fix godray orientation + fix blur
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@@ -497,8 +497,16 @@ func spawn_single_godray() -> void:
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if camera and is_instance_valid(camera):
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center = camera.global_position
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ray.global_position = Vector3(center.x + random_x, environment_config.godray_spawn_height, center.z + random_z)
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ray.rotation_degrees = environment_config.godray_rotation_degrees
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ray.scale = environment_config.godray_scale
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if ray.has_method("set_visual_rotation_degrees"):
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ray.call("set_visual_rotation_degrees", environment_config.godray_rotation_degrees)
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else:
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ray.rotation_degrees = environment_config.godray_rotation_degrees
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if ray.has_method("set_visual_scale"):
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ray.call("set_visual_scale", environment_config.godray_scale)
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else:
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ray.scale = environment_config.godray_scale
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if ray.has_method("orient_to_camera"):
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ray.call("orient_to_camera")
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var godray_tween: Tween = create_tween()
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godray_tween.tween_interval(2.0)
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@@ -611,8 +619,18 @@ func toggle_blur(value: bool) -> void:
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if blur:
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blur.visible = value
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ApplyPostProcessBlurConfig()
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func toggle_shadows(value: bool) -> void:
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if environment_shadows:
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environment_shadows.visible = value
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func ApplyPostProcessBlurConfig() -> void:
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if blur == null:
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return
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var blur_material := blur.material as ShaderMaterial
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if blur_material:
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blur_material.set_shader_parameter("blur_amount", environment_config.blur_amount)
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#endregion
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