parse error. - main.tscn.uid: created missing UID mapping file. The scene header declared uid="uid://rs3hv73svbpa" but no .uid file existed, causing Godot to reject the scene as unsupported format.
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@@ -0,0 +1 @@
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uid://rs3hv73svbpa
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@@ -19,17 +19,17 @@ scale_max = 0.6
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color = Color(0.8, 0.8, 0.8, 0.6)
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alpha_curve = SubResource("2")
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[sub_resource type="QuadMesh" id="4"]
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size = Vector2(1, 1)
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material = SubResource("5")
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[sub_resource type="StandardMaterial3D" id="5"]
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[sub_resource type="StandardMaterial3D" id="4"]
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albedo_color = Color(1, 1, 1, 1)
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transparency = 1
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shading_mode = 0
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billboard_mode = 1
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cull_mode = 0
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[sub_resource type="QuadMesh" id="5"]
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size = Vector2(1, 1)
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material = SubResource("4")
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[node name="ChimneySmoke" type="GPUParticles3D"]
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emitting = true
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amount = 16
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@@ -37,5 +37,5 @@ lifetime = 3.0
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one_shot = false
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local_coords = true
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process_material = SubResource("3")
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draw_pass_1 = SubResource("4")
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draw_pass_1 = SubResource("5")
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draw_order = 1
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@@ -1,9 +1,12 @@
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[gd_scene load_steps=3 format=3]
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[gd_scene load_steps=4 format=3]
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[ext_resource type="Material" path="res://world/jajce/materials/water.gdshader" id="1_water_shader"]
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[ext_resource type="Shader" path="res://world/jajce/materials/water.gdshader" id="1_water_shader"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_water"]
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shader = ExtResource("1_water_shader")
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[sub_resource type="BoxMesh" id="Mesh_water_body"]
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material = ExtResource("1_water_shader")
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material = SubResource("ShaderMaterial_water")
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size = Vector3(5, 0.08, 56)
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[node name="WaterBody" type="Node3D"]
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@@ -1,9 +1,12 @@
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[gd_scene load_steps=3 format=3]
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[gd_scene load_steps=4 format=3]
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[ext_resource type="Material" path="res://world/jajce/materials/waterfall.gdshader" id="1_waterfall_shader"]
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[ext_resource type="Shader" path="res://world/jajce/materials/waterfall.gdshader" id="1_waterfall_shader"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_waterfall"]
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shader = ExtResource("1_waterfall_shader")
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[sub_resource type="BoxMesh" id="Mesh_waterfall_body"]
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material = ExtResource("1_waterfall_shader")
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material = SubResource("ShaderMaterial_waterfall")
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size = Vector3(5, 10, 0.5)
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[node name="WaterfallBody" type="Node3D"]
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@@ -16,7 +16,7 @@ alpha_curve = SubResource("Curve_alpha")
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emission_shape = 1
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emission_box_extents = Vector3(2.5, 1.0, 0.5)
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[node name="WaterfallMist" type="GpuParticles3D"]
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[node name="WaterfallMist" type="GPUParticles3D"]
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emitting = true
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amount = 48
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lifetime = 2.5
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