add rain to materials
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@@ -73,7 +73,7 @@ func _ready() -> void:
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UIEvents.toggle_wind.connect(toggle_wind)
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UIEvents.toggle_fireflies.connect(toggle_fireflies)
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UIEvents.toggle_storm.connect(toggle_storm)
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UIEvents.toggle_fog_overlay.connect(toggle_fog_overlay)
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#UIEvents.toggle_fog_overlay.connect(toggle_fog_overlay)
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UIEvents.toggle_dust.connect(toggle_dust)
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UIEvents.toggle_blur.connect(toggle_blur)
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UIEvents.toggle_shadows.connect(toggle_shadows)
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@@ -94,9 +94,9 @@ func _process(delta: float) -> void:
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var base_grad_intensity: float
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var base_rotation_sun: Vector3
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if is_storm:
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if is_raining:
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rain_intensity = move_toward(rain_intensity, 1.0, delta * 0.5)
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if is_raining:
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if is_storm:
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timer_next_lightning -= delta
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if timer_next_lightning <= 0.0:
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start_lightning()
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@@ -104,6 +104,8 @@ func _process(delta: float) -> void:
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else:
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rain_intensity = move_toward(rain_intensity, 0.0, delta * 0.5)
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RenderingServer.global_shader_parameter_set("global_rain_intensity", rain_intensity)
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if day_time <= 2.0:
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var t = day_time - 1.0
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base_tint = environment_config.morning_color.lerp(environment_config.afternoon_color, t)
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@@ -509,9 +511,6 @@ func start_snow_melt() -> void:
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#region Post-Process
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func toggle_fog_overlay(value: bool) -> void:
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pass
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func toggle_dust(value: bool) -> void:
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if environment_dust:
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environment_dust.visible = value
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