Merge branch 'main' into polish9

This commit is contained in:
Matteo Sonaglioni
2026-06-30 17:02:35 +02:00
13 changed files with 154 additions and 66 deletions

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@@ -86,7 +86,7 @@ const RIVER_NEIGHBOUR_OFFSETS: Dictionary = {
##max cells to search around a lamppost chunk
@export_range(1, 6, 1) var lamppost_search_radius_cells: int = 3
##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
@export var lamppost_obstacle_check_enabled: bool = true

View File

@@ -39,6 +39,7 @@ var weather_controller: WeatherController
var day_tween: Tween
var day_time: float = 0.0
var pending_environment_nodes: Dictionary = {}
var weather_shader_no_noise: Material
func _ready() -> void:
@@ -80,6 +81,9 @@ func _ready() -> void:
weather_controller.name = "WeatherController"
add_child(weather_controller)
if day_night_controller != null:
select_day_time(day_night_controller.current_time)
func _process(_delta: float) -> void:
_process_pending_environment_nodes()
@@ -136,7 +140,7 @@ func _apply_dynamic_environment_materials(node: Node) -> void:
_apply_wind_noise_to_node(node, NOISE_TEXTURE)
if node.is_in_group("weather_node"):
_apply_weather_overlay_to_node(node, WEATHER_SHADER)
_apply_weather_overlay_to_node(node, _get_weather_overlay_material(node))
if _should_clear_weather_overlay(node):
_clear_weather_overlay_from_node(node)
@@ -162,12 +166,24 @@ func _apply_wind_noise_to_node(node: Node, noise_tex: Texture2D) -> void:
func ApplyWeatherShaderToMaterials():
for node in get_tree().get_nodes_in_group("weather_node"):
_apply_weather_overlay_to_node(node, WEATHER_SHADER)
_apply_weather_overlay_to_node(node, _get_weather_overlay_material(node))
for node in get_tree().get_nodes_in_group("weather_vegetables_node"):
if _should_clear_weather_overlay(node):
_clear_weather_overlay_from_node(node)
func _get_weather_overlay_material(node: Node) -> Material:
if not node.is_in_group("weather_overlay_no_noise"):
return WEATHER_SHADER
if weather_shader_no_noise == null:
weather_shader_no_noise = WEATHER_SHADER.duplicate() as Material
var shader_material := weather_shader_no_noise as ShaderMaterial
if shader_material:
shader_material.set_shader_parameter("snow_noise_enabled", false)
return weather_shader_no_noise
func _apply_weather_overlay_to_node(node: Node, material: Material) -> void:
if _should_clear_weather_overlay(node):
_clear_weather_overlay_from_node(node)
@@ -215,7 +231,7 @@ func _shader_material_uses_alpha_texture(material: ShaderMaterial) -> bool:
return material.shader.code.find("alpha_texture") != -1
func _should_clear_weather_overlay(node: Node) -> bool:
return node.is_in_group("weather_vegetables_node")
return node.is_in_group("weather_vegetables_node") or node.is_in_group("weather_overlay_ignore")
func select_day_time(normalized_time: float) -> void:
#set show_day_time_debug = true to show debug on screen

View File

@@ -53,7 +53,7 @@ var is_storm: bool = false
var cold_tween: Tween
var wind_tween: Tween
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_strength: float = 0.0
var current_wind_fade: float = 0.0
@@ -128,10 +128,8 @@ func _process(delta: float) -> void:
_follow_camera()
var is_night = day_time >= 2.5
if particles_fireflies:
particles_fireflies.emitting = thereare_fireflies and is_night and not is_raining and not is_snowing and not is_storm
_update_fireflies_visibility()
var base_tint: Color
var base_sky_top: 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_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 rain_weather_amount: float = 0.0
if is_raining:
rain_weather_amount = clamp(rain_intensity, 0.0, 1.0)
var rain_weather_amount: float = clamp(rain_intensity, 0.0, 1.0)
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:
storm_weather_amount = clamp((rain_intensity - 1.0) / (environment_config.storm_rain_intensity_multiplier - 1.0), 0.0, 1.0)
else:
@@ -389,9 +385,7 @@ func _follow_camera() -> void:
func toggle_fireflies(value: bool):
thereare_fireflies = value
var is_night = day_time >= 2.5
if particles_fireflies:
particles_fireflies.emitting = thereare_fireflies and is_night and not is_raining
_update_fireflies_visibility()
#disable fireflies and set default values and materials
func init_fireflies():
@@ -402,7 +396,16 @@ func init_fireflies():
var proc_mat = particles_fireflies.process_material as ParticleProcessMaterial
if proc_mat:
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
#region Wind
@@ -410,7 +413,7 @@ func init_fireflies():
func toggle_wind(value: bool):
is_windy = value
if particles_wind:
particles_wind.emitting = is_windy
particles_wind.emitting = true
_apply_wind_state()
_emit_weather_event_label()
@@ -420,7 +423,7 @@ func init_wind():
_update_wind_amount_from_strength(environment_config.wind_strength)
if particles_wind:
particles_wind.visible = true
particles_wind.emitting = false
particles_wind.emitting = true
particles_wind.amount = environment_config.wind_amount
var proc_mat_wind = particles_wind.process_material as ParticleProcessMaterial
if proc_mat_wind:
@@ -451,6 +454,11 @@ func _apply_wind_config() -> void:
_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:
if environment_config == null:
return
@@ -458,20 +466,23 @@ func _apply_wind_state(immediate: bool = false) -> void:
if wind_tween and wind_tween.is_valid():
wind_tween.kill()
var active_wind_speed := environment_config.wind_speed if is_windy else 0.0
var active_wind_strength := environment_config.wind_strength if is_windy else 0.0
var active_wind_fade := 1.0 if is_windy else 0.0
if particles_wind:
particles_wind.emitting = true
var active_wind_speed := environment_config.wind_speed
var active_wind_strength := _get_target_wind_strength()
var active_wind_fade := 1.0
if immediate:
_set_current_wind_speed(active_wind_speed)
_set_current_wind_strength(active_wind_strength)
_set_current_wind_fade(active_wind_fade)
return
_set_current_wind_speed(environment_config.wind_speed)
_set_current_wind_strength(environment_config.wind_strength)
_set_current_wind_speed(active_wind_speed)
_set_current_wind_fade(active_wind_fade)
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_callback(_finish_wind_fade_out)
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_transition)
func _set_current_wind_speed(value: float) -> void:
current_wind_speed = value
@@ -481,6 +492,7 @@ func _set_current_wind_speed(value: float) -> void:
func _set_current_wind_strength(value: float) -> void:
current_wind_strength = value
RenderingServer.global_shader_parameter_set("global_wind_strength", value)
_set_wind_particles_amount_from_strength(value)
_sync_wind_event_state()
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
wind_parameters_changed.emit(current_wind_speed, current_wind_strength, current_wind_fade, environment_config.wind_direction)
func _finish_wind_fade_out() -> void:
if is_windy:
return
_set_current_wind_speed(0.0)
_set_current_wind_strength(0.0)
_set_current_wind_fade(0.0)
func _finish_wind_transition() -> void:
_set_current_wind_speed(environment_config.wind_speed)
_set_current_wind_strength(_get_target_wind_strength())
_set_current_wind_fade(1.0)
func change_wind_strength(value: float) -> void:
if environment_config == null:
@@ -508,10 +517,11 @@ func change_wind_strength(value: float) -> void:
environment_config.wind_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)
if particles_wind:
particles_wind.amount = environment_config.wind_amount
_apply_wind_state()
func _update_wind_amount_from_strength(value: float) -> void:
if environment_config == null:
@@ -519,12 +529,22 @@ func _update_wind_amount_from_strength(value: float) -> void:
if max_wind_amount <= 0:
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 amount_ratio: float = normalized_strength
if normalized_strength > 0.0 and 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:
if random_weather_restore_tween and random_weather_restore_tween.is_valid():

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@@ -17,6 +17,7 @@ global uniform float global_snow_cap_flatness_end = 0.96;
global uniform float global_snow_cap_noise_scale = 0.22;
global uniform float global_snow_cap_noise_strength = 0.18;
const float SNOW_VISUAL_RESPONSE = 0.55;
uniform bool snow_noise_enabled = true;
uniform float snow_noise_scale : hint_range(0.01, 1.0) = 0.15;
uniform float snow_edge_softness : hint_range(0.01, 0.5) = 0.2;
uniform float snow_roughness_variation : hint_range(0.0, 0.3) = 0.15;
@@ -92,6 +93,10 @@ float get_visual_snow_progress(float snow_progress) {
}
float get_snow_noise_mask(vec3 world_pos, float snow_progress) {
if (!snow_noise_enabled) {
return 1.0;
}
float detail_noise = texture(noise_texture, world_pos.xz * snow_noise_scale).r;
float broad_noise = texture(noise_texture, world_pos.xz * snow_noise_scale * 0.35 + vec2(19.1, 7.4)).r;
float combined_noise = mix(detail_noise, broad_noise, 0.35);
@@ -118,7 +123,7 @@ void vertex() {
world_normal.y
);
float accumulation_growth = smoothstep(0.02, 0.45, snow_progress);
float cap_noise = fbm(world_pos.xz * global_snow_cap_noise_scale + vec2(11.3, 4.7));
float cap_noise = snow_noise_enabled ? fbm(world_pos.xz * global_snow_cap_noise_scale + vec2(11.3, 4.7)) : 0.5;
float cap_variation = mix(1.0 - global_snow_cap_noise_strength, 1.0 + global_snow_cap_noise_strength, cap_noise);
v_snow_amount = snow_progress;
@@ -133,7 +138,7 @@ void fragment() {
float facing_up = clamp(world_normal.y, 0.0, 1.0);
vec3 geometric_normal = normalize(cross(dFdx(world_pos), dFdy(world_pos)));
float snow_facing_up = max(facing_up, abs(geometric_normal.y));
float noise_val = texture(noise_texture, world_pos.xz * snow_noise_scale).r;
float noise_val = snow_noise_enabled ? texture(noise_texture, world_pos.xz * snow_noise_scale).r : 0.5;
//Snow
float snow_progress = v_snow_amount;

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@@ -185,7 +185,8 @@ extends Resource
@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_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_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

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@@ -3,8 +3,9 @@ extends CanvasLayer
@export var config: SceneConfig
@onready var color_rect = $ColorRect
@onready var loading_screen = $LoadingScreen
@export var transition_duration: float = 1
@export var transition_duration: float = 3
const SHADER_PATH := "res://core/transition.gdshader"
var transaction_material: ShaderMaterial
func _ready() -> void:
_build_material()
@@ -14,10 +15,10 @@ func _ready() -> void:
color_rect.visible = false
func _build_material() -> void:
var mat := ShaderMaterial.new()
mat.shader = load(SHADER_PATH)
transaction_material = ShaderMaterial.new()
transaction_material.shader = load(SHADER_PATH)
#directional gradient: botto-left-> black; top-right -> white
#directional gradient: bottom-left-> black; top-right -> white
var g := Gradient.new()
g.set_color(0, Color.BLACK)
g.set_color(1, Color.WHITE)
@@ -41,25 +42,27 @@ func _build_material() -> void:
shape_tex.width = 64
shape_tex.height = 64
mat.set_shader_parameter("base_color", Color.BLACK)
mat.set_shader_parameter("gradient_texture", grad_tex)
mat.set_shader_parameter("gradient_fixed", false)
mat.set_shader_parameter("shape_texture", shape_tex)
mat.set_shader_parameter("shape_tiling", 16.0)
mat.set_shader_parameter("shape_rotation", 0.0)
mat.set_shader_parameter("shape_scroll", Vector2.ZERO)
mat.set_shader_parameter("shape_feathering", 0.05)
mat.set_shader_parameter("shape_treshold", 1.0) # >=1 -> full at the end of the transation
mat.set_shader_parameter("width", 0.5)
transaction_material.set_shader_parameter("base_color", Color.BLACK)
transaction_material.set_shader_parameter("gradient_texture", grad_tex)
transaction_material.set_shader_parameter("gradient_fixed", false)
transaction_material.set_shader_parameter("shape_texture", shape_tex)
transaction_material.set_shader_parameter("shape_tiling", 16.0)
transaction_material.set_shader_parameter("shape_rotation", 0.0)
transaction_material.set_shader_parameter("shape_scroll", Vector2.ZERO)
transaction_material.set_shader_parameter("shape_feathering", 0.05)
transaction_material.set_shader_parameter("shape_treshold", 1.0) # >=1 -> full at the end of the transation
transaction_material.set_shader_parameter("width", 0.5)
color_rect.material = mat
color_rect.material = transaction_material
func _update_resolution() -> void:
var s := get_viewport().get_visible_rect().size
color_rect.material.set_shader_parameter("node_resolution", s)
if color_rect.material:
color_rect.material.set_shader_parameter("node_resolution", s)
func _set_factor(v: float) -> void:
color_rect.material.set_shader_parameter("factor", v)
if color_rect.material:
color_rect.material.set_shader_parameter("factor", v)
func cover(duration := 0.5) -> void:
color_rect.visible = true
@@ -73,20 +76,44 @@ func reveal(duration := 0.5) -> void:
await t.finished
color_rect.visible = false
func change_scene(scene_enum: SceneConfig.SceneName) -> void:
func change_scene_with_standard_fade(scene_enum: SceneConfig.SceneName, duration: float = transition_duration, show_loading_label: bool = false) -> void:
if not config or not config.scenes.has(scene_enum):
return
color_rect.material = null
color_rect.color = Color(0,0,0)
var target_scene: PackedScene = config.scenes[scene_enum]
color_rect.mouse_filter = Control.MOUSE_FILTER_STOP
loading_screen.visible = true
if show_loading_label:
loading_screen.visible = true
await cover(transition_duration)
await cover(duration)
get_tree().change_scene_to_packed(target_scene)
await reveal(transition_duration)
await reveal(duration)
loading_screen.visible = false
if show_loading_label:
loading_screen.visible = false
color_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE
func change_scene(scene_enum: SceneConfig.SceneName, duration: float = transition_duration, show_loading_label: bool = false) -> void:
if not config or not config.scenes.has(scene_enum):
return
color_rect.material = transaction_material
color_rect.color = Color(0,0,0,0)
var target_scene: PackedScene = config.scenes[scene_enum]
color_rect.mouse_filter = Control.MOUSE_FILTER_STOP
if show_loading_label:
loading_screen.visible = true
await cover(duration)
get_tree().change_scene_to_packed(target_scene)
await reveal(duration)
if show_loading_label:
loading_screen.visible = false
color_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE
func quit_game() -> void:

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@@ -20,6 +20,7 @@ mouse_filter = 2
color = Color(0, 0, 0, 0)
[node name="LoadingScreen" type="Control" parent="." unique_id=1075176512]
visible = false
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0

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@@ -1,8 +1,17 @@
extends Control
@export var main_menu_scene: PackedScene
@export var display_time: float = 3.0
@export var display_time: float = 2.0
@export var fade_in_time: float = 0.5
@onready var logo: Sprite2D = $ColorRect/JMPLogo
func _ready() -> void:
logo.modulate.a = 0.0
await get_tree().create_timer(fade_in_time).timeout
var tween := create_tween()
tween.tween_property(logo, "modulate:a", 1.0, fade_in_time).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_OUT)
await get_tree().create_timer(display_time).timeout
SceneManager.change_scene(SceneConfig.SceneName.MAIN_MENU)
#tween = create_tween()
#tween.tween_property(logo, "modulate:a", 0.0, fade_in_time).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_OUT)
SceneManager.change_scene_with_standard_fade(SceneConfig.SceneName.MAIN_MENU, 0.5)

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@@ -12,7 +12,16 @@ grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_elsnp")
[node name="JMPLogo" type="Sprite2D" parent="." unique_id=1244888940]
[node name="ColorRect" type="ColorRect" parent="." unique_id=1599828641]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
color = Color(0, 0, 0, 1)
[node name="JMPLogo" type="Sprite2D" parent="ColorRect" unique_id=1244888940]
position = Vector2(980.99994, 556)
scale = Vector2(0.37799045, 0.37799042)
texture = ExtResource("1_jkpgl")

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@@ -52,7 +52,7 @@ shader_parameter/glint_sharpness = 32.0
shader_parameter/emission_color = Color(0.26628578, 0.030174213, 0.015801903, 1)
shader_parameter/emission_energy = 10.000000475
[node name="Treno" unique_id=1182090923 groups=["weather_node"] instance=ExtResource("1_33mei")]
[node name="Treno" unique_id=1182090923 groups=["weather_node", "weather_overlay_no_noise"] instance=ExtResource("1_33mei")]
script = ExtResource("9_4qk3b")
[node name="Finestrini" parent="." index="0" unique_id=755457549]

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@@ -30,7 +30,7 @@ shader_parameter/glint_sharpness = 32.0
shader_parameter/emission_color = Color(0.5882353, 0.06666667, 0.10980392, 1)
shader_parameter/emission_energy = 6.50000030875
[node name="wagon" unique_id=14655460 groups=["weather_node"] instance=ExtResource("1_ud2nc")]
[node name="wagon" unique_id=14655460 groups=["weather_node", "weather_overlay_no_noise"] instance=ExtResource("1_ud2nc")]
[node name="Finestrini_001" parent="." index="0" unique_id=1279718063]
surface_material_override/0 = ExtResource("2_upuw2")