ed0bc3f37f
- 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.
42 lines
943 B
Plaintext
42 lines
943 B
Plaintext
[gd_scene load_steps=6 format=3]
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[sub_resource type="Curve" id="1"]
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_data = [Vector2(0, 1), Vector2(1, 0)]
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min_value = 0.0
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max_value = 1.0
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[sub_resource type="CurveTexture" id="2"]
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curve = SubResource("1")
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[sub_resource type="ParticleProcessMaterial" id="3"]
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emission_shape = 1
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emission_box_extents = Vector3(0.1, 0.025, 0.1)
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gravity = Vector3(0, 0.3, 0)
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velocity_min = 0.0
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velocity_max = 0.5
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scale_min = 0.05
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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="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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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("5")
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draw_order = 1
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