9 Commits

Author SHA1 Message Date
2358dc8b53 add prewarm chunk generation 2026-07-08 11:22:21 +02:00
185b1b4744 add distance_menu_world and fix rail generation 2026-07-08 10:59:00 +02:00
e86da0c2bc update snow management 2026-07-08 10:14:29 +02:00
5341fdd3f5 polish 10 2026-07-07 19:22:05 +00:00
Matteo Sonaglioni
d58c31ac65 fix path 2026-07-07 21:21:21 +02:00
m.cirafisi
48ba1761e0 Merge branch 'main' into polish10 2026-07-07 21:18:23 +02:00
8ff14f3455 show snow on grass 2026-07-07 18:00:12 +02:00
6da7021a58 manage stats and achievements 2026-07-07 10:03:12 +02:00
b87be91521 fix comprenetration train-wagons 2026-07-07 09:42:23 +02:00
14 changed files with 513 additions and 87 deletions

View File

@@ -212,6 +212,17 @@ func _physics_process(_delta: float) -> void:
last_pos_train = current_pos
_refresh_world(current_pos)
func generate_initial_world_now() -> void:
if rail_path == null or rail_path.train_instance == null:
return
var train_pos = rail_path.train_instance.global_position
var current_pos = Vector2i(roundi(train_pos.x / chunk_size), roundi(train_pos.z / chunk_size))
last_pos_train = current_pos
_rebuild_generation_queue(current_pos)
_drain_generation_queue_now()
_drain_wire_queue_now()
func collect_all_chunkinfo(root: Node, list: Array[Node]) -> void:
if root == null: return
@@ -535,6 +546,20 @@ func _drain_generation_queue() -> void:
pending_generation_cells.clear()
pending_generation_cursor = 0
func _drain_generation_queue_now() -> void:
while pending_generation_cursor < pending_generation_cells.size():
var grid_pos: Vector2i = pending_generation_cells[pending_generation_cursor]
pending_generation_cursor += 1
if board.has(grid_pos):
continue
var is_obstacle = _register_cell_with_ray(grid_pos)
if not is_obstacle:
_add_compatible_biome(grid_pos)
pending_generation_cells.clear()
pending_generation_cursor = 0
func _drain_cleanup_queue() -> void:
var processed: int = 0
var start_usec: int = Time.get_ticks_usec()
@@ -595,6 +620,22 @@ func _drain_wire_queue() -> void:
pending_wire_cells.clear()
pending_wire_cursor = 0
func _drain_wire_queue_now() -> void:
while pending_wire_cursor < pending_wire_cells.size():
var grid_pos: Vector2i = pending_wire_cells[pending_wire_cursor]
pending_wire_cursor += 1
pending_wire_lookup.erase(grid_pos)
if not board.has(grid_pos):
continue
if not board[grid_pos].get("have_lamppost", false):
continue
_connect_lamppost_wires(grid_pos)
pending_wire_cells.clear()
pending_wire_cursor = 0
func _generate_pieces_around_train(center: Vector2i) -> void:
for x in range(-eye_line, eye_line + 1):
for z in range(-eye_line, eye_line + 1):

View File

@@ -1,10 +1,16 @@
extends Path3D
const STEAM_DISTANCE_STAT: String = "stat_distance_km"
const DISTANCE_KM_PER_UNIT: float = 0.01
const STATION_STOP_GROUP: StringName = &"railway_station"
const TRACK_ZERO_SPACING_FIX_DISTANCE: float = 45.0
const TRACK_ZERO_SPACING_BLEND_DISTANCE: float = 18.0
const TRACK_ZERO_SPACING_SEARCH_EXTRA: float = 35.0
const TRACK_ZERO_SPACING_SEARCH_STEP: float = 0.5
const TRACK_ZERO_SPACING_TARGET_RATIO: float = 0.97
const TRACK_ZERO_SPACING_MIN_DISTANCE: float = 1.0
enum TrainStartMode { RANDOM_POSITION, SPECIFIED_STATION, SPECIFIED_POSITION }
enum TrainFacingDirection { KEEP_PATH_DIRECTION, LOCOMOTIVE_LEFT, LOCOMOTIVE_RIGHT }
@export_group("Train")
##train speed
@@ -41,12 +47,17 @@ enum TrainStartMode { RANDOM_POSITION, SPECIFIED_STATION, SPECIFIED_POSITION }
@export var train_start_delay_seconds: float = 0.0
@export var train_start_after_delay: bool = true
@export var train_start_acceleration_seconds: float = 4.0
@export_enum("keep_path_direction", "locomotive_left", "locomotive_right") var train_facing_direction: int = TrainFacingDirection.KEEP_PATH_DIRECTION
@export_group("Rails Bulding")
##if true builds visible rail pieces along the Path3D
@export var build_track_visuals: bool = true
##distance between sleepers of the rails
@export var sleepers_distance: float = 1.0
##nodel for the sleeper of the rail
@export var sleepers_model: PackedScene
##if true add procedural rail bars even when sleepers_model is assigned
@export var add_procedural_rails_to_sleepers_model: bool = false
@export_group("Manual Controls")
##max speed
@@ -96,9 +107,9 @@ var is_restarting: bool = false
var tween_restart: Tween
var wagon_instances: Array[Node3D] = []
var wagon_progress_offsets: Array[float] = []
var _pending_steam_distance_km: float = 0.0
var _initial_is_inmotion: bool = true
var _is_photo_mode_active: bool = false
var _train_direction_sign: float = 1.0
func _ready() -> void:
randomize()
@@ -108,7 +119,8 @@ func _ready() -> void:
_initial_is_inmotion = is_inmotion
if curve != null and curve.get_baked_length() > 0:
build_rails()
if build_track_visuals:
build_rails()
build_train()
_plan_stops()
_apply_initial_train_start()
@@ -140,8 +152,32 @@ func _apply_initial_train_start() -> void:
train_progress = wrapf(train_start_position, 0.0, total_length)
_update_next_stop_index_from_progress()
_apply_train_facing_direction(total_length)
_update_next_stop_index_from_progress()
_snap_train_to_progress()
func _apply_train_facing_direction(total_length: float) -> void:
_train_direction_sign = 1.0
if train_facing_direction == TrainFacingDirection.KEEP_PATH_DIRECTION or curve == null:
return
if total_length <= 0.0:
return
var center_progress: float = wrapf(train_progress, 0.0, total_length)
var center_position: Vector3 = to_global(curve.sample_baked(center_progress, true))
var forward_progress: float = wrapf(center_progress + 2.0, 0.0, total_length)
var forward_position: Vector3 = to_global(curve.sample_baked(forward_progress, true))
var forward_direction: Vector3 = forward_position - center_position
if forward_direction.length_squared() <= 0.0001 or is_zero_approx(forward_direction.x):
return
var desired_x_sign: float = -1.0 if train_facing_direction == TrainFacingDirection.LOCOMOTIVE_LEFT else 1.0
if forward_direction.x * desired_x_sign < 0.0:
_train_direction_sign = -1.0
if not is_zero_approx(train_speed):
train_speed = absf(train_speed) * _train_direction_sign
func _apply_train_start_delay() -> void:
if not _initial_is_inmotion:
return
@@ -203,13 +239,9 @@ func _snap_train_to_progress() -> void:
train_progress = wrapf(train_progress, 0.0, total_length)
var center_position: Vector3 = to_global(curve.sample_baked(train_progress, true))
var prog_forward: float = wrapf(train_progress + 2.0, 0.0, total_length)
var forward_position: Vector3 = to_global(curve.sample_baked(prog_forward, true))
train_instance.global_position = center_position
if center_position.distance_to(forward_position) > 0.01:
train_instance.look_at(forward_position, Vector3.UP)
train_instance.rotate_y(PI)
_orient_vehicle_to_track(train_instance, train_progress, total_length)
if cameras:
cameras.global_position = center_position
@@ -231,6 +263,7 @@ func build_rails() -> void:
var total_length = curve.get_baked_length()
var piece_number = int(total_length / sleepers_distance)
var should_add_procedural_rails: bool = sleepers_model == null or add_procedural_rails_to_sleepers_model
for i in range(piece_number):
var distance = i * sleepers_distance
@@ -262,17 +295,18 @@ func build_rails() -> void:
sleeper.material_override = mat_wood
rail_piece.add_child(sleeper)
var rail_sx = MeshInstance3D.new()
rail_sx.mesh = mesh_rail
rail_sx.material_override = mat_iron
rail_sx.position = Vector3(-rail_distance / 2.0, 0.1, 0)
rail_piece.add_child(rail_sx)
var rail_dx = MeshInstance3D.new()
rail_dx.mesh = mesh_rail
rail_dx.material_override = mat_iron
rail_dx.position = Vector3(rail_distance / 2.0, 0.1, 0)
rail_piece.add_child(rail_dx)
if should_add_procedural_rails:
var rail_sx = MeshInstance3D.new()
rail_sx.mesh = mesh_rail
rail_sx.material_override = mat_iron
rail_sx.position = Vector3(-rail_distance / 2.0, 0.1, 0)
rail_piece.add_child(rail_sx)
var rail_dx = MeshInstance3D.new()
rail_dx.mesh = mesh_rail
rail_dx.material_override = mat_iron
rail_dx.position = Vector3(rail_distance / 2.0, 0.1, 0)
rail_piece.add_child(rail_dx)
func _plan_stops() -> void:
stop_offset.clear()
@@ -420,7 +454,10 @@ func train_move(delta: float) -> void:
stop_multiply = 1.0
var current_speed = train_speed * stop_multiply
train_progress += current_speed * delta
var next_progress: float = train_progress + current_speed * delta
var wrapped_forward: bool = current_speed > 0.0 and next_progress >= total_length
var wrapped_back: bool = current_speed < 0.0 and next_progress < 0.0
train_progress = wrapf(next_progress, 0.0, total_length)
_track_steam_distance(abs(current_speed) * delta)
if enable_stops and stop_offset.size() > 0 and has_valid_stop:
@@ -432,11 +469,9 @@ func train_move(delta: float) -> void:
train_progress = target_offset
_execute_stop(current_speed > 0)
if train_progress > total_length:
train_progress -= total_length
if wrapped_forward:
if stop_offset.size() > 0: next_stop_index = 0
elif train_progress < 0:
train_progress += total_length
elif wrapped_back:
if stop_offset.size() > 0: next_stop_index = stop_offset.size() - 1
var center_position = to_global(curve.sample_baked(train_progress, true))
@@ -447,8 +482,7 @@ func train_move(delta: float) -> void:
if center_position.distance_to(forward_position) > 0.01:
train_instance.global_position = center_position
train_instance.look_at(forward_position, Vector3.UP)
train_instance.rotate_y(PI)
_orient_vehicle_to_track(train_instance, train_progress, total_length)
if cameras:
cameras.global_position = center_position
@@ -486,28 +520,7 @@ func _track_steam_distance(distance_units: float) -> void:
# Always track the global distance in our save file (for UI and persistency)
GameState.save_data.total_distance_km += distance_units * DISTANCE_KM_PER_UNIT
# Steam specific logic
if not SteamManager.is_on_steam:
return
_pending_steam_distance_km += distance_units * DISTANCE_KM_PER_UNIT
var whole_km: int = int(floor(_pending_steam_distance_km))
if whole_km <= 0:
return
_pending_steam_distance_km -= float(whole_km)
var total_distance_km: int = StatsManager.get_int(STEAM_DISTANCE_STAT) + whole_km
StatsManager.set_int(STEAM_DISTANCE_STAT, total_distance_km)
_check_distance_achievements(total_distance_km)
StatsManager.store()
#Check achievements
func _check_distance_achievements(total_distance_km: int) -> void:
if total_distance_km >= 100:
AchievementManager.unlock("ACH_DISTANCE_100")
if total_distance_km >= 200:
AchievementManager.unlock("ACH_DISTANCE_200")
StatsManager.add_distance_km(distance_units * DISTANCE_KM_PER_UNIT)
func _execute_stop(go_forward: bool = true) -> void:
if not _find_next_valid_stop(go_forward):
@@ -515,12 +528,14 @@ func _execute_stop(go_forward: bool = true) -> void:
return
stop_ongoing = true
stop_multiply = 0.0
stop_multiply = 0.0
var current_stop_index = next_stop_index
StatsManager.add_int("stat_stop_number", 1)
StatsManager.store()
_advance_next_stop_index(go_forward)
if fireworks_scene != null:
var marker_position = stops_position[current_stop_index]
var firework_number = randi_range(5, 8)
@@ -659,6 +674,10 @@ func _snap_wagons_to_progress(total_length: float = 0.0) -> void:
if total_length <= 0.0:
return
var previous_progress: float = wrapf(train_progress, 0.0, total_length)
var previous_position: Vector3 = to_global(curve.sample_baked(previous_progress, true))
var previous_wagon_offset: float = 0.0
for i in range(wagon_instances.size()):
var wagon: Node3D = wagon_instances[i]
if not is_instance_valid(wagon):
@@ -668,17 +687,101 @@ func _snap_wagons_to_progress(total_length: float = 0.0) -> void:
if i < wagon_progress_offsets.size():
wagon_offset = wagon_progress_offsets[i]
var wagon_progress: float = train_progress - wagon_offset
var wagon_progress: float = train_progress - wagon_offset * _train_direction_sign
var segment_spacing: float = maxf(wagon_offset - previous_wagon_offset, 0.1)
var vehicle_progress: float = wrapf(wagon_progress, 0.0, total_length)
var center_position: Vector3 = to_global(curve.sample_baked(vehicle_progress, true))
var prog_forward: float = wrapf(vehicle_progress + 2.0, 0.0, total_length)
var forward_position: Vector3 = to_global(curve.sample_baked(prog_forward, true))
var zero_spacing_fix_weight: float = _get_zero_spacing_fix_weight(previous_progress, vehicle_progress, total_length)
if zero_spacing_fix_weight > 0.0:
var target_distance: float = _get_zero_spacing_target_distance(segment_spacing)
var corrected_progress: float = _find_zero_spacing_progress(previous_progress, previous_position, segment_spacing, target_distance, total_length)
vehicle_progress = _lerp_progress_on_track(vehicle_progress, corrected_progress, zero_spacing_fix_weight, total_length)
center_position = to_global(curve.sample_baked(vehicle_progress, true))
wagon.global_position = center_position
if center_position.distance_to(forward_position) > 0.01:
wagon.look_at(forward_position, Vector3.UP)
wagon.rotate_y(PI)
_orient_vehicle_to_track(wagon, vehicle_progress, total_length)
previous_progress = vehicle_progress
previous_position = center_position
previous_wagon_offset = wagon_offset
func _orient_vehicle_to_track(vehicle: Node3D, progress: float, total_length: float) -> void:
if vehicle == null or curve == null or total_length <= 0.0:
return
var center_progress: float = wrapf(progress, 0.0, total_length)
var center_position: Vector3 = to_global(curve.sample_baked(center_progress, true))
var forward_progress: float = wrapf(center_progress + 2.0 * _train_direction_sign, 0.0, total_length)
var forward_position: Vector3 = to_global(curve.sample_baked(forward_progress, true))
if center_position.distance_to(forward_position) <= 0.01:
return
vehicle.look_at(forward_position, Vector3.UP)
vehicle.rotate_y(PI)
func _get_zero_spacing_fix_weight(previous_progress: float, vehicle_progress: float, total_length: float) -> float:
var distance_to_zero: float = minf(
_get_progress_distance_to_zero(previous_progress, total_length),
_get_progress_distance_to_zero(vehicle_progress, total_length)
)
var full_fix_distance: float = maxf(TRACK_ZERO_SPACING_FIX_DISTANCE - TRACK_ZERO_SPACING_BLEND_DISTANCE, 0.0)
return 1.0 - smoothstep(full_fix_distance, TRACK_ZERO_SPACING_FIX_DISTANCE, distance_to_zero)
func _get_progress_distance_to_zero(progress: float, total_length: float) -> float:
var wrapped_progress: float = wrapf(progress, 0.0, total_length)
return minf(wrapped_progress, total_length - wrapped_progress)
func _get_zero_spacing_target_distance(segment_spacing: float) -> float:
return minf(maxf(segment_spacing * TRACK_ZERO_SPACING_TARGET_RATIO, TRACK_ZERO_SPACING_MIN_DISTANCE), segment_spacing)
func _find_zero_spacing_progress(previous_progress: float, previous_position: Vector3, segment_spacing: float, minimum_distance: float, total_length: float) -> float:
var start_distance: float = minf(minimum_distance, segment_spacing)
var best_progress: float = wrapf(previous_progress - start_distance * _train_direction_sign, 0.0, total_length)
var search_limit: float = minf(maxf(segment_spacing, minimum_distance) + TRACK_ZERO_SPACING_SEARCH_EXTRA, total_length)
var search_distance: float = start_distance
var previous_search_distance: float = start_distance
while search_distance <= search_limit:
var candidate_progress: float = wrapf(previous_progress - search_distance * _train_direction_sign, 0.0, total_length)
var candidate_position: Vector3 = to_global(curve.sample_baked(candidate_progress, true))
best_progress = candidate_progress
if previous_position.distance_to(candidate_position) >= minimum_distance:
if is_equal_approx(search_distance, start_distance):
return candidate_progress
return _refine_zero_spacing_progress(
previous_progress,
previous_position,
previous_search_distance,
search_distance,
minimum_distance,
total_length
)
previous_search_distance = search_distance
search_distance += TRACK_ZERO_SPACING_SEARCH_STEP
return best_progress
func _refine_zero_spacing_progress(previous_progress: float, previous_position: Vector3, min_search_distance: float, max_search_distance: float, minimum_distance: float, total_length: float) -> float:
var low_distance: float = min_search_distance
var high_distance: float = max_search_distance
for i in range(8):
var mid_distance: float = (low_distance + high_distance) * 0.5
var mid_progress: float = wrapf(previous_progress - mid_distance, 0.0, total_length)
var mid_position: Vector3 = to_global(curve.sample_baked(mid_progress, true))
if previous_position.distance_to(mid_position) >= minimum_distance:
high_distance = mid_distance
else:
low_distance = mid_distance
return wrapf(previous_progress - high_distance, 0.0, total_length)
func _lerp_progress_on_track(from_progress: float, to_progress: float, weight: float, total_length: float) -> float:
var wrapped_delta: float = wrapf(to_progress - from_progress + total_length * 0.5, 0.0, total_length) - total_length * 0.5
return wrapf(from_progress + wrapped_delta * clampf(weight, 0.0, 1.0), 0.0, total_length)
func _get_vehicle_length(vehicle: Node3D) -> float:
var bounds: AABB = _get_node_local_bounds(vehicle, vehicle)

View File

@@ -4,6 +4,15 @@ extends Node3D
const NOISE_TEXTURE: Texture2D = preload("res://core/daynight/noise.tres")
const WEATHER_SHADER: Material = preload("res://core/daynight/weather_overlay.tres")
const DYNAMIC_ENVIRONMENT_UPDATES_PER_FRAME: int = 32 #how many update of the environment (apply materials) will be done per frame
const FORCE_WEATHER_MATERIAL_PATH_PARTS: PackedStringArray = [
"/chunk/material/field.tres",
"/chunk/material/grassflat_chunk.tres",
"/chunk/material/path_chunk.tres",
"/chunk/material/railway_chunk.tres",
"/chunk/material/terrain.tres",
"/chunk/prop/house/house.tres",
"/chunk/prop/house/house_emissiv.tres",
]
@export var environment_config: EnvironmentConfig
@@ -157,9 +166,17 @@ func _restore_keyboard_action_events() -> void:
_blocked_keyboard_events_by_action.clear()
func _on_tree_node_added(node: Node) -> void:
if node.is_in_group("wind_node") or node.is_in_group("weather_node") or node.is_in_group("weather_vegetables_node"):
if _should_queue_dynamic_environment_node(node):
_queue_dynamic_environment_node(node)
func _should_queue_dynamic_environment_node(node: Node) -> bool:
if node.is_in_group("wind_node"):
return true
if node.is_in_group("weather_vegetables_node"):
return true
return node is Node3D
func _queue_dynamic_environment_node(node: Node) -> void:
if not is_instance_valid(node):
return
@@ -205,7 +222,7 @@ func _apply_dynamic_environment_materials(node: Node) -> void:
if node.is_in_group("wind_node"):
_apply_wind_noise_to_node(node, NOISE_TEXTURE)
if node.is_in_group("weather_node") or node.is_in_group("weather_vegetables_node"):
if node is Node3D:
_apply_weather_overlay_to_node(node, _get_weather_overlay_material(node))
if _should_ignore_weather_overlay(node):
@@ -231,11 +248,9 @@ func _apply_wind_noise_to_node(node: Node, noise_tex: Texture2D) -> void:
_apply_wind_noise_to_node(child, noise_tex)
func ApplyWeatherShaderToMaterials():
for node in get_tree().get_nodes_in_group("weather_node"):
_apply_weather_overlay_to_node(node, _get_weather_overlay_material(node))
for node in get_tree().get_nodes_in_group("weather_vegetables_node"):
_apply_weather_overlay_to_node(node, _get_weather_overlay_material(node))
var current_scene := get_tree().current_scene
if current_scene != null:
_apply_weather_overlay_to_node(current_scene, _get_weather_overlay_material(current_scene))
func _get_weather_overlay_material(node: Node) -> Material:
if not node.is_in_group("weather_overlay_no_noise"):
@@ -255,13 +270,21 @@ func _apply_weather_overlay_to_node(node: Node, material: Material) -> void:
return
if node is GeometryInstance3D:
if _should_clear_weather_overlay(node) or _geometry_uses_alpha_texture(node):
if _geometry_should_never_receive_weather_overlay(node):
node.material_overlay = null
elif _should_clear_weather_overlay(node) and not _geometry_forces_weather_overlay(node):
node.material_overlay = null
elif _geometry_uses_alpha_texture(node) or _geometry_should_skip_weather_overlay(node):
node.material_overlay = null
else:
node.material_overlay = material
var child_material := _get_weather_overlay_material(node)
if child_material == WEATHER_SHADER and material == weather_shader_no_noise:
child_material = material
for child in node.get_children():
_apply_weather_overlay_to_node(child, material)
_apply_weather_overlay_to_node(child, child_material)
func _clear_weather_overlay_from_node(node: Node) -> void:
if node is GeometryInstance3D:
@@ -289,11 +312,99 @@ func _geometry_uses_alpha_texture(node: GeometryInstance3D) -> bool:
return false
func _geometry_should_never_receive_weather_overlay(node: GeometryInstance3D) -> bool:
if node is GPUParticles3D:
return true
var node_name := String(node.name).to_lower()
return node_name.contains("cloud") or node_name.contains("fog") or node_name.contains("godray")
func _geometry_should_skip_weather_overlay(node: GeometryInstance3D) -> bool:
if _geometry_forces_weather_overlay(node):
return false
if _node_name_indicates_water(node):
return true
var has_material: bool = false
var all_materials_ignored: bool = true
var material_override := node.material_override
if material_override != null:
has_material = true
all_materials_ignored = all_materials_ignored and _material_ignores_weather_overlay(material_override)
if node is MeshInstance3D:
for surface_index in node.get_surface_override_material_count():
var surface_material: Material = node.get_surface_override_material(surface_index)
if surface_material == null:
continue
has_material = true
all_materials_ignored = all_materials_ignored and _material_ignores_weather_overlay(surface_material)
if node.mesh:
for surface_index in node.mesh.get_surface_count():
var mesh_material: Material = node.mesh.surface_get_material(surface_index)
if mesh_material == null:
continue
has_material = true
all_materials_ignored = all_materials_ignored and _material_ignores_weather_overlay(mesh_material)
return has_material and all_materials_ignored
func _geometry_forces_weather_overlay(node: GeometryInstance3D) -> bool:
if _material_forces_weather_overlay(node.material_override):
return true
if node is MeshInstance3D:
for surface_index in node.get_surface_override_material_count():
if _material_forces_weather_overlay(node.get_surface_override_material(surface_index)):
return true
if node.mesh:
for surface_index in node.mesh.get_surface_count():
if _material_forces_weather_overlay(node.mesh.surface_get_material(surface_index)):
return true
return false
func _material_forces_weather_overlay(material: Material) -> bool:
if material == null:
return false
var resource_path := material.resource_path.to_lower()
for path_part in FORCE_WEATHER_MATERIAL_PATH_PARTS:
if resource_path.contains(path_part):
return true
return false
func _node_name_indicates_water(node: Node) -> bool:
var node_name := String(node.name).to_lower()
return node_name.begins_with("water") or node_name.contains("/water")
func _material_ignores_weather_overlay(material: Material) -> bool:
if material == null:
return false
var resource_path := material.resource_path.to_lower()
if resource_path.contains("/water") or resource_path.contains("water_"):
return true
if resource_path.contains("/cloud/") or resource_path.contains("cloud"):
return true
var base_material := material as BaseMaterial3D
if base_material != null:
return base_material.transparency != BaseMaterial3D.TRANSPARENCY_DISABLED or base_material.albedo_color.a < 0.99
return false
func _shader_material_uses_alpha_texture(material: ShaderMaterial) -> bool:
if material == null or material.shader == null:
return false
return material.shader.code.find("alpha_texture") != -1
var shader_code := material.shader.code
return shader_code.find("alpha_texture") != -1 or shader_code.find("ALPHA") != -1 or shader_code.find("opacity") != -1
func _should_ignore_weather_overlay(node: Node) -> bool:
return node.is_in_group("weather_overlay_ignore")

View File

@@ -15,6 +15,8 @@ global uniform float global_snow_melt_speed = 0.1;
global uniform float global_snow_amount = 0.0;
global uniform vec4 global_snow_color = vec4(0.92, 0.96, 1.0, 1.0);
global uniform float global_rain_intensity;
const float GRASS_FULL_SNOW_START = 0.58;
const float GRASS_FULL_SNOW_END = 0.86;
// --- PARAMETRI ESTETICI ---
uniform bool billboard_enabled = true;
@@ -141,7 +143,7 @@ void fragment() {
float snow_mask = smoothstep(snow_start, 1.0, top_mask) * snow_amount * snow_visibility;
snow_mask *= step(0.01, snow_amount);
snow_mask = clamp(snow_mask, 0.0, 1.0);
float full_snow_mask = smoothstep(0.72, 1.0, snow_amount) * step(0.01, snow_visibility);
float full_snow_mask = smoothstep(GRASS_FULL_SNOW_START, GRASS_FULL_SNOW_END, snow_amount) * step(0.01, snow_visibility);
float final_snow_mask = max(snow_mask, full_snow_mask);
vec3 snow_base_color = max(snow_color.rgb, global_snow_color.rgb);

View File

@@ -13,6 +13,9 @@ global uniform float global_snow_melt_speed = 0.1;
global uniform float global_snow_amount = 0.0;
global uniform vec4 global_snow_color;
global uniform float global_rain_intensity;
const float LEAVES_FULL_SNOW_START = 0.96;
const float LEAVES_FULL_SNOW_END = 1.0;
const float LEAVES_TOP_SNOW_COVERAGE = 0.75;
uniform sampler2D wind_noise : filter_linear_mipmap;
uniform bool billboard_enabled = true;
@@ -108,9 +111,9 @@ void fragment() {
float snow_amount = pow(get_snow_progress(), 0.55);
float top_mask = 1.0 - shifted_uv.y;
float snow_mask = smoothstep(1.0 - snow_amount * 1.35, 1.08 - snow_amount * 1.35, top_mask) * snow_visibility;
float snow_mask = smoothstep(1.0 - snow_amount * LEAVES_TOP_SNOW_COVERAGE, 1.08 - snow_amount * LEAVES_TOP_SNOW_COVERAGE, top_mask) * snow_visibility;
snow_mask *= step(0.01, snow_amount);
float full_snow_mask = smoothstep(0.78, 1.0, snow_amount) * clamp(snow_visibility, 0.0, 1.0);
float full_snow_mask = smoothstep(LEAVES_FULL_SNOW_START, LEAVES_FULL_SNOW_END, snow_amount) * clamp(snow_visibility, 0.0, 1.0);
float final_snow_mask = max(snow_mask, full_snow_mask);
float snow_light = mix(0.82, 1.0, max(v_shade_factor, 0.35));

View File

@@ -17,6 +17,8 @@ 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;
const float FULL_SNOW_VISUAL_START = 0.58;
const float FULL_SNOW_VISUAL_END = 0.86;
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;
@@ -152,10 +154,12 @@ void fragment() {
float flat_accumulation = smoothstep(0.0, 0.35, v_snow_cap_mask) * snow_accumulation;
float snow_noise_mask = get_snow_noise_mask(world_pos, snow_progress);
float snow_variation = mix(0.75, 1.15, noise_val);
float snow_coverage = clamp(mix(snow_progress * 0.35, snow_progress * snow_variation, snow_noise_mask) + flat_accumulation * 0.15, 0.0, 1.0);
float snow_coverage = clamp(mix(snow_progress * 0.55, snow_progress * snow_variation, snow_noise_mask) + flat_accumulation * 0.2, 0.0, 1.0);
float snow_factor = max(snow_edge * snow_coverage, flat_accumulation);
float snow_opacity = clamp(snow_factor, 0.0, 1.0);
snow_opacity = max(snow_opacity, flat_accumulation * mix(0.45, 0.9, snow_noise_mask));
float full_snow_opacity = snow_edge * smoothstep(FULL_SNOW_VISUAL_START, FULL_SNOW_VISUAL_END, snow_progress);
snow_opacity = max(snow_opacity, full_snow_opacity);
float shade = mix(-snow_color_variation, snow_color_variation, noise_val);
vec3 snow_albedo = clamp(global_snow_color.rgb + vec3(shade), 0.0, 1.0);

View File

@@ -40,6 +40,7 @@ func _on_color_selected(selected_color_picker: TrainColorPicker, material_index:
for i in range(color_pickers.size()):
if color_pickers[i] == selected_color_picker:
_set_selected_color(i, material_index)
AchievementManager.unlock("ACH_CHANGE_TRAIN_COLOR")
break
func _apply_train_color(color: Color, material_index: int, color_index: int = 0) -> void:

View File

@@ -113,6 +113,7 @@ func _on_time_of_day_row_on_option_changed(data: String) -> void:
pass
func _on_weather_row_on_option_changed(data: String) -> void:
var weather_changed: bool = true
match data:
"Snow":
_snow = !_snow
@@ -129,9 +130,10 @@ func _on_weather_row_on_option_changed(data: String) -> void:
"Random":
pick_random_weather()
_:
pass
weather_changed = false
AchievementManager.is_unlocked("ACH_CHANGE_METEO")
if weather_changed:
AchievementManager.unlock("ACH_CHANGE_METEO")
func pick_random_weather() -> void:
var valid_buttons = []
@@ -214,7 +216,6 @@ func _on_photo_taken_finished() -> void:
func _on_choo_choo_button_pressed() -> void:
UIEvents.toot_toot.emit(true)
AchievementManager.is_unlocked("ACH_CHANGE_TRAIN_COLOR")
func _set_buttons_mouse_filter(ignore: bool) -> void:
var filter = Control.MOUSE_FILTER_IGNORE if ignore else Control.MOUSE_FILTER_STOP

View File

@@ -6,6 +6,11 @@ extends Node
const KNOWN := [
"ACH_CHANGE_METEO",
"ACH_CHANGE_TRAIN_COLOR",
"ACH_DISTANCE_100",
"ACH_DISTANCE_200",
"ACH_10_PHOTOS",
"ACH_10_TOOTTOOT",
"ACH_DISTANCE_1000"
]
#how it works:

View File

@@ -13,6 +13,13 @@ const KNOWN := [
"stat_photo_number",
"stat_toottoot_number",
]
const TIME_PLAYED_STAT: String = "stat_time_played"
const DISTANCE_KM_STAT: String = "stat_distance_km"
const STATS_STORE_INTERVAL_SECONDS: int = 60
var _pending_time_played_seconds: float = 0.0
var _pending_distance_km: float = 0.0
var _stats_store_timer: float = 0.0
#how it works:
#func _on_match_finished(score: int) -> void:
@@ -25,10 +32,20 @@ const KNOWN := [
func _ready() -> void:
if not SteamManager.is_on_steam:
set_process(false)
return
Steam.user_stats_stored.connect(_on_stats_stored)
func _process(delta: float) -> void:
_pending_time_played_seconds += delta
_stats_store_timer += delta
if _stats_store_timer >= STATS_STORE_INTERVAL_SECONDS:
_flush_periodic_stats(false)
func _exit_tree() -> void:
_flush_periodic_stats(true)
func get_int(stat: String) -> int:
if not SteamManager.is_on_steam:
return 0
@@ -62,6 +79,14 @@ func add_int(stat: String, amount: int = 1) -> void:
return
set_int(stat, get_int(stat) + amount)
func add_distance_km(distance_km: float) -> void:
if not SteamManager.is_on_steam:
return
if distance_km <= 0.0:
return
_pending_distance_km += distance_km
func update_avg_rate(stat: String, count_this_session: float, session_length: float) -> void:
if not SteamManager.is_on_steam:
return
@@ -74,6 +99,32 @@ func store() -> void:
if not Steam.storeStats():
push_error("storeStats failed; data saved locally")
#periodic stats incrementation; store data every 60 secs
func _flush_periodic_stats(force_store: bool) -> void:
if not SteamManager.is_on_steam:
_pending_time_played_seconds = 0.0
_pending_distance_km = 0.0
_stats_store_timer = 0.0
return
var has_changes: bool = false
var whole_seconds: int = int(floor(_pending_time_played_seconds))
if whole_seconds > 0:
_pending_time_played_seconds -= float(whole_seconds)
add_int(TIME_PLAYED_STAT, whole_seconds)
has_changes = true
var whole_km: int = int(floor(_pending_distance_km))
if whole_km > 0:
_pending_distance_km -= float(whole_km)
add_int(DISTANCE_KM_STAT, whole_km)
has_changes = true
_stats_store_timer = 0.0
if has_changes and (force_store or whole_seconds > 0 or whole_km > 0):
store()
#Development only: reset stats
func reset_all(include_achievements: bool = false) -> void:
if not SteamManager.is_on_steam:

View File

@@ -0,0 +1,84 @@
[gd_scene format=3 uid="uid://c7shevn0javuv"]
[ext_resource type="Material" uid="uid://blqelpjvdv23j" path="res://tgcc/chunk/material/grassflat_chunk.tres" id="1_grass"]
[ext_resource type="Material" uid="uid://c2x7xxweexmj" path="res://tgcc/chunk/material/field.tres" id="2_field"]
[ext_resource type="Material" uid="uid://4xhpd6lust7w" path="res://tgcc/chunk/material/path_chunk.tres" id="3_path"]
[ext_resource type="Material" uid="uid://cnu38m5dsy4uw" path="res://tgcc/chunk/material/terrain.tres" id="4_terrain"]
[ext_resource type="Material" uid="uid://o31kp0jm07q3" path="res://tgcc/chunk/material/rocks.tres" id="7_rocks"]
[sub_resource type="PlaneMesh" id="PlaneMesh_ground"]
size = Vector2(560, 360)
[sub_resource type="PlaneMesh" id="PlaneMesh_field_large"]
size = Vector2(70, 95)
[sub_resource type="PlaneMesh" id="PlaneMesh_field_small"]
size = Vector2(44, 62)
[sub_resource type="PlaneMesh" id="PlaneMesh_path_long"]
size = Vector2(12, 340)
[sub_resource type="PlaneMesh" id="PlaneMesh_path_short"]
size = Vector2(10, 120)
[sub_resource type="SphereMesh" id="SphereMesh_tree_crown"]
radius = 4.0
height = 5.0
radial_segments = 8
rings = 4
[node name="DistantMenuWorld" type="Node3D" unique_id=448788103]
[node name="Ground" type="MeshInstance3D" parent="." unique_id=1769769010]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 20, -0.12, 250)
cast_shadow = 0
mesh = SubResource("PlaneMesh_ground")
surface_material_override/0 = ExtResource("1_grass")
[node name="BackDirt" type="MeshInstance3D" parent="." unique_id=441617212]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -155, -0.1, 235)
cast_shadow = 0
mesh = SubResource("PlaneMesh_field_large")
surface_material_override/0 = ExtResource("4_terrain")
[node name="FieldA" type="MeshInstance3D" parent="." unique_id=1168162022]
transform = Transform3D(0.9659258, 0, -0.25881904, 0, 1, 0, 0.25881904, 0, 0.9659258, -90, -0.08, 175)
cast_shadow = 0
mesh = SubResource("PlaneMesh_field_large")
surface_material_override/0 = ExtResource("2_field")
[node name="FieldB" type="MeshInstance3D" parent="." unique_id=908374467]
transform = Transform3D(0.8660254, 0, 0.5, 0, 1, 0, -0.5, 0, 0.8660254, 105, -0.08, 190)
cast_shadow = 0
mesh = SubResource("PlaneMesh_field_large")
surface_material_override/0 = ExtResource("2_field")
[node name="FieldC" type="MeshInstance3D" parent="." unique_id=725405179]
transform = Transform3D(0.9063078, 0, -0.42261827, 0, 1, 0, 0.42261827, 0, 0.9063078, 160, -0.08, 305)
cast_shadow = 0
mesh = SubResource("PlaneMesh_field_small")
surface_material_override/0 = ExtResource("2_field")
[node name="FieldD" type="MeshInstance3D" parent="." unique_id=180749651]
transform = Transform3D(0.9848077, 0, 0.17364818, 0, 1, 0, -0.17364818, 0, 0.9848077, -190, -0.08, 320)
cast_shadow = 0
mesh = SubResource("PlaneMesh_field_small")
surface_material_override/0 = ExtResource("2_field")
[node name="DistantRoadMain" type="MeshInstance3D" parent="." unique_id=979021818]
transform = Transform3D(0.70710677, 0, -0.70710677, 0, 1, 0, 0.70710677, 0, 0.70710677, 5, -0.06, 240)
cast_shadow = 0
mesh = SubResource("PlaneMesh_path_long")
surface_material_override/0 = ExtResource("3_path")
[node name="DistantRoadCross" type="MeshInstance3D" parent="." unique_id=1994181739]
transform = Transform3D(0.25881904, 0, 0.9659258, 0, 1, 0, -0.9659258, 0, 0.25881904, -20, -0.05, 220)
cast_shadow = 0
mesh = SubResource("PlaneMesh_path_short")
surface_material_override/0 = ExtResource("3_path")
[node name="RockPatch" type="MeshInstance3D" parent="." unique_id=12563390]
transform = Transform3D(1, 0, 0, 0, 0.35, 0, 0, 0, 0.65, -15, 0.6, 350)
cast_shadow = 0
mesh = SubResource("SphereMesh_tree_crown")
surface_material_override/0 = ExtResource("7_rocks")

View File

@@ -4,13 +4,27 @@ extends Node3D
@export var play_departure_delay_seconds: float = 1.0
@export var play_move_before_transition_seconds: float = 3.0
@export var menu_train_whistle_volume_db: float = -12.0
@export var prewarm_chunks_before_show: bool = true
var _play_departure_started: bool = false
@onready var _rail_path: Node = $rail
@onready var _biome_generator: Node = $biome_generator
@onready var _environment_manager: Node = $EnvironmentManager
@onready var _option_menu: Control = $MainMenuUI/SubViewport/OptionMenu
func _ready() -> void:
if prewarm_chunks_before_show:
visible = false
await get_tree().physics_frame
if not is_inside_tree():
return
if _biome_generator != null and _biome_generator.has_method("generate_initial_world_now"):
_biome_generator.generate_initial_world_now()
if _environment_manager != null and _environment_manager.has_method("flush_pending_environment_nodes"):
_environment_manager.flush_pending_environment_nodes()
visible = true
_stop_menu_train()
_configure_menu_train_whistle_volume()
_configure_play_transition_delay()

View File

@@ -105,6 +105,7 @@
[ext_resource type="Shader" uid="uid://bhqtjjs3emv7f" path="res://tgcc/main menu/godraysmenu.gdshader" id="103_g1vc5"]
[ext_resource type="PackedScene" uid="uid://cp2vmysawnuql" path="res://tgcc/chunk/prop/sign/scene/signMenu.tscn" id="103_mrhmq"]
[ext_resource type="Material" uid="uid://dljvvppsdbjd1" path="res://tgcc/chunk/material/glowplane.tres" id="104_mrhmq"]
[ext_resource type="PackedScene" path="res://tgcc/main menu/distant_menu_world.tscn" id="105_background"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_00nq7"]
render_priority = 0
@@ -176,13 +177,12 @@ metadata/_custom_type_script = "uid://brcimd12tx3dm"
compositor_effects = Array[CompositorEffect]([SubResource("CompositorEffect_q52t1")])
[sub_resource type="Curve3D" id="Curve3D_263ax"]
closed = true
bake_interval = 50.0
_data = {
"points": PackedVector3Array(0, 0, 0, 0, 0, 0, 3.5, 0, 0, 0, 0, 0, 0, 0, 0, 3.5, 0, 100, 0, 0, 0, 0, 0, 0, 2.961661, -0.009097099, -56.07381, 0, 0, 0, 0, 0, 0, 3.4848416, -0.013232231, -117.195526, 0, 0, 0, 0, 0, 0, 3.3488476, 0.0048189163, 176.55922, 0, 0, 0, 0, 0, 0, 1.7582202, 0.0118227005, 270.61703),
"tilts": PackedFloat32Array(0, 0, 0, 0, 0, 0)
"points": PackedVector3Array(0, 0, 0, 0, 0, 0, 3.0078363, -1.8119812e-05, -12.587097, 0, 0, 0, 0, 0, 0, 3.360159, -1.8119812e-05, -79.54889, 0, 0, 0, 0, 0, 0, 2.826539, -1.8119812e-05, -159.47318, 0, 0, 0, 0, 0, 0, 3.0367248, -1.8119812e-05, -269.20667),
"tilts": PackedFloat32Array(0, 0, 0, 0)
}
point_count = 6
point_count = 4
[sub_resource type="PlaneMesh" id="PlaneMesh_00nq7"]
@@ -284,6 +284,8 @@ size = Vector2(600, 300)
[node name="MainMenu" type="Node3D" unique_id=448381304]
transform = Transform3D(-1, 0, -8.742278e-08, 0, 1, 0, 8.742278e-08, 0, -1, 0, 0, 0)
script = ExtResource("1_4j5xl")
play_departure_speed = 6.0
menu_train_whistle_volume_db = -14.0
[node name="EnvironmentManager" parent="." unique_id=1611939731 instance=ExtResource("1_2o8pc")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.822516, 0, 1.9254212)
@@ -311,7 +313,7 @@ directional_shadow_mode = 0
directional_shadow_max_distance = 200.0
[node name="rail" type="Path3D" parent="." unique_id=28337754]
transform = Transform3D(1.3113416e-07, 0, 1, 0, 1, 0, -1, 0, 1.3113416e-07, -47.25185, 1.7218199, 3.4257338)
transform = Transform3D(1.3113416e-07, 0, 1, 0, 1, 0, -1, 0, 1.3113416e-07, 114.74815, 1.7218199, 3.4257479)
curve = SubResource("Curve3D_263ax")
script = ExtResource("7_5p27e")
train_model = ExtResource("8_ljvyb")
@@ -322,14 +324,18 @@ wagon_gap = 0.6
wagon_spacing_scale = 0.9
train_start_mode = 2
train_start_stop_index = 0
train_start_position = 540.0
train_start_position = 87.0
train_start_after_delay = false
train_facing_direction = 2
sleepers_model = ExtResource("10_00nq7")
fireworks_scene = ExtResource("11_aylkj")
[node name="MainMap" parent="." unique_id=1895741703 instance=ExtResource("2_wbrya")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 63.069893, 0, -4.743943e-06)
[node name="DistantMenuWorld" parent="." unique_id=1852904287 instance=ExtResource("105_background")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -117.95)
[node name="MeshInstance3D" type="MeshInstance3D" parent="." unique_id=1523044435]
transform = Transform3D(-80.07708, -1.0239479e-05, 4.277144e-13, 0, -2.9642006e-06, -64.80289, 1.2091303e-05, -67.813, 2.832624e-06, 308.45245, 59.279312, 332.5165)
cast_shadow = 0
@@ -361,7 +367,7 @@ biome_list = Array[ExtResource("15_3blen")]([SubResource("Resource_n3osn")])
entity_pool = ExtResource("78_xg6nk")
entity_spawn_probability = 0.0
max_entities_per_chunk = 0
eye_line = 6
eye_line = 7
lamppost_max_wire_distance = 0.0
lamppost_rail_clearance_distance = 3.0
@@ -374,14 +380,14 @@ transform = Transform3D(-0.09359112, 0, 0.9713834, 0, 0.56225973, 0, -0.38276488
[node name="Fuji4" parent="." unique_id=930179001 instance=ExtResource("99_61psf")]
transform = Transform3D(-0.09359112, 0, 0.9713834, 0, 0.56225973, 0, -0.38276488, 0, -0.23751618, 239.46135, 1.7057877, 224.6928)
[node name="Landscape" parent="Fuji4" index="0" unique_id=244602034]
[node name="Landscape" parent="Fuji4" index="0" unique_id=581950846]
transform = Transform3D(28.638817, 1.7053026e-13, -7.6293945e-06, 0, 13.6219845, 2.1621709e-06, 0, -1.0284306e-06, 28.638834, -10.786804, 5.0069, 17.382736)
surface_material_override/0 = SubResource("ShaderMaterial_g1vc5")
[node name="Fuji5" parent="." unique_id=1070037082 instance=ExtResource("99_61psf")]
transform = Transform3D(0.0935979, 0, 0.9713791, 0, 0.56225973, 0, -0.38276324, 0, 0.23753339, -275.95566, -3.4616928, 232.02234)
[node name="Landscape" parent="Fuji5" index="0" unique_id=244602034]
[node name="Landscape" parent="Fuji5" index="0" unique_id=581950846]
transform = Transform3D(28.638819, 1.7053026e-13, -7.6293945e-06, 0, 13.6219845, 2.1621709e-06, 0, -1.0284306e-06, 28.638836, -10.786743, 6.703195, 17.382767)
surface_material_override/0 = SubResource("ShaderMaterial_g1vc5")
@@ -391,7 +397,7 @@ transform = Transform3D(-4.88843, -0.020050459, 0.86837775, -0.010355438, 4.9646
[node name="Fuji6" parent="." unique_id=150126281 instance=ExtResource("100_0aqpp")]
transform = Transform3D(-5.287449, -0.020231497, 0.22351237, -0.011200703, 5.009496, 0.014500697, -0.9394429, 0.05414178, -1.2581636, 32.446022, 15.848213, 525.54346)
[node name="Mt Fuji_simplified_3d_mesh" parent="Fuji6" index="0" unique_id=1389340781]
[node name="Mt Fuji_simplified_3d_mesh" parent="Fuji6" index="0" unique_id=65404928]
transform = Transform3D(0.5151193, -0.011206273, -0.07264297, 0.077138014, 0.07483422, 0.48510167, 3.5762787e-07, -0.4938935, 0.07515043, 6.299696, 12.244916, 3.004303)
surface_material_override/0 = SubResource("ShaderMaterial_vvb5q")

View File

@@ -190,7 +190,7 @@ data = PackedByteArray("//vQZAAOhpd2PgtGR7JsJPfgYSYSJ6387g9rgIGKF+EZgxxoAM4TYIWm
closed = true
bake_interval = 60.0
_data = {
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"tilts": PackedFloat32Array(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
}
point_count = 93
@@ -207,7 +207,7 @@ biome_list = Array[ExtResource("6_jfe74")]([SubResource("Resource_3qrd0")])
entity_pool = ExtResource("34_a2cst")
entity_spawn_probability = 0.4
max_entities_per_chunk = 5
eye_line = 4
eye_line = 7
[node name="Terrain" type="MeshInstance3D" parent="." unique_id=219178561]
visible = false