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.
29 lines
743 B
Plaintext
29 lines
743 B
Plaintext
[gd_scene load_steps=3 format=3]
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[sub_resource type="Curve" id="Curve_alpha"]
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_data = [Vector2(0, 1), Vector2(1, 0)]
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[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_mist"]
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lifetime_randomness = 0.2
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spread = 180.0
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gravity = Vector3(0, -0.5, 0)
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initial_velocity_min = 0.3
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initial_velocity_max = 0.8
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scale_min = 0.1
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scale_max = 1.5
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color = Color(0.85, 0.95, 0.95, 0.4)
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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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emitting = true
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amount = 48
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lifetime = 2.5
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one_shot = false
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preprocess = 1.0
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speed_scale = 1.0
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local_coords = true
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draw_order = 0
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process_material = SubResource("ParticleProcessMaterial_mist")
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