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// Adapted from "How to Limit Color Output with Shaders in Godot" | |
// By TheBuffED | |
// On https://www.youtube.com/watch?v=Scrdv4oSeNw | |
// Type of shader https://docs.godotengine.org/en/3.0/tutorials/shading/shading_language.html#shader-types | |
shader_type canvas_item; | |
// The shader strength which between 0 (not applied) and 1 (fully applied) because I want to fade the shader in and out | |
// Can be changed from node via `get_material().set_shader_param("shaderStrength", newValue)` | |
uniform float shaderStrength = 1.0; |
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# Source | |
# Vertex animation textures, beanbags and boneless animations | |
# by Martin Donald | |
# https://www.youtube.com/watch?v=NQ5Dllbxbz4 | |
import bpy | |
import bmesh | |
import mathutils | |
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func catmull_rom_spline( | |
_points: Array, resolution: int = 10, extrapolate_end_points = true | |
) -> PackedVector2Array: | |
var points = _points.duplicate() | |
if extrapolate_end_points: | |
points.insert(0, points[0] - (points[1] - points[0])) | |
points.append(points[-1] + (points[-1] - points[-2])) | |
var smooth_points := PackedVector2Array() | |
if points.size() < 4: |
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previous_pwd=$PWD | |
cd $(dirname $0) | |
PROJECT="$HOME/Desktop/project" | |
EXPORT_DIR="$HOME/Desktop/export" | |
rm -rf $EXPORT_DIR | |
mkdir -p $EXPORT_DIR |
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/** | |
* \brief Returns positional offset for a given point as a result of summing 4 gerstner waves | |
* \param positionWS point in world space | |
* \param wavelengths wavelength of each of the 4 waves | |
* \param amplitudes amplitudes of each of the 4 waves | |
* \param directions direction of each of the 4 waves (each row = one direction). MUST BE NORMALIZED! | |
* \param speed global speed multiplier. Individual wave speed depends on Wavelength | |
* \param steepness Gerstner wave 'Steepness' parameter. Modulates the horizontal offset of points | |
* \param normal returns the normal of given point. | |
* \return positional offset of the given point |
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# as of godot 4.1 | |
_static_init | |
_init | |
_notification 20 Node.NOTIFICATION_SCENE_INSTANTIATED # only on instantiated scene roots | |
_notification 18 Node.NOTIFICATION_PARENTED | |
_enter_tree | |
tree_entered signal | |
_notification 27 Node.NOTIFICATION_POST_ENTER_TREE | |
_ready | |
ready signal |
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export var viewportResizeStanddown = 0.5 | |
var viewportResizeCounter = 0.0 | |
signal settingsChanged() | |
signal particlesSettingsChanged() | |
signal removeGpuParticles() | |
func forbidParticles(time): | |
particlesForbiddenCounter = time | |
particlesForbidden = true |
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# Linked List | |
# from https://gist.github.com/bojidar-bg/a570c614a4dd1cd84949 | |
# Example use | |
""" | |
var my_linked_list = LinkedList.new() | |
func _ready(): | |
var ll = my_linked_list |
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// This file is in the public domain. Where | |
// a public domain declaration is not recognized, you are granted | |
// a license to freely use, modify, and redistribute this file in | |
// any way you choose. | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
// Unity remake of a fake volumetric light glow effect |
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Beginner-friendly GDScript 1 to GDScript 2 Conversion Guide | |
First and foremost, this should not be considered a replacement for the official migration guide, | |
found at https://docs.godotengine.org/en/latest/tutorials/migrating/upgrading_to_godot_4.html! | |
Instead, this document is intended to be a friendly guide to helping you upgrade your projects from | |
GDScript 1 to 2. To do this, I'm going to list the most common conversions I've run into while upgrading | |
a few of my games and tools. This document is written as of the first release candidate version of Godot 4.0. | |
The first thing to do when converting a project (no need if you're starting from new) is to either have your | |
project in source control, or make a duplicate of your entire project's folder and rename it. This will |
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