fix wires, fix exposition for wheater change, add base wind, add fireflies when is night

This commit is contained in:
2026-06-30 10:08:18 +02:00
parent 086167a5a6
commit 475749c4df
5 changed files with 57 additions and 33 deletions

View File

@@ -86,7 +86,7 @@ const RIVER_NEIGHBOUR_OFFSETS: Dictionary = {
##max cells to search around a lamppost chunk ##max cells to search around a lamppost chunk
@export_range(1, 6, 1) var lamppost_search_radius_cells: int = 3 @export_range(1, 6, 1) var lamppost_search_radius_cells: int = 3
##max allowed distance between lamppost pairs ##max allowed distance between lamppost pairs
@export var lamppost_max_wire_distance: float = 60.0 @export var lamppost_max_wire_distance: float = 35.0
##if true wire connections blocked by colliders are discarded ##if true wire connections blocked by colliders are discarded
@export var lamppost_obstacle_check_enabled: bool = true @export var lamppost_obstacle_check_enabled: bool = true

View File

@@ -80,6 +80,9 @@ func _ready() -> void:
weather_controller.name = "WeatherController" weather_controller.name = "WeatherController"
add_child(weather_controller) add_child(weather_controller)
if day_night_controller != null:
select_day_time(day_night_controller.current_time)
func _process(_delta: float) -> void: func _process(_delta: float) -> void:
_process_pending_environment_nodes() _process_pending_environment_nodes()

View File

@@ -53,7 +53,7 @@ var is_storm: bool = false
var cold_tween: Tween var cold_tween: Tween
var wind_tween: Tween var wind_tween: Tween
var is_windy: bool = false var is_windy: bool = false
var thereare_fireflies: bool = false var thereare_fireflies: bool = true
var current_wind_speed: float = 0.0 var current_wind_speed: float = 0.0
var current_wind_strength: float = 0.0 var current_wind_strength: float = 0.0
var current_wind_fade: float = 0.0 var current_wind_fade: float = 0.0
@@ -128,10 +128,8 @@ func _process(delta: float) -> void:
_follow_camera() _follow_camera()
var is_night = day_time >= 2.5 _update_fireflies_visibility()
if particles_fireflies:
particles_fireflies.emitting = thereare_fireflies and is_night and not is_raining and not is_snowing and not is_storm
var base_tint: Color var base_tint: Color
var base_sky_top: Color var base_sky_top: Color
var base_sky_horizon: Color var base_sky_horizon: Color
@@ -197,11 +195,9 @@ func _process(delta: float) -> void:
var final_fog_color = base_fog_color.lerp(base_fog_color * weather_color, clamp(rain_intensity, 0.0, 1.0)) var final_fog_color = base_fog_color.lerp(base_fog_color * weather_color, clamp(rain_intensity, 0.0, 1.0))
var final_fog_density = lerp(base_fog_density, base_fog_density * 4.0, clamp(rain_intensity, 0.0, 1.0)) var final_fog_density = lerp(base_fog_density, base_fog_density * 4.0, clamp(rain_intensity, 0.0, 1.0))
var final_water_color = base_water_color.darkened(clamp(environment_config.water_darkening_rain, 0.0, 1.0) * clamp(rain_intensity, 0.0, 1.0)) var final_water_color = base_water_color.darkened(clamp(environment_config.water_darkening_rain, 0.0, 1.0) * clamp(rain_intensity, 0.0, 1.0))
var rain_weather_amount: float = 0.0 var rain_weather_amount: float = clamp(rain_intensity, 0.0, 1.0)
if is_raining:
rain_weather_amount = clamp(rain_intensity, 0.0, 1.0)
var storm_weather_amount: float = 0.0 var storm_weather_amount: float = 0.0
if is_raining and is_storm: if is_storm:
if environment_config.storm_rain_intensity_multiplier > 1.0: if environment_config.storm_rain_intensity_multiplier > 1.0:
storm_weather_amount = clamp((rain_intensity - 1.0) / (environment_config.storm_rain_intensity_multiplier - 1.0), 0.0, 1.0) storm_weather_amount = clamp((rain_intensity - 1.0) / (environment_config.storm_rain_intensity_multiplier - 1.0), 0.0, 1.0)
else: else:
@@ -389,9 +385,7 @@ func _follow_camera() -> void:
func toggle_fireflies(value: bool): func toggle_fireflies(value: bool):
thereare_fireflies = value thereare_fireflies = value
var is_night = day_time >= 2.5 _update_fireflies_visibility()
if particles_fireflies:
particles_fireflies.emitting = thereare_fireflies and is_night and not is_raining
#disable fireflies and set default values and materials #disable fireflies and set default values and materials
func init_fireflies(): func init_fireflies():
@@ -402,7 +396,16 @@ func init_fireflies():
var proc_mat = particles_fireflies.process_material as ParticleProcessMaterial var proc_mat = particles_fireflies.process_material as ParticleProcessMaterial
if proc_mat: if proc_mat:
proc_mat.emission_box_extents = Vector3(environment_config.fireflies_spawn_ray, environment_config.fireflies_spawn_height, environment_config.fireflies_spawn_ray) proc_mat.emission_box_extents = Vector3(environment_config.fireflies_spawn_ray, environment_config.fireflies_spawn_height, environment_config.fireflies_spawn_ray)
_update_fireflies_visibility()
func _should_show_fireflies() -> bool:
var is_night: bool = day_time >= 2.5
return thereare_fireflies and is_night and not is_raining and not is_snowing and not is_storm
func _update_fireflies_visibility() -> void:
if particles_fireflies:
particles_fireflies.emitting = _should_show_fireflies()
#endregion #endregion
#region Wind #region Wind
@@ -410,7 +413,7 @@ func init_fireflies():
func toggle_wind(value: bool): func toggle_wind(value: bool):
is_windy = value is_windy = value
if particles_wind: if particles_wind:
particles_wind.emitting = is_windy particles_wind.emitting = true
_apply_wind_state() _apply_wind_state()
_emit_weather_event_label() _emit_weather_event_label()
@@ -420,7 +423,7 @@ func init_wind():
_update_wind_amount_from_strength(environment_config.wind_strength) _update_wind_amount_from_strength(environment_config.wind_strength)
if particles_wind: if particles_wind:
particles_wind.visible = true particles_wind.visible = true
particles_wind.emitting = false particles_wind.emitting = true
particles_wind.amount = environment_config.wind_amount particles_wind.amount = environment_config.wind_amount
var proc_mat_wind = particles_wind.process_material as ParticleProcessMaterial var proc_mat_wind = particles_wind.process_material as ParticleProcessMaterial
if proc_mat_wind: if proc_mat_wind:
@@ -451,6 +454,11 @@ func _apply_wind_config() -> void:
_apply_wind_state(true) _apply_wind_state(true)
func _get_target_wind_strength() -> float:
if is_windy:
return environment_config.wind_boost_strength
return environment_config.wind_strength
func _apply_wind_state(immediate: bool = false) -> void: func _apply_wind_state(immediate: bool = false) -> void:
if environment_config == null: if environment_config == null:
return return
@@ -458,20 +466,23 @@ func _apply_wind_state(immediate: bool = false) -> void:
if wind_tween and wind_tween.is_valid(): if wind_tween and wind_tween.is_valid():
wind_tween.kill() wind_tween.kill()
var active_wind_speed := environment_config.wind_speed if is_windy else 0.0 if particles_wind:
var active_wind_strength := environment_config.wind_strength if is_windy else 0.0 particles_wind.emitting = true
var active_wind_fade := 1.0 if is_windy else 0.0
var active_wind_speed := environment_config.wind_speed
var active_wind_strength := _get_target_wind_strength()
var active_wind_fade := 1.0
if immediate: if immediate:
_set_current_wind_speed(active_wind_speed) _set_current_wind_speed(active_wind_speed)
_set_current_wind_strength(active_wind_strength) _set_current_wind_strength(active_wind_strength)
_set_current_wind_fade(active_wind_fade) _set_current_wind_fade(active_wind_fade)
return return
_set_current_wind_speed(environment_config.wind_speed) _set_current_wind_speed(active_wind_speed)
_set_current_wind_strength(environment_config.wind_strength) _set_current_wind_fade(active_wind_fade)
wind_tween = create_tween() wind_tween = create_tween()
wind_tween.tween_method(_set_current_wind_fade, current_wind_fade, active_wind_fade, environment_config.wind_fade_in_out_time) wind_tween.tween_method(_set_current_wind_strength, current_wind_strength, active_wind_strength, environment_config.wind_fade_in_out_time)
wind_tween.tween_callback(_finish_wind_fade_out) wind_tween.tween_callback(_finish_wind_transition)
func _set_current_wind_speed(value: float) -> void: func _set_current_wind_speed(value: float) -> void:
current_wind_speed = value current_wind_speed = value
@@ -481,6 +492,7 @@ func _set_current_wind_speed(value: float) -> void:
func _set_current_wind_strength(value: float) -> void: func _set_current_wind_strength(value: float) -> void:
current_wind_strength = value current_wind_strength = value
RenderingServer.global_shader_parameter_set("global_wind_strength", value) RenderingServer.global_shader_parameter_set("global_wind_strength", value)
_set_wind_particles_amount_from_strength(value)
_sync_wind_event_state() _sync_wind_event_state()
func _set_current_wind_fade(value: float) -> void: func _set_current_wind_fade(value: float) -> void:
@@ -494,13 +506,10 @@ func _sync_wind_event_state() -> void:
#used to notify wind_decoration when wind change state #used to notify wind_decoration when wind change state
wind_parameters_changed.emit(current_wind_speed, current_wind_strength, current_wind_fade, environment_config.wind_direction) wind_parameters_changed.emit(current_wind_speed, current_wind_strength, current_wind_fade, environment_config.wind_direction)
func _finish_wind_fade_out() -> void: func _finish_wind_transition() -> void:
if is_windy: _set_current_wind_speed(environment_config.wind_speed)
return _set_current_wind_strength(_get_target_wind_strength())
_set_current_wind_fade(1.0)
_set_current_wind_speed(0.0)
_set_current_wind_strength(0.0)
_set_current_wind_fade(0.0)
func change_wind_strength(value: float) -> void: func change_wind_strength(value: float) -> void:
if environment_config == null: if environment_config == null:
@@ -508,10 +517,11 @@ func change_wind_strength(value: float) -> void:
environment_config.wind_strength = value environment_config.wind_strength = value
_update_wind_amount_from_strength(value) _update_wind_amount_from_strength(value)
if is_windy or current_wind_fade > 0.0: if current_wind_fade > 0.0 and not is_windy:
_set_current_wind_strength(value) _set_current_wind_strength(value)
if particles_wind: if particles_wind:
particles_wind.amount = environment_config.wind_amount particles_wind.amount = environment_config.wind_amount
_apply_wind_state()
func _update_wind_amount_from_strength(value: float) -> void: func _update_wind_amount_from_strength(value: float) -> void:
if environment_config == null: if environment_config == null:
@@ -519,12 +529,22 @@ func _update_wind_amount_from_strength(value: float) -> void:
if max_wind_amount <= 0: if max_wind_amount <= 0:
max_wind_amount = max(environment_config.wind_amount, 1) max_wind_amount = max(environment_config.wind_amount, 1)
environment_config.wind_amount = _get_wind_particles_amount_from_strength(value)
func _get_wind_particles_amount_from_strength(value: float) -> int:
if max_wind_amount <= 0:
max_wind_amount = 1
var normalized_strength: float = clamp(value, 0.0, 1.0) var normalized_strength: float = clamp(value, 0.0, 1.0)
var amount_ratio: float = normalized_strength var amount_ratio: float = normalized_strength
if normalized_strength > 0.0 and normalized_strength < 0.3: if normalized_strength > 0.0 and normalized_strength < 0.3:
amount_ratio = lerp(0.08, 0.25, normalized_strength / 0.3) amount_ratio = lerp(0.08, 0.25, normalized_strength / 0.3)
environment_config.wind_amount = roundi(max_wind_amount * amount_ratio) return roundi(max_wind_amount * amount_ratio)
func _set_wind_particles_amount_from_strength(value: float) -> void:
if particles_wind:
particles_wind.amount = _get_wind_particles_amount_from_strength(value)
func trigger_random_weather_event(duration: float = 0.0) -> void: func trigger_random_weather_event(duration: float = 0.0) -> void:
if random_weather_restore_tween and random_weather_restore_tween.is_valid(): if random_weather_restore_tween and random_weather_restore_tween.is_valid():

View File

@@ -185,7 +185,8 @@ extends Resource
@export var wind_direction: Vector2 = Vector2(0.5, 0.4) #Global wind direction (XZ) @export var wind_direction: Vector2 = Vector2(0.5, 0.4) #Global wind direction (XZ)
@export var wind_speed: float = 0.2 #Global wind animation speed @export var wind_speed: float = 0.2 #Global wind animation speed
@export var wind_scale: float = 0.025 #Global wind noise scale @export var wind_scale: float = 0.025 #Global wind noise scale
@export var wind_strength: float = 0.3 #Global wind displacement strength @export var wind_strength: float = 0.12 #Low ambient wind displacement strength
@export var wind_boost_strength: float = 1.0 #Wind displacement strength while wind event is active
@export var cloud_scale: float = 0.5 #Cloud noise scale in sky shader @export var cloud_scale: float = 0.5 #Cloud noise scale in sky shader
@export var cloud_speed: float = 0.05 #Cloud movement speed in sky shader @export var cloud_speed: float = 0.05 #Cloud movement speed in sky shader
@export_range(0.01, 1.0) var cloud_scale_envshadows_rate: float = 0.01 #Cloud scale multiplier for environment shadows @export_range(0.01, 1.0) var cloud_scale_envshadows_rate: float = 0.01 #Cloud scale multiplier for environment shadows