Large update with mostly rewritten character subsystem

This commit is contained in:
Segey Lapin
2019-10-17 08:48:21 +03:00
parent 6e18c898b4
commit 0945ef76ee
224 changed files with 77854 additions and 13113 deletions

9
Jenkinsfile vendored
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@@ -23,7 +23,8 @@ node('docker && ubuntu-16.04') {
if (params.DOWNLOAD_TEMPLATES) {
sh '''#!/bin/sh
rm -f godot-templates.tar.gz
wget -c https://github.com/slapin/godot-templates-build/releases/download/2019_31_0802_1959/godot-templates.tar.gz
curl -s https://api.github.com/repos/slapin/godot-templates-build/releases/latest|grep browser_download_url|cut -d : -f2-|cut -d '"' -f 2|wget -i -
# wget -c https://github.com/slapin/godot-templates-build/releases/download/2019_31_0802_1959/godot-templates.tar.gz
'''
}
sh '''#!/bin/sh
@@ -97,10 +98,16 @@ node('docker && ubuntu-16.04') {
ls -l
'''
}
stage("artifacts") {
archiveArtifacts artifacts: "proto2-html5.zip", onlyIfSuccessful: true
archiveArtifacts artifacts: "BallKickers-windows.zip", onlyIfSuccessful: true
archiveArtifacts artifacts: "BallKickers-linux.zip", onlyIfSuccessful: true
}
stage("itch.io") {
withCredentials([string(credentialsId: 'itchio_token', variable: 'itchio_token')]) {
withEnv(["BUTLER_API_KEY=$itchio_token"]) {
sh '''#!/bin/sh
exit 0
export PATH=$PATH:$(pwd)/butler
butler push proto2-html5.zip slapin/ball-kickers:html
H=$?

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@@ -27,14 +27,14 @@ func add_player(team: int, pl: Dictionary):
_teams[team] = [pl]
else:
_teams[team].push_back(pl)
assert pl != null
assert(pl != null)
ch2team[pl.scene] = team
func add_cheer(team: int, ch: Dictionary):
if !_cheers.has(team):
_cheers[team] = [ch]
else:
_cheers[team].push_back(ch)
assert ch != null
assert(ch != null)
ch2team[ch.scene] = team
func add_cheer_game_location(team: int, loc: Vector2):
if !_cheer_locations.has(team):
@@ -130,7 +130,7 @@ func catch_ball(pl):
_ball_carrier = pl
var max_imp = 500.0
func drop_ball(pl):
assert _main != null
assert(_main != null)
_ball_instance.kinematic = false
_ball_instance.new_parent = _main
_ball_instance.update = true
@@ -226,7 +226,7 @@ func _process(delta):
STATE_RUNNING:
for c in _teams.keys():
for pl in _teams[c]:
assert pl.scene != null
assert(pl.scene != null)
if !_ball_carrier || (pl != _ball_carrier && _ball_team != c):
var velocity = striker(pl, delta)
velocity = pl.scene.velocity.linear_interpolate(velocity, 0.3 * delta)

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@@ -35,14 +35,14 @@ func add_player(team: int, pl: Dictionary):
_teams[team] = [pl]
else:
_teams[team].push_back(pl)
assert pl != null
assert(pl != null)
ch2team[pl.scene] = team
func add_cheer(team: int, ch: Dictionary):
if !_cheers.has(team):
_cheers[team] = [ch]
else:
_cheers[team].push_back(ch)
assert ch != null
assert(ch != null)
ch2team[ch.scene] = team
func add_cheer_game_location(team: int, loc: Vector3):
if !_cheer_locations.has(team):
@@ -95,18 +95,18 @@ func start_game():
_state = STATE_START
for t in _teams.keys():
for ch in _teams[t]:
assert ch != null
assert(ch != null)
print(ch)
assert ch.scene != null
assert(ch.scene != null)
print("start: ", _team_start[t])
ch.scene.walkto(_team_start[t] + Vector3(randf() * 2.0 - 1.0, 0.0, randf() * 2.0 - 1.0), 1.0 + ch.speed + randf() * ch.speed * 0.5)
start_timeout = 10.0
var loc = 0
for t in _cheers.keys():
for ch in _cheers[t]:
assert ch != null
assert(ch != null)
print(ch)
assert ch.scene != null
assert(ch.scene != null)
ch.scene.walkto(_cheer_locations[t][loc % _cheer_locations[t].size()], 1.0 + ch.speed + randf() * ch.speed * 0.5)
loc += 1
for t in _teams.keys():

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@@ -0,0 +1,4 @@
{
"outpath": "characters/hair",
"generate_external_material": true
}

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@@ -0,0 +1,4 @@
{
"outpath": "characters/hair",
"generate_external_material": true
}

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@@ -1,17 +1,198 @@
extends Node
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
#var accessory_data = {}
#var slots = ["body", "top", "panties", "shirt", "pants"]
#var slots_female = ["body", "top", "panties"]
#var slots_male = ["body"]
#var helpers = {
# "body": "base",
# "top": "base",
# "panties": "base",
# "shirt": "tights",
# "pants": "tights"
# }
#var data_male = {}
#var data_female = {}
#var characters = [load("res://characters/male_2018.tscn"), load("res://characters/female_2018.tscn")]
#var character_data = []
#func load_accessory_data():
# var fd = File.new()
# fd.open("res://characters/accessory.json", File.READ)
# var confs = fd.get_as_text()
# var json = JSON.parse(confs)
# accessory_data = json.result
# Called when the node enters the scene tree for the first time.
var characters = [load("res://characters/male_2018.tscn"), load("res://characters/female_2018.tscn")]
func _ready():
pass # Replace with function body.
# var cha_male: CharacterModifierSet
# var cha_female: CharacterModifierSet
# var base_male = characters[0].instance()
# var base_female = characters[1].instance()
# var fd = File.new()
## fd.open("characters/blendmaps.bin", File.READ);
# cha_male = CharacterModifierSet.new()
# character_data.push_back(cha_male)
# cha_female = CharacterModifierSet.new()
# character_data.push_back(cha_female)
# cha_female.set_base_name("body")
# cha_male.set_base_name("body")
# for e in slots:
# print(e)
# cha_female.add_slot(e, helpers[e], 1)
# cha_male.add_slot(e, helpers[e], 1)
# cha_female.add_mesh_scene(characters[1])
# cha_male.add_mesh_scene(characters[0])
# cha_female.process()
# cha_male.process()
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass
#func _physics_process(delta):
# for obj in get_tree().get_nodes_in_group("characters"):
# pass
### cha_male.add_bone_modifier("head_scale", base_male, "head", Transform().scaled(Vector3(1.3, 1.3, 1.3)))
### cha_female.add_bone_modifier("head_scale", base_female, "head", Transform().scaled(Vector3(1.3, 1.3, 1.3)))
### cha_male.add_bone_modifier("head_up", base_male, "head", Transform().translated(Vector3(0.0, 0.1, 0.0)))
### cha_female.add_bone_modifier("head_up", base_female, "head", Transform().translated(Vector3(0.0, 0.1, 0.0)))
### # cha_male.add_bone_modifier("shoulder_l_rot", base_male, "shoulder01_L", Transform().rotated(Vector3(1, 0, 0), 95 * PI / 360.0))
### # cha_female.add_bone_modifier("shoulder_l_rot", base_female, "shoulder01_L", Transform().rotated(Vector3(1, 0, 0), 95 * PI / 360.0))
### cha_male.add_bone_modifier("height", base_male, "pelvis", Transform().scaled(Vector3(1.2, 1.2, 1.2)))
### cha_female.add_bone_modifier("height", base_female, "pelvis", Transform().scaled(Vector3(1.2, 1.2, 1.2)))
### # cha_male.add_bone_modifier_pair("shoulder", base_male,
### # ["shoulder01_L", Transform().rotated(Vector3(1, 0, 0), 95 * PI / 360.0)],
### # ["shoulder01_R", Transform().rotated(Vector3(1, 0, 0), 95 * PI / 360.0)])
### # cha_female.add_bone_modifier_pair("shoulder", base_female,
### # ["shoulder01_L", Transform().rotated(Vector3(1, 0, 0), 95 * PI / 360.0)],
### # ["shoulder01_R", Transform().rotated(Vector3(1, 0, 0), 95 * PI / 360.0)])
### cha_male.add_bone_modifier_group("mouth_up", base_male,
### PoolStringArray(["special01", "special04", "levator04_L", "levator04_R"]),
### [Transform().translated(Vector3(0.0, -0.004, 0.0)),
### Transform().translated(Vector3(0.0, 0.008, 0.0)),
### Transform().translated(Vector3(0.016, -0.019, 0.0)),
### Transform().translated(Vector3(-0.016, -0.019, 0.0))
### ])
### cha_female.add_bone_modifier_group("mouth_up", base_female,
### PoolStringArray(["special01", "special04", "levator04_L", "levator04_R"]),
### [Transform().translated(Vector3(0.0, -0.004, 0.0)),
### Transform().translated(Vector3(0.0, 0.008, 0.0)),
### Transform().translated(Vector3(0.016, -0.019, 0.0)),
### Transform().translated(Vector3(-0.016, -0.019, 0.0))
### ])
### cha_male.add_bone_modifier_group("eyes_up", base_male,
### PoolStringArray(["orbicularis03_L", "orbicularis04_L", "eye_L", "eye_tracker.L",
### "orbicularis03_R", "orbicularis04_R", "eye_R", "eye_tracker.R"]),
### [Transform().translated(Vector3(0.0, 0.002, 0.004)),
### Transform().translated(Vector3(0.0, 0.002, 0.004)),
### Transform().translated(Vector3(0.0, 0.002, 0.004)),
### Transform().translated(Vector3(0.0, 0.002, 0.004)),
### Transform().translated(Vector3(0.0, 0.002, 0.004)),
### Transform().translated(Vector3(0.0, 0.002, 0.004)),
### Transform().translated(Vector3(0.0, 0.002, 0.004)),
### Transform().translated(Vector3(0.0, 0.002, 0.004))])
### cha_female.add_bone_modifier_group("eyes_up", base_female,
### PoolStringArray(["orbicularis03_L", "orbicularis04_L", "eye_L",
### "orbicularis03_R", "orbicularis04_R", "eye_R"]),
### [Transform().translated(Vector3(0.0, 0.002, 0.004)),
### Transform().translated(Vector3(0.0, 0.002, 0.004)),
### Transform().translated(Vector3(0.0, 0.002, 0.004)),
### Transform().translated(Vector3(0.0, 0.002, 0.004)),
### Transform().translated(Vector3(0.0, 0.002, 0.004)),
### Transform().translated(Vector3(0.0, 0.002, 0.004))])
### cha_male.add_bone_modifier_group("eyebrows_up", base_male,
### PoolStringArray(["temporalis01_L", "temporalis01_R"]),
### [Transform().translated(Vector3(0.0, 0.015, 0.0)),
### Transform().translated(Vector3(0.0, 0.015, 0.0))])
### cha_female.add_bone_modifier_group("eyebrows_up", base_female,
### PoolStringArray(["temporalis01_L", "temporalis01_R"]),
### [Transform().translated(Vector3(0.0, 0.015, 0.0)),
### Transform().translated(Vector3(0.0, 0.015, 0.0))])
### cha_male.add_bone_modifier_group("eyebrows_rotate1", base_male,
### PoolStringArray(["oculi02_L", "oculi02_R"]),
### [Transform().rotated(Vector3(0, 1, 0), -PI/14.0),
### Transform().rotated(Vector3(0, 1, 0), PI/14.0)])
### cha_female.add_bone_modifier_group("eyebrows_rotate1", base_female,
### PoolStringArray(["oculi02_L", "oculi02_R"]),
### [Transform().rotated(Vector3(0, 1, 0), -PI/14.0),
### Transform().rotated(Vector3(0, 1, 0), PI/14.0)])
### cha_male.add_bone_modifier_group("eyebrows_rotate2", base_male,
### PoolStringArray(["oculi01_L", "oculi01_R"]),
### [Transform().rotated(Vector3(0, 1, 0), -PI/4.0),
### Transform().rotated(Vector3(0, 1, 0), PI/4.0)])
### cha_female.add_bone_modifier_group("eyebrows_rotate2", base_female,
### PoolStringArray(["oculi01_L", "oculi01_R"]),
### [Transform().rotated(Vector3(0, 1, 0), -PI/4.0),
### Transform().rotated(Vector3(0, 1, 0), PI/4.0)])
# base_male.queue_free()
# base_female.queue_free()
# load_accessory_data()
CharacterGenderList.config()
#var root_scene: Node
#func set_root_scene(sc: Node):
# root_scene = sc
var genders = ["male", "female"]
#func select_front_hair(ch: Node, value: float):
# var cha = ch.get_meta("mod")
# var id = ch.get_meta("data_id")
# var front_list = cha.get_accessory_list(genders[id], "hair", "front_hair")
# var num = int(front_list.size() * value)
# num = clamp(num, 0, front_list.size() - 1)
# character_data[id].set_accessory(ch, "front_hair", genders[id], "hair", front_list[num])
# ch.set_meta("front_hair", front_list[num])
#
#func select_back_hair(ch: Node, value: float):
# var cha = ch.get_meta("mod")
# var id = ch.get_meta("data_id")
# var back_list = cha.get_accessory_list(genders[id], "hair", "back_hair")
# var num = int(front_list.size() * value)
# num = clamp(num, 0, front_list.size() - 1)
# character_data[id].set_accessory(ch, "front_hair", genders[id], "hair", front_list[num])
# ch.set_meta("back_hair", "back_hair1")
func spawn_character(id, xform):
# var ch = character_data[id].spawn()
var ch = CharacterInstanceList.create(genders[id], xform, {})
# root_scene.add_child(ch)
# ch.transform = xform
ch.set_meta("data_id", id)
# character_data[id].hide_slot(ch, "hair")
# character_data[id].set_accessory(ch, "front_hair", genders[id], "hair", "front_hair1")
# character_data[id].set_accessory(ch, "back_hair", genders[id], "hair", "back_hair1")
# ch.set_meta("front_hair", "front_hair1")
# ch.set_meta("back_hair", "back_hair1")
return ch
func get_modifier_list(ch: Node):
# var cha = ch.get_meta("mod")
# return cha.get_modifier_list()
return CharacterInstanceList.get_base_modifier_list()
func get_modifier_value(ch: Node, mod_id):
# var cha = ch.get_meta("mod")
# var mesh_id = ch.get_meta("mesh_id")
# return cha.get_modifier_value(mesh_id, mod_id)
return CharacterInstanceList.get_mod_value(ch, mod_id)
func set_modifier_value(ch: Node, mod_id, value):
# var cha = ch.get_meta("mod")
# var mesh_id = ch.get_meta("mesh_id")
# cha.set_modifier_value(mesh_id, mod_id, value)
CharacterInstanceList.set_mod_value(ch, mod_id, value)
#func modify(ch: Node):
# var cha = ch.get_meta("mod")
# cha.modify(ch)
func update():
CharacterInstanceList.update()
func remove(ch):
# var cha = ch.get_meta("mod")
# cha.remove(ch)
CharacterInstanceList.remove(ch)
#func spawn_accessory(slot: MeshInstance, gender: String, atype: String, aname: String):
# var mesh: ArrayMesh = load(accessory_data[gender][atype][aname].path)
# for c in range(mesh.get_surface_count()):
# var mat: SpatialMaterial = load(accessory_data[gender][atype][aname].materials[c].path)
# mesh.surface_set_material(c, mat)
# slot.mesh = mesh

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@@ -101,10 +101,10 @@ func _unhandled_input(event):
if event.button_mask & BUTTON_MASK_LEFT:
click2d = event.position
click2d_update = true
print("click!")
# print("click!")
func _physics_process(delta):
if click2d_update:
print("click! 2")
# print("click! 2")
if camera:
var world : = camera.get_world()
var space := world.direct_space_state
@@ -115,7 +115,7 @@ func _physics_process(delta):
if result.has("position"):
click3d = result.position
click3d_update = true
print("click! 3")
# print("click! 3")
emit_signal("user_click", click3d)
click2d_update = false

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@@ -511,7 +511,7 @@ func convert_vertices():
for e in range(vertices.size()):
vertices[e]._neighbors = []
for h in vertices[e].neighbors:
assert h
assert(h)
# print(pos2vertex[h.pos])
vertices[e]._neighbors.push_back(pos2vertex[h.pos]._index)
func has_neighbor(v, n):
@@ -581,7 +581,7 @@ func remove_neighbor(v, n):
# var triangle = [e1, e2, e3]
# triangles.push_back(triangle)
func sort_edges(edge_data: PoolIntArray) -> PoolIntArray:
assert edge_data.size() > 0
assert(edge_data.size() > 0)
var inb = Array(edge_data)
var cur = -1
var cur_p = -1
@@ -613,7 +613,7 @@ func sort_edges(edge_data: PoolIntArray) -> PoolIntArray:
# for p in edge_data:
# print(p, ": ", edges[p].p1, " - ", edges[p].p2)
# print(ret.size(), " ", edge_data.size(), " ", edge_data, " -> ", ret)
assert ret.size() > 0 && ret.size() == edge_data.size()
assert(ret.size() > 0 && ret.size() == edge_data.size())
return ret
func edges2points(edge_data):
var ret = {}
@@ -631,7 +631,7 @@ func edges2points(edge_data):
"road": edges[e].road
})
idx += 1
assert ret.points.size() > 0 && ret.points.size() == edge_data.size()
assert(ret.points.size() > 0 && ret.points.size() == edge_data.size())
return ret
#func build_polygons():
# print("triangulation: ", triangulation.size())
@@ -1060,8 +1060,8 @@ class VertexData:
data = v
_road_width = road_width
_sidewalk_width = sidewalk_width
assert v.has("_index")
assert v.has("_neighbors")
assert(v.has("_index"))
assert(v.has("_neighbors"))
func angle_sort_helper(a, b):
var v1: Vector2 = a[1] - a[0]
var v2: Vector2 = b[1] - b[0]
@@ -1069,7 +1069,7 @@ class VertexData:
return true
return false
func get_wedges(vertices: Array) -> Array:
assert data
assert(data)
var edges = []
for id in data._neighbors:
edges.push_back([data.pos, vertices[id].pos, data._index, id])

View File

@@ -20,6 +20,11 @@ var quests : = []
var team_train_count : = 0
# warning-ignore:unused_class_variable
var arrow: Spatial
# warning-ignore:unused_class_variable
var next_scene: String
var player_visual = {
"gender": "male"
}
func room_event(ev: String):
if current_room:

View File

@@ -0,0 +1,332 @@
{
"female": {
"body": {
"body_default": {
"materials": [
{
"name": "Material",
"path": "res://characters/accessory/female/body/Material.tres"
}
],
"path": "res://characters/accessory/female/body/body_default.mesh"
}
},
"eyebrows": {
"eyebrows_default": {
"materials": [
{
"name": "Material",
"path": "res://characters/accessory/female/eyebrows/Material.tres"
}
],
"path": "res://characters/accessory/female/eyebrows/eyebrows_default.mesh"
}
},
"eyelashes": {
"eyelashes_default": {
"materials": [
{
"name": "Material",
"path": "res://characters/accessory/female/eyelashes/Material.tres"
}
],
"path": "res://characters/accessory/female/eyelashes/eyelashes_default.mesh"
}
},
"eyes": {
"eyes_default": {
"materials": [
{
"name": "Material",
"path": "res://characters/accessory/female/eyes/Material.tres"
}
],
"path": "res://characters/accessory/female/eyes/eyes_default.mesh"
}
},
"fingernails": {
"fingernails_default": {
"materials": [
{
"name": "Material",
"path": "res://characters/accessory/female/fingernails/Material.tres"
}
],
"path": "res://characters/accessory/female/fingernails/fingernails_default.mesh"
}
},
"hair": {
"back_hair1": {
"materials": [
{
"name": "haircard1",
"path": "res://characters/accessory/female/hair/haircard1.tres"
}
],
"path": "res://characters/accessory/female/hair/back_hair1.mesh"
},
"back_hair2": {
"materials": [
{
"name": "haircard1",
"path": "res://characters/accessory/female/hair/haircard1.tres"
}
],
"path": "res://characters/accessory/female/hair/back_hair2.mesh"
},
"back_hair3": {
"materials": [
{
"name": "haircard1",
"path": "res://characters/accessory/female/hair/haircard1.tres"
}
],
"path": "res://characters/accessory/female/hair/back_hair3.mesh"
},
"front_hair1": {
"materials": [
{
"name": "haircard1",
"path": "res://characters/accessory/female/hair/haircard1.tres"
}
],
"path": "res://characters/accessory/female/hair/front_hair1.mesh"
},
"front_hair2": {
"materials": [
{
"name": "haircard1",
"path": "res://characters/accessory/female/hair/haircard1.tres"
}
],
"path": "res://characters/accessory/female/hair/front_hair2.mesh"
},
"front_hair3": {
"materials": [
{
"name": "haircard1",
"path": "res://characters/accessory/female/hair/haircard1.tres"
}
],
"path": "res://characters/accessory/female/hair/front_hair3.mesh"
},
"front_hair4": {
"materials": [
{
"name": "haircard1",
"path": "res://characters/accessory/female/hair/haircard1.tres"
}
],
"path": "res://characters/accessory/female/hair/front_hair4.mesh"
},
"hair_default": {
"materials": [
{
"name": "Material",
"path": "res://characters/accessory/female/hair/Material.tres"
}
],
"path": "res://characters/accessory/female/hair/hair_default.mesh"
}
},
"panties": {
"panties_default": {
"materials": [
{
"name": "Material",
"path": "res://characters/accessory/female/panties/Material.tres"
}
],
"path": "res://characters/accessory/female/panties/panties_default.mesh"
}
},
"tears": {
"tears_default": {
"materials": [
{
"name": "Material",
"path": "res://characters/accessory/female/tears/Material.tres"
}
],
"path": "res://characters/accessory/female/tears/tears_default.mesh"
}
},
"teeth": {
"teeth_default": {
"materials": [
{
"name": "Material",
"path": "res://characters/accessory/female/teeth/Material.tres"
}
],
"path": "res://characters/accessory/female/teeth/teeth_default.mesh"
}
},
"toenail": {
"toenail_default": {
"materials": [
{
"name": "Material",
"path": "res://characters/accessory/female/toenail/Material.tres"
}
],
"path": "res://characters/accessory/female/toenail/toenail_default.mesh"
}
},
"tongue": {
"tongue_default": {
"materials": [
{
"name": "Material",
"path": "res://characters/accessory/female/tongue/Material.tres"
}
],
"path": "res://characters/accessory/female/tongue/tongue_default.mesh"
}
},
"top": {
"top_default": {
"materials": [
{
"name": "Material",
"path": "res://characters/accessory/female/top/Material.tres"
}
],
"path": "res://characters/accessory/female/top/top_default.mesh"
}
}
},
"male": {
"body": {
"body_default": {
"materials": [
{
"name": "Material",
"path": "res://characters/accessory/male/body/Material.tres"
}
],
"path": "res://characters/accessory/male/body/body_default.mesh"
}
},
"eyebrows": {
"eyebrows_default": {
"materials": [
{
"name": "Material",
"path": "res://characters/accessory/male/eyebrows/Material.tres"
}
],
"path": "res://characters/accessory/male/eyebrows/eyebrows_default.mesh"
}
},
"eyelashes": {
"eyelashes_default": {
"materials": [
{
"name": "Material",
"path": "res://characters/accessory/male/eyelashes/Material.tres"
}
],
"path": "res://characters/accessory/male/eyelashes/eyelashes_default.mesh"
}
},
"eyes": {
"eyes_default": {
"materials": [
{
"name": "Material",
"path": "res://characters/accessory/male/eyes/Material.tres"
}
],
"path": "res://characters/accessory/male/eyes/eyes_default.mesh"
}
},
"hair": {
"back_hair1": {
"materials": [
{
"name": "haircard1",
"path": "res://characters/accessory/male/hair/haircard1.tres"
}
],
"path": "res://characters/accessory/male/hair/back_hair1.mesh"
},
"back_hair2": {
"materials": [
{
"name": "haircard1",
"path": "res://characters/accessory/male/hair/haircard1.tres"
}
],
"path": "res://characters/accessory/male/hair/back_hair2.mesh"
},
"back_hair3": {
"materials": [
{
"name": "haircard1",
"path": "res://characters/accessory/male/hair/haircard1.tres"
}
],
"path": "res://characters/accessory/male/hair/back_hair3.mesh"
},
"front_hair1": {
"materials": [
{
"name": "haircard1",
"path": "res://characters/accessory/male/hair/haircard1.tres"
}
],
"path": "res://characters/accessory/male/hair/front_hair1.mesh"
},
"front_hair2": {
"materials": [
{
"name": "haircard1",
"path": "res://characters/accessory/male/hair/haircard1.tres"
}
],
"path": "res://characters/accessory/male/hair/front_hair2.mesh"
},
"front_hair3": {
"materials": [
{
"name": "haircard1",
"path": "res://characters/accessory/male/hair/haircard1.tres"
}
],
"path": "res://characters/accessory/male/hair/front_hair3.mesh"
},
"hair_default": {
"materials": [
{
"name": "Material",
"path": "res://characters/accessory/male/hair/Material.tres"
}
],
"path": "res://characters/accessory/male/hair/hair_default.mesh"
}
},
"teeth": {
"teeth_default": {
"materials": [
{
"name": "Material",
"path": "res://characters/accessory/male/teeth/Material.tres"
}
],
"path": "res://characters/accessory/male/teeth/teeth_default.mesh"
}
},
"tongue": {
"tongue_default": {
"materials": [
{
"name": "Material",
"path": "res://characters/accessory/male/tongue/Material.tres"
}
],
"path": "res://characters/accessory/male/tongue/tongue_default.mesh"
}
}
}
}

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[gd_resource type="SpatialMaterial" format=2]
[resource]
albedo_color = Color( 0.996869, 0.877956, 0.794742, 1 )

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[gd_resource type="SpatialMaterial" format=2]
[resource]
albedo_color = Color( 0.903545, 0.903545, 0.903545, 1 )

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@@ -0,0 +1,4 @@
[gd_resource type="SpatialMaterial" format=2]
[resource]
albedo_color = Color( 0.903545, 0.903545, 0.903545, 1 )

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@@ -0,0 +1,4 @@
[gd_resource type="SpatialMaterial" format=2]
[resource]
albedo_color = Color( 0.903545, 0.903545, 0.903545, 1 )

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@@ -0,0 +1,4 @@
[gd_resource type="SpatialMaterial" format=2]
[resource]
albedo_color = Color( 0.903545, 0.903545, 0.903545, 1 )

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@@ -0,0 +1,4 @@
[gd_resource type="SpatialMaterial" format=2]
[resource]
albedo_color = Color( 0.903545, 0.903545, 0.903545, 1 )

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@@ -0,0 +1,10 @@
[gd_resource type="SpatialMaterial" load_steps=2 format=2]
[ext_resource path="res://characters/hair/haircard2.png" type="Texture" id=1]
[resource]
resource_name = "haircard1"
params_use_alpha_scissor = true
params_alpha_scissor_threshold = 0.5
albedo_color = Color( 0.0599718, 0.903545, 0.0758442, 1 )
albedo_texture = ExtResource( 1 )

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@@ -0,0 +1,4 @@
[gd_resource type="SpatialMaterial" format=2]
[resource]
albedo_color = Color( 0.903545, 0.903545, 0.903545, 1 )

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@@ -0,0 +1,4 @@
[gd_resource type="SpatialMaterial" format=2]
[resource]
albedo_color = Color( 0.807385, 0.807385, 0.807385, 1 )

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@@ -0,0 +1,4 @@
[gd_resource type="SpatialMaterial" format=2]
[resource]
albedo_color = Color( 0.903545, 0.903545, 0.903545, 1 )

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@@ -0,0 +1,4 @@
[gd_resource type="SpatialMaterial" format=2]
[resource]
albedo_color = Color( 0.903545, 0.903545, 0.903545, 1 )

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@@ -0,0 +1,4 @@
[gd_resource type="SpatialMaterial" format=2]
[resource]
albedo_color = Color( 0.903545, 0.903545, 0.903545, 1 )

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@@ -0,0 +1,4 @@
[gd_resource type="SpatialMaterial" format=2]
[resource]
albedo_color = Color( 0.903545, 0.903545, 0.903545, 1 )

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@@ -0,0 +1,4 @@
[gd_resource type="SpatialMaterial" format=2]
[resource]
albedo_color = Color( 0.97209, 0.855219, 0.77166, 1 )

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@@ -0,0 +1,4 @@
[gd_resource type="SpatialMaterial" format=2]
[resource]
albedo_color = Color( 0.903545, 0.903545, 0.903545, 1 )

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@@ -0,0 +1,4 @@
[gd_resource type="SpatialMaterial" format=2]
[resource]
albedo_color = Color( 0.903545, 0.903545, 0.903545, 1 )

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@@ -0,0 +1,4 @@
[gd_resource type="SpatialMaterial" format=2]
[resource]
albedo_color = Color( 0.903545, 0.903545, 0.903545, 1 )

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@@ -0,0 +1,4 @@
[gd_resource type="SpatialMaterial" format=2]
[resource]
albedo_color = Color( 0.903545, 0.903545, 0.903545, 1 )

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[gd_resource type="SpatialMaterial" load_steps=2 format=2]
[ext_resource path="res://characters/hair/haircard2.png" type="Texture" id=1]
[resource]
resource_name = "haircard1"
params_use_alpha_scissor = true
params_alpha_scissor_threshold = 0.5
albedo_color = Color( 0.0599718, 0.903545, 0.0758442, 1 )
albedo_texture = ExtResource( 1 )

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@@ -0,0 +1,4 @@
[gd_resource type="SpatialMaterial" format=2]
[resource]
albedo_color = Color( 0.903545, 0.903545, 0.903545, 1 )

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@@ -0,0 +1,4 @@
[gd_resource type="SpatialMaterial" format=2]
[resource]
albedo_color = Color( 0.903545, 0.903545, 0.903545, 1 )

View File

@@ -0,0 +1,4 @@
[gd_resource type="SpatialMaterial" format=2]
[resource]
albedo_color = Color( 0.996869, 0.877956, 0.794742, 1 )

View File

@@ -0,0 +1,4 @@
[gd_resource type="SpatialMaterial" format=2]
[resource]
albedo_color = Color( 0.903545, 0.903545, 0.903545, 1 )

View File

@@ -0,0 +1,4 @@
[gd_resource type="SpatialMaterial" format=2]
[resource]
albedo_color = Color( 0.903545, 0.903545, 0.903545, 1 )

View File

@@ -0,0 +1,4 @@
[gd_resource type="SpatialMaterial" format=2]
[resource]
albedo_color = Color( 0.903545, 0.903545, 0.903545, 1 )

View File

@@ -0,0 +1,4 @@
[gd_resource type="SpatialMaterial" format=2]
[resource]
albedo_color = Color( 0.903545, 0.903545, 0.903545, 1 )

View File

@@ -0,0 +1,4 @@
[gd_resource type="SpatialMaterial" format=2]
[resource]
albedo_color = Color( 0.903545, 0.903545, 0.903545, 1 )

View File

@@ -0,0 +1,4 @@
[gd_resource type="SpatialMaterial" format=2]
[resource]
albedo_color = Color( 0.903545, 0.903545, 0.903545, 1 )

View File

@@ -0,0 +1,4 @@
[gd_resource type="SpatialMaterial" format=2]
[resource]
albedo_color = Color( 0.807385, 0.807385, 0.807385, 1 )

View File

@@ -0,0 +1,4 @@
[gd_resource type="SpatialMaterial" format=2]
[resource]
albedo_color = Color( 0.903545, 0.903545, 0.903545, 1 )

View File

@@ -0,0 +1,4 @@
[gd_resource type="SpatialMaterial" format=2]
[resource]
albedo_color = Color( 0.903545, 0.903545, 0.903545, 1 )

View File

@@ -0,0 +1,4 @@
[gd_resource type="SpatialMaterial" format=2]
[resource]
albedo_color = Color( 0.903545, 0.903545, 0.903545, 1 )

View File

@@ -0,0 +1,4 @@
[gd_resource type="SpatialMaterial" format=2]
[resource]
albedo_color = Color( 0.903545, 0.903545, 0.903545, 1 )

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