Update
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objects/DarkMetal.material
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objects/DarkMetal.material
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objects/DarkRed.material
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objects/DarkRed.material
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objects/DarkRed_001.material
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objects/DarkRed_001.material
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objects/Grey.material
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objects/Grey.material
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objects/Grey_001.material
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objects/Grey_001.material
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objects/Metal.material
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objects/Metal.material
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objects/Red.material
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objects/Red.material
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objects/Red_001.material
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objects/Red_001.material
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objects/White.material
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objects/White.material
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objects/White_001.material
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objects/White_001.material
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objects/Wood.material
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objects/Wood.material
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objects/WoodLight.material
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objects/WoodLight.material
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objects/Wood_001.material
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objects/Wood_001.material
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objects/Wood_003.material
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objects/Wood_003.material
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objects/_defaultMat.material
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objects/_defaultMat.material
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objects/bandit-camp.bin
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objects/bandit-camp.bin
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1606
objects/bandit-camp.gltf
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objects/bandit-camp.gltf
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1065
objects/bandit-camp.gltf.import
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objects/bandit-camp.gltf.import
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objects/colorRed.material
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objects/colorRed.material
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32
objects/courtroom.gd
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objects/courtroom.gd
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@@ -0,0 +1,32 @@
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extends MeshInstance
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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# Called when the node enters the scene tree for the first time.
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func _ready():
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call("spawn_everything")
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func spawn_everything():
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for k in get_children():
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if k.name.begins_with("spawn_"):
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if k.name.begins_with("spawn_player"):
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if scenario.castle1_captured:
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scenario.emit_signal("spawn_player", k.global_transform)
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else:
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k.add_to_group("spawn")
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if k.name.begins_with("spawn_courtmaid"):
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k.add_to_group("female")
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k.add_to_group("courtmaid")
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k.set_meta("roster", ["castle1", "courtroom"])
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if k.name.begins_with("spawn_mystress"):
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k.add_to_group("female")
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k.add_to_group("mystress")
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k.set_meta("roster", ["castle1", "courtroom"])
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if k.name.begins_with("spawn_tied_male"):
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k.add_to_group("male")
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k.add_to_group("captured")
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k.set_meta("roster", ["castle1", "courtroom"])
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print("SPAWN!! ", k.name)
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7
objects/courtroom.tscn
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7
objects/courtroom.tscn
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@@ -0,0 +1,7 @@
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[gd_scene load_steps=3 format=2]
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[ext_resource path="res://objects/courtroom.scn" type="PackedScene" id=1]
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[ext_resource path="res://objects/courtroom.gd" type="Script" id=2]
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[node name="courtroom" instance=ExtResource( 1 )]
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script = ExtResource( 2 )
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objects/leafsDark_001.material
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objects/leafsDark_001.material
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@@ -1,7 +1,7 @@
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extends Spatial
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const tile_size = 8
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const palace_size = 8
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const palace_size = 12
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const layers = 4
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func _ready():
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@@ -25,10 +25,10 @@ func _ready():
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var xform = Transform(Basis(), Vector3(x, voffset, z))
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if i > 0 && i < palace_size - 1:
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if j > 0 && j < palace_size - 1:
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call_deferred("place", ct, xform)
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call("place", ct, xform)
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if i in [0, palace_size - 1] || j in [0, palace_size - 1]:
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if (j == palace_size / 2.0 || i != palace_size / 2.0):
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call_deferred("place", "foundation_tile", xform)
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call("place", "foundation_tile", xform)
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else:
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var ct = "room_tile"
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var tower_angles = {
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@@ -60,31 +60,32 @@ func _ready():
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xform.basis = Basis().rotated(Vector3.UP, tower_angles[i][j])
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if layer == layers - 1:
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var twr = "tower_roof_tile"
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call_deferred("place", twr, xform)
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call("place", twr, xform)
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else:
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var tw = "tower_walls_tile"
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call_deferred("place", tw, xform)
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call("place", tw, xform)
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var st = "stairs_tile"
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call_deferred("place", st, xform)
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call("place", st, xform)
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if layer == 1:
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var tfl = "tower_floor_tile"
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call_deferred("place", tfl, xform)
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call("place", tfl, xform)
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call("place", "courtroom", Transform(Basis(), Vector3(-2, 0, 0)))
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var car = Spatial.new()
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car.add_to_group("spawn")
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car.add_to_group("keep")
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car.add_to_group("car")
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add_child(car)
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car.global_transform.origin = Vector3(-3, 0, -3)
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for e in range(5):
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var major_f = Spatial.new()
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major_f.add_to_group("spawn")
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if e == 0:
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major_f.add_to_group("male")
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else:
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major_f.add_to_group("female")
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major_f.add_to_group("keep")
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add_child(major_f)
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major_f.global_transform = Transform(Basis(), Vector3(cos(PI / 3 * e) * 2.0, 0, sin(PI / 3 * e) * 2.0) + Vector3(10.0, 0, 0))
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car.global_transform.origin = Vector3(-5, 0, -5)
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# for e in range(5):
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# var major_f = Spatial.new()
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# major_f.add_to_group("spawn")
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# if e == 0:
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# major_f.add_to_group("male")
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# else:
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# major_f.add_to_group("female")
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# major_f.add_to_group("keep")
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# add_child(major_f)
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# major_f.global_transform = Transform(Basis(), Vector3(cos(PI / 3 * e) * 2.0, 0, sin(PI / 3 * e) * 2.0) + Vector3(10.0, 0, 0))
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print("PALACE done")
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func place(obj: String, where: Transform):
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@@ -93,19 +94,19 @@ func place(obj: String, where: Transform):
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func spawn_wall(layer:int, i: int, j: int, xform: Transform):
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if layer == layers - 1:
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var rt = "roof_tile"
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call_deferred("place", rt, xform)
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call("place", rt, xform)
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elif (j != palace_size / 2.0 && i != palace_size / 2.0)|| layer > 2:
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var ct = "room_tile"
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call_deferred("place", ct, xform)
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call("place", ct, xform)
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elif (j == palace_size / 2.0 && i != palace_size / 2.0) && layer == 1:
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var ent = "entry_tile"
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call_deferred("place", ent, xform)
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call("place", ent, xform)
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elif (j != palace_size / 2.0 && i == palace_size / 2.0) && layer == 1:
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var gw = "gate_bottom_tile"
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call_deferred("place", gw, xform)
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call("place", gw, xform)
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elif (j != palace_size / 2.0 && i == palace_size / 2.0) && layer == 2:
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var gw = "gate_top_tile"
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call_deferred("place", gw, xform)
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call("place", gw, xform)
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elif (j == palace_size / 2.0 && i != palace_size / 2.0) && layer == 2:
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var ct = "room_tile"
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call_deferred("place", ct, xform)
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call("place", ct, xform)
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1082
objects/palace.gltf
1082
objects/palace.gltf
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@@ -20,6 +20,7 @@ nodes/use_legacy_names=false
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materials/location=1
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materials/storage=1
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materials/keep_on_reimport=true
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meshes/octahedral_compression=true
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meshes/compress=true
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meshes/ensure_tangents=true
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meshes/storage=0
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objects/stone_001.material
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objects/stone_001.material
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@@ -20,6 +20,7 @@ nodes/use_legacy_names=false
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materials/location=1
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materials/storage=1
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materials/keep_on_reimport=true
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meshes/octahedral_compression=true
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meshes/compress=true
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meshes/ensure_tangents=true
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meshes/storage=0
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objects/wood.material
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objects/wood.material
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objects/woodBark.material
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objects/woodBark.material
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objects/woodBirch_001.material
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objects/woodBirch_001.material
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objects/wood_006.material
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objects/wood_006.material
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