26 Commits

Author SHA1 Message Date
m.cirafisi
ea0f3cfd91 Merge branch 'main' into ui_fixes 2026-07-10 21:14:39 +02:00
m.cirafisi
53e4afa367 bug fix 2026-07-09 22:14:29 +02:00
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
m.cirafisi
f61668c626 update transition from night to "alba" 2026-07-07 22:55:00 +02:00
m.cirafisi
ccb410d5d6 bug fix 2026-07-07 22:24:54 +02:00
m.cirafisi
7dc4d524da add new buttons 2026-07-07 21:53:11 +02:00
m.cirafisi
0e1afcab0c Merge branch 'main' into ui_fixes 2026-07-07 21:38:12 +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
Matteo Sonaglioni
0ce2cc6b04 fix path 2026-07-07 19:02:41 +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
Matteo Sonaglioni
9f3acbccf9 Merge branch 'main' into polish10 2026-07-06 22:49:28 +02:00
d06f693088 bug fix 2026-07-06 22:02:51 +02:00
c2b41d31bf add new font for audio player 2026-07-06 21:45:09 +02:00
Cato
be78cf09f7 ui improvements and addictions 2026-07-05 17:22:33 +02:00
4aaf8e3fd3 fix save game 2026-07-03 21:13:10 +02:00
dc76181cc0 set main manu play event 2026-07-03 11:25:17 +02:00
0f7bb6308a start train after horn 2026-07-02 23:33:07 +02:00
a944492dbd fix snow for grass 2026-07-02 23:18:16 +02:00
15f38c096b tooltips and ui 2026-07-02 20:57:06 +00:00
Matteo Sonaglioni
cc7f819628 polish godrays 2026-07-01 14:39:17 +02:00
65 changed files with 1384 additions and 251 deletions

View File

@@ -87,6 +87,8 @@ const RIVER_NEIGHBOUR_OFFSETS: Dictionary = {
@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 = 35.0 @export var lamppost_max_wire_distance: float = 35.0
##minimum horizontal distance between generated wires and the railway centerline
@export var lamppost_rail_clearance_distance: float = 4.0
##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
@@ -210,6 +212,17 @@ func _physics_process(_delta: float) -> void:
last_pos_train = current_pos last_pos_train = current_pos
_refresh_world(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: func collect_all_chunkinfo(root: Node, list: Array[Node]) -> void:
if root == null: return if root == null: return
@@ -533,6 +546,20 @@ func _drain_generation_queue() -> void:
pending_generation_cells.clear() pending_generation_cells.clear()
pending_generation_cursor = 0 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: func _drain_cleanup_queue() -> void:
var processed: int = 0 var processed: int = 0
var start_usec: int = Time.get_ticks_usec() var start_usec: int = Time.get_ticks_usec()
@@ -593,6 +620,22 @@ func _drain_wire_queue() -> void:
pending_wire_cells.clear() pending_wire_cells.clear()
pending_wire_cursor = 0 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: func _generate_pieces_around_train(center: Vector2i) -> void:
for x in range(-eye_line, eye_line + 1): for x in range(-eye_line, eye_line + 1):
for z in range(-eye_line, eye_line + 1): for z in range(-eye_line, eye_line + 1):
@@ -1423,6 +1466,25 @@ func _get_wire_sample_point(p1: Vector3, p2: Vector3, t: float) -> Vector3:
point.y -= gravity point.y -= gravity
return point return point
func _is_wire_too_close_to_rail(p1: Vector3, p2: Vector3) -> bool:
if rail_path == null or rail_path.curve == null:
return false
if lamppost_rail_clearance_distance <= 0.0:
return false
var clearance_sq: float = lamppost_rail_clearance_distance * lamppost_rail_clearance_distance
var samples: int = 10
for i in range(samples + 1):
var t: float = float(i) / float(samples)
var wire_point: Vector3 = _get_wire_sample_point(p1, p2, t)
var rail_local_point: Vector3 = rail_path.to_local(wire_point)
var closest_rail_point: Vector3 = rail_path.to_global(rail_path.curve.get_closest_point(rail_local_point))
var horizontal_delta := Vector2(wire_point.x - closest_rail_point.x, wire_point.z - closest_rail_point.z)
if horizontal_delta.length_squared() < clearance_sq:
return true
return false
func _collect_wire_excluded_rids(root: Node, excluded_rids: Array[RID]) -> void: func _collect_wire_excluded_rids(root: Node, excluded_rids: Array[RID]) -> void:
if root == null: if root == null:
return return
@@ -1441,6 +1503,9 @@ func _get_wire_excluded_rids(excluded_roots: Array) -> Array[RID]:
return excluded_rids return excluded_rids
func _is_wire_path_blocked(p1: Vector3, p2: Vector3, excluded_roots: Array = []) -> bool: func _is_wire_path_blocked(p1: Vector3, p2: Vector3, excluded_roots: Array = []) -> bool:
if _is_wire_too_close_to_rail(p1, p2):
return true
if not lamppost_obstacle_check_enabled: if not lamppost_obstacle_check_enabled:
return false return false

View File

@@ -1,8 +1,16 @@
extends Path3D extends Path3D
const STEAM_DISTANCE_STAT: String = "stat_distance_km"
const DISTANCE_KM_PER_UNIT: float = 0.01 const DISTANCE_KM_PER_UNIT: float = 0.01
const STATION_STOP_GROUP: StringName = &"railway_station" 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") @export_group("Train")
##train speed ##train speed
@@ -32,11 +40,24 @@ const STATION_STOP_GROUP: StringName = &"railway_station"
##swing of the train during the ran ##swing of the train during the ran
@export_range(0.0, 1.0) var basic_swing: float = 0.1 @export_range(0.0, 1.0) var basic_swing: float = 0.1
@export_group("Train Start")
@export_enum("random_position", "specified_station", "specified_position") var train_start_mode: int = TrainStartMode.RANDOM_POSITION
@export_range(0, 64, 1, "or_greater") var train_start_stop_index: int = 1
@export var train_start_position: float = 0.0
@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") @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 ##distance between sleepers of the rails
@export var sleepers_distance: float = 1.0 @export var sleepers_distance: float = 1.0
##nodel for the sleeper of the rail ##nodel for the sleeper of the rail
@export var sleepers_model: PackedScene @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") @export_group("Manual Controls")
##max speed ##max speed
@@ -84,23 +105,22 @@ var next_stop_index: int = 0
var stop_multiply: float = 1.0 var stop_multiply: float = 1.0
var is_restarting: bool = false var is_restarting: bool = false
var tween_restart: Tween var tween_restart: Tween
var environment_config: EnvironmentConfig
var wagon_instances: Array[Node3D] = [] var wagon_instances: Array[Node3D] = []
var wagon_progress_offsets: Array[float] = [] var wagon_progress_offsets: Array[float] = []
var _pending_steam_distance_km: float = 0.0
var _initial_is_inmotion: bool = true var _initial_is_inmotion: bool = true
var _is_photo_mode_active: bool = false var _is_photo_mode_active: bool = false
var _train_direction_sign: float = 1.0
func _ready() -> void: func _ready() -> void:
randomize() randomize()
GameState.on_enable_photo_mode_request.connect(func(): _is_photo_mode_active = true) GameState.on_enable_photo_mode_request.connect(func(): _is_photo_mode_active = true)
GameState.on_disable_photo_mode_request.connect(func(): _is_photo_mode_active = false) GameState.on_disable_photo_mode_request.connect(func(): _is_photo_mode_active = false)
_cache_environment_config()
_initial_is_inmotion = is_inmotion _initial_is_inmotion = is_inmotion
if curve != null and curve.get_baked_length() > 0: if curve != null and curve.get_baked_length() > 0:
build_rails() if build_track_visuals:
build_rails()
build_train() build_train()
_plan_stops() _plan_stops()
_apply_initial_train_start() _apply_initial_train_start()
@@ -108,24 +128,6 @@ func _ready() -> void:
else: else:
print("WARNING: Draw Path3D for rails!") print("WARNING: Draw Path3D for rails!")
func _cache_environment_config() -> void:
var parent_node: Node = get_parent()
if parent_node != null:
var day_night_node := parent_node.get_node_or_null("DayNight") as EnvironmentManagerRoot
if day_night_node != null:
environment_config = day_night_node.environment_config
return
var current_scene: Node = get_tree().current_scene
if current_scene == null:
return
for child in current_scene.get_children():
var environment_manager := child as EnvironmentManagerRoot
if environment_manager != null:
environment_config = environment_manager.environment_config
return
func _apply_initial_train_start() -> void: func _apply_initial_train_start() -> void:
if train_instance == null or curve == null: if train_instance == null or curve == null:
return return
@@ -134,37 +136,54 @@ func _apply_initial_train_start() -> void:
if total_length <= 0.0: if total_length <= 0.0:
return return
if environment_config != null: match train_start_mode:
match environment_config.train_start_from_random_position: TrainStartMode.RANDOM_POSITION:
EnvironmentConfig.TrainStartMode.RANDOM_POSITION: train_progress = randf() * total_length
train_progress = randf() * total_length _update_next_stop_index_from_progress()
TrainStartMode.SPECIFIED_STATION:
if stop_offset.is_empty():
train_progress = wrapf(train_progress, 0.0, total_length)
_update_next_stop_index_from_progress() _update_next_stop_index_from_progress()
EnvironmentConfig.TrainStartMode.SPECIFIED_STATION: else:
if stop_offset.is_empty(): var stop_index: int = clampi(train_start_stop_index, 0, stop_offset.size() - 1)
train_progress = wrapf(train_progress, 0.0, total_length) train_progress = stop_offset[stop_index]
_update_next_stop_index_from_progress() _set_next_stop_index_from_current(stop_index)
else: TrainStartMode.SPECIFIED_POSITION:
var stop_index: int = clampi(environment_config.train_start_stop_index, 0, stop_offset.size() - 1) train_progress = wrapf(train_start_position, 0.0, total_length)
train_progress = stop_offset[stop_index] _update_next_stop_index_from_progress()
_set_next_stop_index_from_current(stop_index)
EnvironmentConfig.TrainStartMode.SPECIFIED_POSITION:
train_progress = wrapf(environment_config.train_start_position, 0.0, total_length)
_update_next_stop_index_from_progress()
else:
train_progress = wrapf(train_progress, 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() _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: func _apply_train_start_delay() -> void:
if not _initial_is_inmotion: if not _initial_is_inmotion:
return return
var should_start_after_delay: bool = true var should_start_after_delay: bool = train_start_after_delay
var start_delay_seconds: float = 0.0 var start_delay_seconds: float = maxf(train_start_delay_seconds, 0.0)
if environment_config != null:
should_start_after_delay = environment_config.train_start_after_delay
start_delay_seconds = maxf(environment_config.train_start_delay_seconds, 0.0)
if start_delay_seconds <= 0.0: if start_delay_seconds <= 0.0:
if not should_start_after_delay: if not should_start_after_delay:
is_inmotion = false is_inmotion = false
@@ -220,13 +239,9 @@ func _snap_train_to_progress() -> void:
train_progress = wrapf(train_progress, 0.0, total_length) train_progress = wrapf(train_progress, 0.0, total_length)
var center_position: Vector3 = to_global(curve.sample_baked(train_progress, true)) 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 train_instance.global_position = center_position
if center_position.distance_to(forward_position) > 0.01: _orient_vehicle_to_track(train_instance, train_progress, total_length)
train_instance.look_at(forward_position, Vector3.UP)
train_instance.rotate_y(PI)
if cameras: if cameras:
cameras.global_position = center_position cameras.global_position = center_position
@@ -248,6 +263,7 @@ func build_rails() -> void:
var total_length = curve.get_baked_length() var total_length = curve.get_baked_length()
var piece_number = int(total_length / sleepers_distance) 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): for i in range(piece_number):
var distance = i * sleepers_distance var distance = i * sleepers_distance
@@ -279,17 +295,18 @@ func build_rails() -> void:
sleeper.material_override = mat_wood sleeper.material_override = mat_wood
rail_piece.add_child(sleeper) rail_piece.add_child(sleeper)
var rail_sx = MeshInstance3D.new() if should_add_procedural_rails:
rail_sx.mesh = mesh_rail var rail_sx = MeshInstance3D.new()
rail_sx.material_override = mat_iron rail_sx.mesh = mesh_rail
rail_sx.position = Vector3(-rail_distance / 2.0, 0.1, 0) rail_sx.material_override = mat_iron
rail_piece.add_child(rail_sx) rail_sx.position = Vector3(-rail_distance / 2.0, 0.1, 0)
rail_piece.add_child(rail_sx)
var rail_dx = MeshInstance3D.new() var rail_dx = MeshInstance3D.new()
rail_dx.mesh = mesh_rail rail_dx.mesh = mesh_rail
rail_dx.material_override = mat_iron rail_dx.material_override = mat_iron
rail_dx.position = Vector3(rail_distance / 2.0, 0.1, 0) rail_dx.position = Vector3(rail_distance / 2.0, 0.1, 0)
rail_piece.add_child(rail_dx) rail_piece.add_child(rail_dx)
func _plan_stops() -> void: func _plan_stops() -> void:
stop_offset.clear() stop_offset.clear()
@@ -437,7 +454,10 @@ func train_move(delta: float) -> void:
stop_multiply = 1.0 stop_multiply = 1.0
var current_speed = train_speed * stop_multiply 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) _track_steam_distance(abs(current_speed) * delta)
if enable_stops and stop_offset.size() > 0 and has_valid_stop: if enable_stops and stop_offset.size() > 0 and has_valid_stop:
@@ -449,11 +469,9 @@ func train_move(delta: float) -> void:
train_progress = target_offset train_progress = target_offset
_execute_stop(current_speed > 0) _execute_stop(current_speed > 0)
if train_progress > total_length: if wrapped_forward:
train_progress -= total_length
if stop_offset.size() > 0: next_stop_index = 0 if stop_offset.size() > 0: next_stop_index = 0
elif train_progress < 0: elif wrapped_back:
train_progress += total_length
if stop_offset.size() > 0: next_stop_index = stop_offset.size() - 1 if stop_offset.size() > 0: next_stop_index = stop_offset.size() - 1
var center_position = to_global(curve.sample_baked(train_progress, true)) var center_position = to_global(curve.sample_baked(train_progress, true))
@@ -464,8 +482,7 @@ func train_move(delta: float) -> void:
if center_position.distance_to(forward_position) > 0.01: if center_position.distance_to(forward_position) > 0.01:
train_instance.global_position = center_position train_instance.global_position = center_position
train_instance.look_at(forward_position, Vector3.UP) _orient_vehicle_to_track(train_instance, train_progress, total_length)
train_instance.rotate_y(PI)
if cameras: if cameras:
cameras.global_position = center_position cameras.global_position = center_position
@@ -503,28 +520,7 @@ func _track_steam_distance(distance_units: float) -> void:
# Always track the global distance in our save file (for UI and persistency) # 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 GameState.save_data.total_distance_km += distance_units * DISTANCE_KM_PER_UNIT
StatsManager.add_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")
func _execute_stop(go_forward: bool = true) -> void: func _execute_stop(go_forward: bool = true) -> void:
if not _find_next_valid_stop(go_forward): if not _find_next_valid_stop(go_forward):
@@ -535,6 +531,8 @@ func _execute_stop(go_forward: bool = true) -> void:
stop_multiply = 0.0 stop_multiply = 0.0
var current_stop_index = next_stop_index var current_stop_index = next_stop_index
StatsManager.add_int("stat_stop_number", 1)
StatsManager.store()
_advance_next_stop_index(go_forward) _advance_next_stop_index(go_forward)
@@ -676,6 +674,10 @@ func _snap_wagons_to_progress(total_length: float = 0.0) -> void:
if total_length <= 0.0: if total_length <= 0.0:
return 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()): for i in range(wagon_instances.size()):
var wagon: Node3D = wagon_instances[i] var wagon: Node3D = wagon_instances[i]
if not is_instance_valid(wagon): if not is_instance_valid(wagon):
@@ -685,17 +687,101 @@ func _snap_wagons_to_progress(total_length: float = 0.0) -> void:
if i < wagon_progress_offsets.size(): if i < wagon_progress_offsets.size():
wagon_offset = wagon_progress_offsets[i] 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 vehicle_progress: float = wrapf(wagon_progress, 0.0, total_length)
var center_position: Vector3 = to_global(curve.sample_baked(vehicle_progress, true)) 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 zero_spacing_fix_weight: float = _get_zero_spacing_fix_weight(previous_progress, vehicle_progress, total_length)
var forward_position: Vector3 = to_global(curve.sample_baked(prog_forward, true)) 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 wagon.global_position = center_position
if center_position.distance_to(forward_position) > 0.01: _orient_vehicle_to_track(wagon, vehicle_progress, total_length)
wagon.look_at(forward_position, Vector3.UP)
wagon.rotate_y(PI) 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: func _get_vehicle_length(vehicle: Node3D) -> float:
var bounds: AABB = _get_node_local_bounds(vehicle, vehicle) var bounds: AABB = _get_node_local_bounds(vehicle, vehicle)

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@@ -115,21 +115,21 @@ func on_change_camera_request(camera_index: int) -> void:
var next_cam = array_camera[camera_index] var next_cam = array_camera[camera_index]
set_camera(next_cam) set_camera(next_cam)
func _unhandled_input(event: InputEvent) -> void: #func _unhandled_input(event: InputEvent) -> void:
var current_cam = get_viewport().get_camera_3d() #var current_cam = get_viewport().get_camera_3d()
var is_photo_mode = current_cam != null and not current_cam in array_camera #var is_photo_mode = current_cam != null and not current_cam in array_camera
if is_photo_mode: #if is_photo_mode:
return #return
#
if event is InputEventKey and event.pressed and not event.echo: #if event is InputEventKey and event.pressed and not event.echo:
match event.keycode: #match event.keycode:
KEY_1: #KEY_1:
if array_camera.size() > 0: set_camera(array_camera[0]) #if array_camera.size() > 0: set_camera(array_camera[0])
KEY_2: #KEY_2:
if array_camera.size() > 1: set_camera(array_camera[1]) #if array_camera.size() > 1: set_camera(array_camera[1])
KEY_3: #KEY_3:
if array_camera.size() > 2: set_camera(array_camera[2]) #if array_camera.size() > 2: set_camera(array_camera[2])
KEY_4: #KEY_4:
if array_camera.size() > 3: set_camera(array_camera[3]) #if array_camera.size() > 3: set_camera(array_camera[3])
KEY_5: #KEY_5:
if array_camera.size() > 4: set_camera(array_camera[4]) #if array_camera.size() > 4: set_camera(array_camera[4])

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@@ -4,6 +4,15 @@ extends Node3D
const NOISE_TEXTURE: Texture2D = preload("res://core/daynight/noise.tres") const NOISE_TEXTURE: Texture2D = preload("res://core/daynight/noise.tres")
const WEATHER_SHADER: Material = preload("res://core/daynight/weather_overlay.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 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 @export var environment_config: EnvironmentConfig
@@ -157,9 +166,17 @@ func _restore_keyboard_action_events() -> void:
_blocked_keyboard_events_by_action.clear() _blocked_keyboard_events_by_action.clear()
func _on_tree_node_added(node: Node) -> void: 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) _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: func _queue_dynamic_environment_node(node: Node) -> void:
if not is_instance_valid(node): if not is_instance_valid(node):
return return
@@ -205,7 +222,7 @@ func _apply_dynamic_environment_materials(node: Node) -> void:
if node.is_in_group("wind_node"): if node.is_in_group("wind_node"):
_apply_wind_noise_to_node(node, NOISE_TEXTURE) _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)) _apply_weather_overlay_to_node(node, _get_weather_overlay_material(node))
if _should_ignore_weather_overlay(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) _apply_wind_noise_to_node(child, noise_tex)
func ApplyWeatherShaderToMaterials(): func ApplyWeatherShaderToMaterials():
for node in get_tree().get_nodes_in_group("weather_node"): var current_scene := get_tree().current_scene
_apply_weather_overlay_to_node(node, _get_weather_overlay_material(node)) if current_scene != null:
_apply_weather_overlay_to_node(current_scene, _get_weather_overlay_material(current_scene))
for node in get_tree().get_nodes_in_group("weather_vegetables_node"):
_apply_weather_overlay_to_node(node, _get_weather_overlay_material(node))
func _get_weather_overlay_material(node: Node) -> Material: func _get_weather_overlay_material(node: Node) -> Material:
if not node.is_in_group("weather_overlay_no_noise"): 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 return
if node is GeometryInstance3D: 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 node.material_overlay = null
else: else:
node.material_overlay = material 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(): 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: func _clear_weather_overlay_from_node(node: Node) -> void:
if node is GeometryInstance3D: if node is GeometryInstance3D:
@@ -289,11 +312,99 @@ func _geometry_uses_alpha_texture(node: GeometryInstance3D) -> bool:
return false 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: func _shader_material_uses_alpha_texture(material: ShaderMaterial) -> bool:
if material == null or material.shader == null: if material == null or material.shader == null:
return false 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: func _should_ignore_weather_overlay(node: Node) -> bool:
return node.is_in_group("weather_overlay_ignore") return node.is_in_group("weather_overlay_ignore")
@@ -316,8 +427,19 @@ func select_day_time(normalized_time: float) -> void:
#24:00 1.0000 3.0 #24:00 1.0000 3.0
if normalized_time < environment_config.sunrise: if normalized_time < environment_config.sunrise:
#Sunrise: night → morning #Sunrise: stay night → night to alba(afternoon) → alba to morning
day_time = 3.0 + (normalized_time / environment_config.sunrise) * 1.0 # 3.0 → 4.0 var part = environment_config.sunrise / 3.0
if normalized_time < part:
# Stay Night
day_time = 3.0
elif normalized_time < part * 2.0:
# Night to Alba (Afternoon)
var t = (normalized_time - part) / part
day_time = 3.0 - (t * 1.0) # 3.0 → 2.0
else:
# Alba (Afternoon) to Morning
var t = (normalized_time - part * 2.0) / part
day_time = 2.0 - (t * 1.0) # 2.0 → 1.0
elif normalized_time < environment_config.day: elif normalized_time < environment_config.day:
#Morning: morning → afternoon #Morning: morning → afternoon
var t: float = (normalized_time - environment_config.sunrise) / (environment_config.day - environment_config.sunrise) var t: float = (normalized_time - environment_config.sunrise) / (environment_config.day - environment_config.sunrise)
@@ -342,10 +464,17 @@ func _update_clouds_lighting(normalized_time: float) -> void:
return return
if normalized_time < environment_config.sunrise: if normalized_time < environment_config.sunrise:
# NOTTE / PRE-ALBA (Colori scuri, nessun rim light solare) var part = environment_config.sunrise / 3.0
cloud_material.set_shader_parameter("cloud_color", Color("1a1c2e")) if normalized_time < part * 2.0:
cloud_material.set_shader_parameter("shadow_color", Color("0d0e17")) # NOTTE / PRE-ALBA (Colori scuri, nessun rim light solare)
cloud_material.set_shader_parameter("rim_color", Color("000000")) cloud_material.set_shader_parameter("cloud_color", Color("1a1c2e"))
cloud_material.set_shader_parameter("shadow_color", Color("0d0e17"))
cloud_material.set_shader_parameter("rim_color", Color("000000"))
else:
# ALBA (uguale al tramonto)
cloud_material.set_shader_parameter("cloud_color", Color("fdf3e7"))
cloud_material.set_shader_parameter("shadow_color", Color("5c537a"))
cloud_material.set_shader_parameter("rim_color", Color("ff9e64"))
elif normalized_time < environment_config.day: elif normalized_time < environment_config.day:
# MATTINA / ALBA (Colori che iniziano a scaldarsi) # MATTINA / ALBA (Colori che iniziano a scaldarsi)

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 float global_snow_amount = 0.0;
global uniform vec4 global_snow_color = vec4(0.92, 0.96, 1.0, 1.0); global uniform vec4 global_snow_color = vec4(0.92, 0.96, 1.0, 1.0);
global uniform float global_rain_intensity; global uniform float global_rain_intensity;
const float GRASS_FULL_SNOW_START = 0.58;
const float GRASS_FULL_SNOW_END = 0.86;
// --- PARAMETRI ESTETICI --- // --- PARAMETRI ESTETICI ---
uniform bool billboard_enabled = true; uniform bool billboard_enabled = true;
@@ -141,13 +143,15 @@ void fragment() {
float snow_mask = smoothstep(snow_start, 1.0, top_mask) * snow_amount * snow_visibility; float snow_mask = smoothstep(snow_start, 1.0, top_mask) * snow_amount * snow_visibility;
snow_mask *= step(0.01, snow_amount); snow_mask *= step(0.01, snow_amount);
snow_mask = clamp(snow_mask, 0.0, 1.0); snow_mask = clamp(snow_mask, 0.0, 1.0);
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); vec3 snow_base_color = max(snow_color.rgb, global_snow_color.rgb);
float snow_light = mix(0.82, 1.0, max(v_shade_factor, 0.35)); float snow_light = mix(0.82, 1.0, max(v_shade_factor, 0.35));
vec3 shaded_snow = clamp(snow_base_color * snow_light, 0.0, 1.0); vec3 shaded_snow = clamp(snow_base_color * snow_light, 0.0, 1.0);
// Mescoliamo il colore variato con la neve // Mescoliamo il colore variato con la neve
vec3 final_albedo = mix(varied_grass_color, shaded_snow, snow_mask); vec3 final_albedo = mix(varied_grass_color, shaded_snow, final_snow_mask);
float rain_int = clamp(global_rain_intensity, 0.0, 1.0); float rain_int = clamp(global_rain_intensity, 0.0, 1.0);
final_albedo *= mix(1.0, 1.0 - wetness_darkening, rain_int); final_albedo *= mix(1.0, 1.0 - wetness_darkening, rain_int);
float final_roughness = mix(0.02, 0.005, rain_int); float final_roughness = mix(0.02, 0.005, rain_int);

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 float global_snow_amount = 0.0;
global uniform vec4 global_snow_color; global uniform vec4 global_snow_color;
global uniform float global_rain_intensity; 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 sampler2D wind_noise : filter_linear_mipmap;
uniform bool billboard_enabled = true; uniform bool billboard_enabled = true;
@@ -108,12 +111,14 @@ void fragment() {
float snow_amount = pow(get_snow_progress(), 0.55); float snow_amount = pow(get_snow_progress(), 0.55);
float top_mask = 1.0 - shifted_uv.y; 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); snow_mask *= step(0.01, snow_amount);
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)); float snow_light = mix(0.82, 1.0, max(v_shade_factor, 0.35));
vec3 shaded_snow = clamp(global_snow_color.rgb * snow_light, 0.0, 1.0); vec3 shaded_snow = clamp(global_snow_color.rgb * snow_light, 0.0, 1.0);
vec3 final_albedo = mix(v_final_color, shaded_snow, snow_mask); vec3 final_albedo = mix(v_final_color, shaded_snow, final_snow_mask);
// Rain wetness: darken and make shinier // Rain wetness: darken and make shinier
float rain_int = clamp(global_rain_intensity, 0.0, 1.0); float rain_int = clamp(global_rain_intensity, 0.0, 1.0);

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@@ -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_scale = 0.22;
global uniform float global_snow_cap_noise_strength = 0.18; global uniform float global_snow_cap_noise_strength = 0.18;
const float SNOW_VISUAL_RESPONSE = 0.55; 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 bool snow_noise_enabled = true;
uniform float snow_noise_scale : hint_range(0.01, 1.0) = 0.15; 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_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 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_noise_mask = get_snow_noise_mask(world_pos, snow_progress);
float snow_variation = mix(0.75, 1.15, noise_val); 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_factor = max(snow_edge * snow_coverage, flat_accumulation);
float snow_opacity = clamp(snow_factor, 0.0, 1.0); 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)); 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); 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); vec3 snow_albedo = clamp(global_snow_color.rgb + vec3(shade), 0.0, 1.0);

View File

@@ -1,8 +1,6 @@
class_name EnvironmentConfig class_name EnvironmentConfig
extends Resource extends Resource
enum TrainStartMode { RANDOM_POSITION, SPECIFIED_STATION, SPECIFIED_POSITION }
@export_group("Day") @export_group("Day")
@export var start_time: float = 0.0 #start time of the day @export var start_time: float = 0.0 #start time of the day
@export var day_duration: float = 300.0 #Duration of a full day cycle in seconds @export var day_duration: float = 300.0 #Duration of a full day cycle in seconds
@@ -157,15 +155,6 @@ enum TrainStartMode { RANDOM_POSITION, SPECIFIED_STATION, SPECIFIED_POSITION }
@export var godray_spawn_height: float = 5.0 #Y world position where god rays spawn @export var godray_spawn_height: float = 5.0 #Y world position where god rays spawn
@export var godray_scale: Vector3 = Vector3(2.0, 6.0, 2.0) #Scale of the god ray mesh @export var godray_scale: Vector3 = Vector3(2.0, 6.0, 2.0) #Scale of the god ray mesh
#Train start settings
@export_group("Train Start")
@export_enum("random_position", "specified_station", "specified_position") var train_start_from_random_position: int = TrainStartMode.RANDOM_POSITION #Train start mode
@export_range(0, 64, 1, "or_greater") var train_start_stop_index: int = 1 #Stop index used for the train start when random start is disabled
@export var train_start_position: float = 0.0 #Offset on the rail curve used when train_start_from_random_position is specified_position
@export var train_start_delay_seconds: float = 0.0 #Seconds the train waits before starting at game launch
@export var train_start_after_delay: bool = true #When enabled the train starts after train_start_delay_seconds, otherwise it stays stopped
@export var train_start_acceleration_seconds: float = 4.0 #Seconds used to progressively reach normal train speed after launch
#Snow settings #Snow settings
@export_group("Snow") @export_group("Snow")
@export var snow_amount: float = 0.0 #Initial snow coverage amount (0.0 = none, 1.0 = full) @export var snow_amount: float = 0.0 #Initial snow coverage amount (0.0 = none, 1.0 = full)

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custom_minimum_size = Vector2(280, 117) custom_minimum_size = Vector2(280, 117)
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@@ -16,11 +16,32 @@ func _ready():
$%TextureRect.show() $%TextureRect.show()
else: else:
$%TextureRect.hide() $%TextureRect.hide()
TweenFX.breathe(self, 1)
func _on_pressed() -> void: func _on_pressed() -> void:
if locked:
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rotation = 0.0 rotation = 0.0
modulate.a = 1.0 modulate.a = 1.0
TweenFX.press_rotate(self) TweenFX.press_rotate(self)
func _on_mouse_entered() -> void:
if locked:
return
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rotation = 0.0
modulate.a = 1.0
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texture = ExtResource("3_jqji0") texture = ExtResource("3_jqji0")
expand_mode = 1 expand_mode = 1
[connection signal="mouse_entered" from="." to="." method="_on_mouse_entered"]
[connection signal="mouse_exited" from="." to="." method="_on_mouse_exited"]
[connection signal="pressed" from="." to="." method="_on_pressed"] [connection signal="pressed" from="." to="." method="_on_pressed"]

View File

@@ -6,19 +6,28 @@ func _ready() -> void:
GameState.on_game_resumed.connect(_on_game_resumed) GameState.on_game_resumed.connect(_on_game_resumed)
func show_page() -> void: func show_page() -> void:
var tweens = find_children("*", "ContainerTween", true, false) var tweens: Array[ContainerTween] = []
for child in find_children("*", "", true, false):
if child is ContainerTween:
tweens.append(child)
for tween in tweens: for tween in tweens:
tween.start_tween() tween.start_tween()
show() show()
func hide_page() -> void: func hide_page() -> void:
var tweens = find_children("*", "ContainerTween", true, false) var tweens: Array[ContainerTween] = []
for child in find_children("*", "", true, false):
if child is ContainerTween:
tweens.append(child)
for tween in tweens: for tween in tweens:
tween.stop_tween() tween.stop_tween()
hide() hide()
func _on_game_resumed() -> void: func _on_game_resumed() -> void:
var tweens = find_children("*", "ContainerTween", true, false) var tweens: Array[ContainerTween] = []
for child in find_children("*", "", true, false):
if child is ContainerTween:
tweens.append(child)
for tween in tweens: for tween in tweens:
tween.stop_tween() tween.stop_tween()

View File

@@ -33,7 +33,10 @@ flip_h = true
layout_mode = 1 layout_mode = 1
anchors_preset = 9 anchors_preset = 9
anchor_bottom = 1.0 anchor_bottom = 1.0
offset_right = 760.0 offset_left = 2.0
offset_top = 13.0
offset_right = 762.0
offset_bottom = 13.0
grow_vertical = 2 grow_vertical = 2
mouse_filter = 2 mouse_filter = 2
texture = ExtResource("3_sfb5f") texture = ExtResource("3_sfb5f")

View File

@@ -0,0 +1,13 @@
extends "res://core/game_menu/page_interactive.gd"
@onready var coming_soon_texture = $%ComingSoonTexture
func on_page_opened() -> void:
var anim = coming_soon_texture.texture
anim.current_frame = 0
anim.pause = false
func on_page_closed() -> void:
var anim = coming_soon_texture.texture as AnimatedTexture
anim.pause = true
anim.current_frame = 0

View File

@@ -0,0 +1 @@
uid://pkvsjrnsteuk

View File

@@ -1,9 +1,10 @@
[gd_scene format=3 uid="uid://clno1ahv2byng"] [gd_scene format=3 uid="uid://clno1ahv2byng"]
[ext_resource type="Script" uid="uid://0yyr318wl7co" path="res://core/game_menu/page_interactive.gd" id="1_script"] [ext_resource type="Script" uid="uid://pkvsjrnsteuk" path="res://core/game_menu/page_2_right.gd" id="1_71v1w"]
[ext_resource type="Texture2D" uid="uid://xfl3ks4dbfaw" path="res://core/game_menu/assets/page_2/achievements_text.png" id="3_4uwhd"] [ext_resource type="Texture2D" uid="uid://xfl3ks4dbfaw" path="res://core/game_menu/assets/page_2/achievements_text.png" id="3_4uwhd"]
[ext_resource type="Texture2D" uid="uid://drwe2xcnp8vs1" path="res://core/game_menu/assets/page_2/2_dx.png" id="3_msl27"] [ext_resource type="Texture2D" uid="uid://drwe2xcnp8vs1" path="res://core/game_menu/assets/page_2/2_dx.png" id="3_msl27"]
[ext_resource type="PackedScene" uid="uid://bvw086glfpcba" path="res://core/game_menu/collectible_gallery.tscn" id="5_w0bcg"] [ext_resource type="PackedScene" uid="uid://bvw086glfpcba" path="res://core/game_menu/collectible_gallery.tscn" id="5_w0bcg"]
[ext_resource type="Texture2D" uid="uid://nw420tkucw5p" path="res://core/game_menu/assets/page_2/pg_3_vertical_cs.png" id="7_71v1w"]
[ext_resource type="Texture2D" uid="uid://bx6gsh5uchkge" path="res://core/game_menu/assets/lock.png" id="8_48jk0"] [ext_resource type="Texture2D" uid="uid://bx6gsh5uchkge" path="res://core/game_menu/assets/lock.png" id="8_48jk0"]
[ext_resource type="Texture2D" uid="uid://vg5y4qgc26ko" path="res://core/game_menu/assets/page_3/coming_soon_01.png" id="8_71v1w"] [ext_resource type="Texture2D" uid="uid://vg5y4qgc26ko" path="res://core/game_menu/assets/page_3/coming_soon_01.png" id="8_71v1w"]
[ext_resource type="Texture2D" uid="uid://bmatlcouch6jm" path="res://core/game_menu/assets/page_3/coming_soon_02.png" id="9_g7kul"] [ext_resource type="Texture2D" uid="uid://bmatlcouch6jm" path="res://core/game_menu/assets/page_3/coming_soon_02.png" id="9_g7kul"]
@@ -14,6 +15,7 @@
[sub_resource type="AnimatedTexture" id="AnimatedTexture_0x02d"] [sub_resource type="AnimatedTexture" id="AnimatedTexture_0x02d"]
frames = 5 frames = 5
one_shot = true
frame_0/texture = ExtResource("8_71v1w") frame_0/texture = ExtResource("8_71v1w")
frame_0/duration = 0.15 frame_0/duration = 0.15
frame_1/texture = ExtResource("9_g7kul") frame_1/texture = ExtResource("9_g7kul")
@@ -35,7 +37,7 @@ offset_bottom = -506.0
grow_horizontal = 2 grow_horizontal = 2
grow_vertical = 2 grow_vertical = 2
mouse_filter = 2 mouse_filter = 2
script = ExtResource("1_script") script = ExtResource("1_71v1w")
[node name="PageBackground" type="TextureRect" parent="." unique_id=1387851649] [node name="PageBackground" type="TextureRect" parent="." unique_id=1387851649]
layout_mode = 1 layout_mode = 1
@@ -56,7 +58,10 @@ anchors_preset = 11
anchor_left = 1.0 anchor_left = 1.0
anchor_right = 1.0 anchor_right = 1.0
anchor_bottom = 1.0 anchor_bottom = 1.0
offset_left = -760.0 offset_left = -149.695
offset_top = 22.855
offset_right = 610.3054
offset_bottom = 22.85498
grow_horizontal = 0 grow_horizontal = 0
grow_vertical = 2 grow_vertical = 2
mouse_filter = 2 mouse_filter = 2
@@ -65,9 +70,9 @@ stretch_mode = 2
[node name="AchievementsText" type="TextureRect" parent="." unique_id=766898810] [node name="AchievementsText" type="TextureRect" parent="." unique_id=766898810]
layout_mode = 0 layout_mode = 0
offset_left = 261.0 offset_left = 184.0
offset_top = 34.5 offset_top = 34.5
offset_right = 656.0 offset_right = 579.0
offset_bottom = 105.5 offset_bottom = 105.5
mouse_filter = 2 mouse_filter = 2
texture = ExtResource("3_4uwhd") texture = ExtResource("3_4uwhd")
@@ -82,6 +87,7 @@ offset_right = 767.0
offset_bottom = 539.5 offset_bottom = 539.5
[node name="LockTexture" type="TextureRect" parent="." unique_id=535700029] [node name="LockTexture" type="TextureRect" parent="." unique_id=535700029]
visible = false
layout_mode = 0 layout_mode = 0
offset_left = 342.0 offset_left = 342.0
offset_top = 153.5 offset_top = 153.5
@@ -92,12 +98,25 @@ texture = ExtResource("8_48jk0")
expand_mode = 1 expand_mode = 1
stretch_mode = 5 stretch_mode = 5
[node name="TextureRect" type="TextureRect" parent="." unique_id=1942592146] [node name="LockTexture2" type="TextureRect" parent="." unique_id=997767159]
layout_mode = 0 layout_mode = 0
offset_left = 596.0 offset_left = 129.0
offset_top = 86.0 offset_top = 122.0
offset_right = 743.0 offset_right = 643.0
offset_bottom = 233.0 offset_bottom = 482.7
mouse_filter = 2
texture = ExtResource("7_71v1w")
expand_mode = 1
stretch_mode = 5
[node name="ComingSoonTexture" type="TextureRect" parent="." unique_id=1942592146]
unique_name_in_owner = true
layout_mode = 0
offset_left = 387.99997
offset_top = 224.00002
offset_right = 708.0
offset_bottom = 567.0
rotation = -0.05235988
texture = SubResource("AnimatedTexture_0x02d") texture = SubResource("AnimatedTexture_0x02d")
expand_mode = 1 expand_mode = 1
stretch_mode = 5 stretch_mode = 5

View File

@@ -32,17 +32,21 @@ flip_h = true
layout_mode = 1 layout_mode = 1
anchors_preset = 9 anchors_preset = 9
anchor_bottom = 1.0 anchor_bottom = 1.0
offset_right = 760.0 offset_left = 5.3050003
offset_top = 78.795
offset_right = 765.305
offset_bottom = 78.79498
grow_vertical = 2 grow_vertical = 2
mouse_filter = 2 mouse_filter = 2
texture = ExtResource("3_jdqrf") texture = ExtResource("3_jdqrf")
stretch_mode = 2 stretch_mode = 2
[node name="SettingsMenu" parent="." unique_id=1402645746 instance=ExtResource("2_settings")] [node name="SettingsMenu" parent="." unique_id=1402645746 instance=ExtResource("2_settings")]
layout_mode = 0 layout_mode = 1
anchors_preset = 0 anchor_left = 0.034210525
anchor_right = 0.0 anchor_top = 0.034843206
anchor_bottom = 0.0 anchor_right = 0.034210525
anchor_bottom = 0.034843206
offset_left = 68.0 offset_left = 68.0
offset_top = 24.5 offset_top = 24.5
offset_right = 692.0 offset_right = 692.0

View File

@@ -36,7 +36,10 @@ anchors_preset = 11
anchor_left = 1.0 anchor_left = 1.0
anchor_right = 1.0 anchor_right = 1.0
anchor_bottom = 1.0 anchor_bottom = 1.0
offset_left = -760.0 offset_left = -235.0
offset_top = 398.0
offset_right = 525.0
offset_bottom = 398.0
grow_horizontal = 0 grow_horizontal = 0
grow_vertical = 2 grow_vertical = 2
mouse_filter = 2 mouse_filter = 2
@@ -50,10 +53,10 @@ anchor_left = 0.5
anchor_top = 0.5 anchor_top = 0.5
anchor_right = 0.5 anchor_right = 0.5
anchor_bottom = 0.5 anchor_bottom = 0.5
offset_left = -181.5 offset_left = -193.5
offset_top = -212.0 offset_top = -217.0
offset_right = 248.5 offset_right = 236.5
offset_bottom = 212.0 offset_bottom = 207.0
[node name="PlayButton" parent="OptionMenu/VBoxContainer" parent_id_path=PackedInt32Array(537721615, 508055524) index="0" unique_id=1990327704] [node name="PlayButton" parent="OptionMenu/VBoxContainer" parent_id_path=PackedInt32Array(537721615, 508055524) index="0" unique_id=1990327704]
visible = false visible = false

View File

@@ -6,9 +6,23 @@ func _ready() -> void:
manage_pageflip.connect(_on_manage_pageflip) manage_pageflip.connect(_on_manage_pageflip)
func _on_manage_pageflip(give_control: bool) -> void: func _on_manage_pageflip(give_control: bool) -> void:
var tweens = find_children("*", "ContainerTween", true, false) var tweens: Array[ContainerTween] = []
for child in find_children("*", "", true, false):
if child is ContainerTween:
tweens.append(child)
for tween in tweens: for tween in tweens:
if give_control: if give_control:
tween.start_tween()
else:
tween.stop_tween() tween.stop_tween()
else:
tween.start_tween()
if give_control:
on_page_closed()
else:
on_page_opened()
func on_page_opened() -> void:
pass
func on_page_closed() -> void:
pass

View File

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

View File

@@ -158,4 +158,8 @@ color = Color(0.9098039, 0.6, 0.5529412, 1)
[node name="ContainerTween" parent="." unique_id=160227524 node_paths=PackedStringArray("targets") instance=ExtResource("10_i2rs1")] [node name="ContainerTween" parent="." unique_id=160227524 node_paths=PackedStringArray("targets") instance=ExtResource("10_i2rs1")]
unique_name_in_owner = true unique_name_in_owner = true
targets = [null, NodePath("../TextureRect/MarginContainer/HBoxContainer/ColorPicker1"), NodePath("../TextureRect/MarginContainer/HBoxContainer/ColorPicker2"), NodePath("../TextureRect/MarginContainer/HBoxContainer/ColorPicker3"), NodePath("../TextureRect/MarginContainer/HBoxContainer/ColorPicker4"), NodePath("../TextureRect/MarginContainer/HBoxContainer/ColorPicker5"), NodePath("../TextureRect/MarginContainer/HBoxContainer/ColorPicker6"), null] targets = [NodePath("../TextureRect/MarginContainer/HBoxContainer/ColorPicker1"), NodePath("../TextureRect/MarginContainer/HBoxContainer/ColorPicker2"), NodePath("../TextureRect/MarginContainer/HBoxContainer/ColorPicker3"), NodePath("../TextureRect/MarginContainer/HBoxContainer/ColorPicker4"), NodePath("../TextureRect/MarginContainer/HBoxContainer/ColorPicker5"), NodePath("../TextureRect/MarginContainer/HBoxContainer/ColorPicker6")]
[node name="ContainerTween2" parent="." unique_id=97219846 node_paths=PackedStringArray("targets") instance=ExtResource("10_i2rs1")]
unique_name_in_owner = true
targets = [NodePath("../TextureRect2/MarginContainer/HBoxContainer2/ColorPicker7"), NodePath("../TextureRect2/MarginContainer/HBoxContainer2/ColorPicker8"), NodePath("../TextureRect2/MarginContainer/HBoxContainer2/ColorPicker9"), NodePath("../TextureRect2/MarginContainer/HBoxContainer2/ColorPicker10"), NodePath("../TextureRect2/MarginContainer/HBoxContainer2/ColorPicker11"), NodePath("../TextureRect2/MarginContainer/HBoxContainer2/ColorPicker12")]

View File

@@ -42,16 +42,6 @@ func apply_video_settings() -> void:
get_viewport().msaa_3d = msaa_mode get_viewport().msaa_3d = msaa_mode
get_viewport().msaa_2d = Viewport.MSAA_DISABLED get_viewport().msaa_2d = Viewport.MSAA_DISABLED
func apply_train_colors() -> void:
if not save_data.train_color_1.is_empty():
var mat1: ShaderMaterial = load("res://tgcc/train/Color1_train.tres")
if mat1:
mat1.set_shader_parameter("albedo_color", Color(save_data.train_color_1))
if not save_data.train_color_2.is_empty():
var mat2: ShaderMaterial = load("res://tgcc/train/Color2_train.tres")
if mat2:
mat2.set_shader_parameter("albedo_color", Color(save_data.train_color_2))
match save_data.window_mode_index: match save_data.window_mode_index:
0: 0:
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_EXCLUSIVE_FULLSCREEN) DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_EXCLUSIVE_FULLSCREEN)
@@ -78,6 +68,16 @@ func apply_train_colors() -> void:
) )
DisplayServer.window_set_position(screen_center - window_half_size) DisplayServer.window_set_position(screen_center - window_half_size)
func apply_train_colors() -> void:
if not save_data.train_color_1.is_empty():
var mat1: ShaderMaterial = load("res://tgcc/train/Color1_train.tres")
if mat1:
mat1.set_shader_parameter("albedo_color", Color(save_data.train_color_1))
if not save_data.train_color_2.is_empty():
var mat2: ShaderMaterial = load("res://tgcc/train/Color2_train.tres")
if mat2:
mat2.set_shader_parameter("albedo_color", Color(save_data.train_color_2))
#encrypted file + binary serialization (standard) #encrypted file + binary serialization (standard)
func load_game() -> void: func load_game() -> void:
if not FileAccess.file_exists(SAVE_PATH): if not FileAccess.file_exists(SAVE_PATH):

View File

@@ -12,10 +12,10 @@ func _ready() -> void:
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
#fix color #fix color
sub_viewport.use_hdr_2d = false #sub_viewport.use_hdr_2d = false
mat.albedo_texture_force_srgb = true #mat.albedo_texture_force_srgb = true
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED #mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
mat.albedo_color = Color(0.85, 0.85, 0.85, 1.0) #mat.albedo_color = Color(0.85, 0.85, 0.85, 1.0)
quad_cartello.material_override = mat quad_cartello.material_override = mat

View File

@@ -1,9 +1,9 @@
[gd_scene format=3 uid="uid://dg4f3v0ukpmay"] [gd_scene format=3 uid="uid://dg4f3v0ukpmay"]
[ext_resource type="Script" uid="uid://c4kekqicrv4m8" path="res://core/main_scene_ui/audio_player.gd" id="1_i2mrl"] [ext_resource type="Script" uid="uid://c4kekqicrv4m8" path="res://core/main_scene_ui/audio_player.gd" id="1_i2mrl"]
[ext_resource type="Theme" uid="uid://bg8megpn77mod" path="res://core/font/main_theme.tres" id="2_0koyu"]
[ext_resource type="Texture2D" uid="uid://dlp62v48tori0" path="res://core/main_scene_ui/assets/audio_player_background.png" id="3_e87kc"] [ext_resource type="Texture2D" uid="uid://dlp62v48tori0" path="res://core/main_scene_ui/assets/audio_player_background.png" id="3_e87kc"]
[ext_resource type="Texture2D" uid="uid://s8pp2i6bjkps" path="res://core/main_scene_ui/assets/audio_player_wheel.png" id="4_n5r1o"] [ext_resource type="Texture2D" uid="uid://s8pp2i6bjkps" path="res://core/main_scene_ui/assets/audio_player_wheel.png" id="4_n5r1o"]
[ext_resource type="Theme" uid="uid://dib2yjsuiyhl" path="res://core/font/audio_player_theme.tres" id="5_e87kc"]
[ext_resource type="Texture2D" uid="uid://bgrmy57xhg2gj" path="res://core/main_scene_ui/assets/audio_player_empty.png" id="10_xv7rp"] [ext_resource type="Texture2D" uid="uid://bgrmy57xhg2gj" path="res://core/main_scene_ui/assets/audio_player_empty.png" id="10_xv7rp"]
[node name="AudioPlayer" type="Control" unique_id=425192018] [node name="AudioPlayer" type="Control" unique_id=425192018]
@@ -104,7 +104,7 @@ anchor_right = 1.0
anchor_bottom = 1.0 anchor_bottom = 1.0
grow_horizontal = 2 grow_horizontal = 2
grow_vertical = 2 grow_vertical = 2
theme = ExtResource("2_0koyu") theme = ExtResource("5_e87kc")
theme_override_font_sizes/font_size = 12 theme_override_font_sizes/font_size = 12
text = "Uknown Track" text = "Uknown Track"
horizontal_alignment = 1 horizontal_alignment = 1

View File

@@ -10,7 +10,7 @@ extends Control
@onready var collectible_icon_button: Button = $%CollectibleIconButton @onready var collectible_icon_button: Button = $%CollectibleIconButton
@onready var weather_row: HBoxContainer = $%WeatherRow @onready var weather_row: HBoxContainer = $%WeatherRow
@onready var time_of_day_row: HBoxContainer = $%TimeOfDayRow @onready var time_of_day_row: HBoxContainer = $%TimeOfDayRow
@onready var cameras_row: HBoxContainer = $%CamerasRow #@onready var cameras_row: HBoxContainer = $%CamerasRow
@onready var photo_mode_texture_panel: Panel = $%PhotoModeTexturePanel @onready var photo_mode_texture_panel: Panel = $%PhotoModeTexturePanel
@onready var photo_mode_texture_mask: TextureRect = $%PhotoModeTextureMask @onready var photo_mode_texture_mask: TextureRect = $%PhotoModeTextureMask
@onready var photo_mode_black_screen: ColorRect = $%PhotoModeBlackScreen @onready var photo_mode_black_screen: ColorRect = $%PhotoModeBlackScreen
@@ -28,8 +28,10 @@ var _ui_hidden = false
var _photo_mode_mat_tween: Tween var _photo_mode_mat_tween: Tween
var _photo_mode_alpha_tween: Tween var _photo_mode_alpha_tween: Tween
var _photo_mode_fold_tween: Tween var _photo_mode_fold_tween: Tween
var _game_menu_base_scale: Vector2
func _ready() -> void: func _ready() -> void:
_game_menu_base_scale = game_menu.scale
set_process_input(false) set_process_input(false)
GameState.on_enable_photo_mode_request.connect(_on_enable_photo_mode) GameState.on_enable_photo_mode_request.connect(_on_enable_photo_mode)
GameState.on_disable_photo_mode_request.connect(_on_disable_photo_mode) GameState.on_disable_photo_mode_request.connect(_on_disable_photo_mode)
@@ -86,13 +88,34 @@ func _on_photo_icon_button_pressed() -> void:
GameState.on_enable_photo_mode_request.emit() GameState.on_enable_photo_mode_request.emit()
func _open_game_menu_on_page(tab_index: int) -> void: func _open_game_menu_on_page(tab_index: int) -> void:
if TweenFX.is_playing(game_menu, TweenFX.Animations.FOLD_IN) or TweenFX.is_playing(game_menu, TweenFX.Animations.FOLD_OUT):
return
GameState.pause_game() GameState.pause_game()
game_menu.on_tab_pressed(tab_index, true) game_menu.on_tab_pressed(tab_index, true)
game_menu_panel.show() game_menu_panel.show()
game_menu.scale = Vector2(1, 1) game_menu.scale = _game_menu_base_scale
TweenFX.fold_in(game_menu) TweenFX.fold_in(game_menu)
var book = BookAPI.get_current_book()
if is_instance_valid(book):
for slot in [book.get("_slot_1"), book.get("_slot_2")]:
if slot != null and slot.get_child_count() > 0:
var node = slot.get_child(-1)
if node.has_method("_on_manage_pageflip"):
node._on_manage_pageflip(false)
func _on_resume_button_pressed() -> void: func _on_resume_button_pressed() -> void:
if TweenFX.is_playing(game_menu, TweenFX.Animations.FOLD_IN) or TweenFX.is_playing(game_menu, TweenFX.Animations.FOLD_OUT):
return
var book = BookAPI.get_current_book()
if is_instance_valid(book):
for slot in [book.get("_slot_1"), book.get("_slot_2")]:
if slot != null and slot.get_child_count() > 0:
var node = slot.get_child(-1)
if node.has_method("_on_manage_pageflip"):
node._on_manage_pageflip(true)
var tween = TweenFX.fold_out(game_menu) var tween = TweenFX.fold_out(game_menu)
await tween.finished await tween.finished
game_menu_panel.hide() game_menu_panel.hide()
@@ -113,6 +136,7 @@ func _on_time_of_day_row_on_option_changed(data: String) -> void:
pass pass
func _on_weather_row_on_option_changed(data: String) -> void: func _on_weather_row_on_option_changed(data: String) -> void:
var weather_changed: bool = true
match data: match data:
"Snow": "Snow":
_snow = !_snow _snow = !_snow
@@ -129,9 +153,10 @@ func _on_weather_row_on_option_changed(data: String) -> void:
"Random": "Random":
pick_random_weather() 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: func pick_random_weather() -> void:
var valid_buttons = [] var valid_buttons = []
@@ -214,7 +239,6 @@ func _on_photo_taken_finished() -> void:
func _on_choo_choo_button_pressed() -> void: func _on_choo_choo_button_pressed() -> void:
UIEvents.toot_toot.emit(true) UIEvents.toot_toot.emit(true)
AchievementManager.is_unlocked("ACH_CHANGE_TRAIN_COLOR")
func _set_buttons_mouse_filter(ignore: bool) -> void: func _set_buttons_mouse_filter(ignore: bool) -> void:
var filter = Control.MOUSE_FILTER_IGNORE if ignore else Control.MOUSE_FILTER_STOP var filter = Control.MOUSE_FILTER_IGNORE if ignore else Control.MOUSE_FILTER_STOP
@@ -223,26 +247,34 @@ func _set_buttons_mouse_filter(ignore: bool) -> void:
buttons.append_array(weather_row.options_icon_buttons) buttons.append_array(weather_row.options_icon_buttons)
if time_of_day_row and "options_icon_buttons" in time_of_day_row: if time_of_day_row and "options_icon_buttons" in time_of_day_row:
buttons.append_array(time_of_day_row.options_icon_buttons) buttons.append_array(time_of_day_row.options_icon_buttons)
if cameras_row and "options_icon_buttons" in cameras_row: #if cameras_row and "options_icon_buttons" in cameras_row:
buttons.append_array(cameras_row.options_icon_buttons) #buttons.append_array(cameras_row.options_icon_buttons)
for btn in buttons: for btn in buttons:
if btn is Control: if btn is Control:
btn.mouse_filter = filter btn.mouse_filter = filter
if ignore:
if btn.tooltip_text != "":
btn.set_meta("old_tooltip", btn.tooltip_text)
btn.tooltip_text = ""
else:
if btn.has_meta("old_tooltip"):
btn.tooltip_text = btn.get_meta("old_tooltip")
func hide_ui() -> void: func hide_ui() -> void:
_ui_hidden = true _ui_hidden = true
_set_buttons_mouse_filter(true) _set_buttons_mouse_filter(true)
var hud_elements = [hide_ui_button, weather_row, time_of_day_row, cameras_row, customize_train_button, collectible_icon_button, menu_icon_button, photo_icon_button, audio_player, choo_choo_button, time_label, dist_label] var hud_elements = [hide_ui_button, weather_row, time_of_day_row, customize_train_button, collectible_icon_button, menu_icon_button, photo_icon_button, audio_player, choo_choo_button, time_label, dist_label]
for element in hud_elements: for element in hud_elements:
element.visible = false element.visible = false
element.visible = true element.visible = true
TweenFX.fade_out(element, 0.25) TweenFX.fade_out(element, 0.25)
func show_ui() -> void: func show_ui() -> void:
UIEvents.on_show_ui_requested.emit()
_ui_hidden = false _ui_hidden = false
_set_buttons_mouse_filter(false) _set_buttons_mouse_filter(false)
var hud_elements = [hide_ui_button, weather_row, time_of_day_row, cameras_row, customize_train_button, collectible_icon_button, menu_icon_button, photo_icon_button, audio_player, choo_choo_button, time_label, dist_label, tooltips] var hud_elements = [hide_ui_button, weather_row, time_of_day_row, customize_train_button, collectible_icon_button, menu_icon_button, photo_icon_button, audio_player, choo_choo_button, time_label, dist_label, tooltips]
for element in hud_elements: for element in hud_elements:
element.show() element.show()
TweenFX.fade_in(element, 0.25) TweenFX.fade_in(element, 0.25)

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@@ -31,11 +31,15 @@ var initial_local_basis: Basis
var is_making_photo = false var is_making_photo = false
var captured_image: Image var captured_image: Image
var _ui_is_visible = true
func _ready() -> void: func _ready() -> void:
GameState.on_enable_photo_mode_request.connect(enable_photo_mode) GameState.on_enable_photo_mode_request.connect(enable_photo_mode)
GameState.on_disable_photo_mode_request.connect(disable_photo_mode) GameState.on_disable_photo_mode_request.connect(disable_photo_mode)
GameState.on_photo_taken_making.connect(take_photo_async) GameState.on_photo_taken_making.connect(take_photo_async)
GameState.on_photo_mode_black_screen_disappeared.connect(_on_photo_mode_black_screen_disappeared) GameState.on_photo_mode_black_screen_disappeared.connect(_on_photo_mode_black_screen_disappeared)
UIEvents.on_show_ui_requested.connect(update_ui_visibility.bind(true))
UIEvents.on_hide_ui_requested.connect(update_ui_visibility.bind(false))
initial_local_pos = position initial_local_pos = position
initial_local_basis = basis initial_local_basis = basis
@@ -131,6 +135,8 @@ func _input(event: InputEvent) -> void:
if event.is_action_pressed("toggle_photo_mode"): if event.is_action_pressed("toggle_photo_mode"):
if get_tree().paused: if get_tree().paused:
return return
if !_ui_is_visible:
return
if not is_active: if not is_active:
GameState.on_enable_photo_mode_request.emit() GameState.on_enable_photo_mode_request.emit()
else: else:
@@ -192,3 +198,6 @@ func take_photo_async() -> void:
func _on_photo_mode_black_screen_disappeared() -> void: func _on_photo_mode_black_screen_disappeared() -> void:
is_making_photo = false is_making_photo = false
func update_ui_visibility(ui_is_visible) -> void:
_ui_is_visible = ui_is_visible

View File

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

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@@ -13,6 +13,13 @@ const KNOWN := [
"stat_photo_number", "stat_photo_number",
"stat_toottoot_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: #how it works:
#func _on_match_finished(score: int) -> void: #func _on_match_finished(score: int) -> void:
@@ -25,10 +32,20 @@ const KNOWN := [
func _ready() -> void: func _ready() -> void:
if not SteamManager.is_on_steam: if not SteamManager.is_on_steam:
set_process(false)
return return
Steam.user_stats_stored.connect(_on_stats_stored) 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: func get_int(stat: String) -> int:
if not SteamManager.is_on_steam: if not SteamManager.is_on_steam:
return 0 return 0
@@ -62,6 +79,14 @@ func add_int(stat: String, amount: int = 1) -> void:
return return
set_int(stat, get_int(stat) + amount) 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: func update_avg_rate(stat: String, count_this_session: float, session_length: float) -> void:
if not SteamManager.is_on_steam: if not SteamManager.is_on_steam:
return return
@@ -74,6 +99,32 @@ func store() -> void:
if not Steam.storeStats(): if not Steam.storeStats():
push_error("storeStats failed; data saved locally") 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 #Development only: reset stats
func reset_all(include_achievements: bool = false) -> void: func reset_all(include_achievements: bool = false) -> void:
if not SteamManager.is_on_steam: if not SteamManager.is_on_steam:

View File

@@ -52,6 +52,8 @@ signal toot_toot(update_stats: bool)
@warning_ignore("unused_signal") @warning_ignore("unused_signal")
signal resume_game_requested signal resume_game_requested
@warning_ignore("unused_signal") @warning_ignore("unused_signal")
signal on_show_ui_requested
@warning_ignore("unused_signal")
signal on_hide_ui_requested signal on_hide_ui_requested
@warning_ignore("unused_signal") @warning_ignore("unused_signal")
signal change_camera_request(camera_index: int) signal change_camera_request(camera_index: int)

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@@ -154,8 +154,6 @@ buffer = PackedFloat32Array(0.09478149, -0.4699982, -0.8787032, -19.27537, -0.99
[node name="chunk_railway_station_hero" unique_id=1726311377 node_paths=PackedStringArray("connection_left", "connection_right") groups=["railway_station", "weather_node"] instance=ExtResource("1_c8ljj")] [node name="chunk_railway_station_hero" unique_id=1726311377 node_paths=PackedStringArray("connection_left", "connection_right") groups=["railway_station", "weather_node"] instance=ExtResource("1_c8ljj")]
script = ExtResource("9_5ow1i") script = ExtResource("9_5ow1i")
chunk_type = 1 chunk_type = 1
est = true
west = true
have_lamppost = true have_lamppost = true
connection_left = [NodePath("PaloLuce3/sx"), NodePath("PaloLuce2/sx"), NodePath("PaloLuce/sx")] connection_left = [NodePath("PaloLuce3/sx"), NodePath("PaloLuce2/sx"), NodePath("PaloLuce/sx")]
connection_right = [NodePath("PaloLuce/dx"), NodePath("PaloLuce2/dx"), NodePath("PaloLuce3/dx")] connection_right = [NodePath("PaloLuce/dx"), NodePath("PaloLuce2/dx"), NodePath("PaloLuce3/dx")]

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

@@ -1,4 +1,84 @@
extends Node3D extends Node3D
@export var play_departure_speed: float = -6.0
@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: func _ready() -> void:
pass 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()
_connect_play_button()
func _configure_menu_train_whistle_volume() -> void:
if _rail_path == null or not "train_instance" in _rail_path:
return
var train_instance := _rail_path.get("train_instance") as Node3D
if train_instance == null:
return
if "whistle_volume_db" in train_instance:
train_instance.set("whistle_volume_db", menu_train_whistle_volume_db)
var whistle_player := train_instance.get_node_or_null("TrainWhistlePlayer") as AudioStreamPlayer3D
if whistle_player != null:
whistle_player.volume_db = menu_train_whistle_volume_db
func _configure_play_transition_delay() -> void:
if _option_menu == null or not "fade_time" in _option_menu:
return
_option_menu.set("fade_time", play_departure_delay_seconds + play_move_before_transition_seconds)
func _stop_menu_train() -> void:
if _rail_path == null:
return
_rail_path.set("is_inmotion", false)
_rail_path.set("stop_multiply", 1.0)
func _connect_play_button() -> void:
if _option_menu == null or not "play_button" in _option_menu:
return
var play_button := _option_menu.get("play_button") as Button
if play_button == null:
return
if not play_button.pressed.is_connected(_on_play_button_pressed):
play_button.pressed.connect(_on_play_button_pressed)
func _on_play_button_pressed() -> void:
if _rail_path == null or _play_departure_started:
return
_play_departure_started = true
await get_tree().create_timer(play_departure_delay_seconds).timeout
if not is_inside_tree():
return
_rail_path.set("train_speed", play_departure_speed)
_rail_path.set("stop_multiply", 1.0)
_rail_path.set("is_restarting", false)
_rail_path.set("stop_ongoing", false)
_rail_path.set("is_inmotion", true)

View File

@@ -105,6 +105,10 @@
[ext_resource type="Shader" uid="uid://bhqtjjs3emv7f" path="res://tgcc/main menu/godraysmenu.gdshader" id="103_g1vc5"] [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="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="Material" uid="uid://dljvvppsdbjd1" path="res://tgcc/chunk/material/glowplane.tres" id="104_mrhmq"]
[ext_resource type="Texture2D" uid="uid://kuqxyqwqdrq0" path="res://core/game_menu/assets/page_3/play_button_2.png" id="106_5hxod"]
[ext_resource type="Texture2D" uid="uid://c010wpjb66cmb" path="res://core/game_menu/assets/page_3/settings_button_2.png" id="107_cg70g"]
[ext_resource type="Texture2D" uid="uid://diqsj3x0ftdo" path="res://core/game_menu/assets/page_3/quit_button_2.png" id="108_0hcuf"]
[ext_resource type="PackedScene" path="res://tgcc/main menu/distant_menu_world.tscn" id="105_background"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_00nq7"] [sub_resource type="ShaderMaterial" id="ShaderMaterial_00nq7"]
render_priority = 0 render_priority = 0
@@ -176,13 +180,12 @@ metadata/_custom_type_script = "uid://brcimd12tx3dm"
compositor_effects = Array[CompositorEffect]([SubResource("CompositorEffect_q52t1")]) compositor_effects = Array[CompositorEffect]([SubResource("CompositorEffect_q52t1")])
[sub_resource type="Curve3D" id="Curve3D_263ax"] [sub_resource type="Curve3D" id="Curve3D_263ax"]
closed = true
bake_interval = 50.0 bake_interval = 50.0
_data = { _data = {
"points": PackedVector3Array(0, 0, 0, 0, 0, 0, 3.5, 0, 0, 0, 0, 0, 0, 0, 0, 3.5, 0, 100), "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) "tilts": PackedFloat32Array(0, 0, 0, 0)
} }
point_count = 2 point_count = 4
[sub_resource type="PlaneMesh" id="PlaneMesh_00nq7"] [sub_resource type="PlaneMesh" id="PlaneMesh_00nq7"]
@@ -284,6 +287,8 @@ size = Vector2(600, 300)
[node name="MainMenu" type="Node3D" unique_id=448381304] [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) transform = Transform3D(-1, 0, -8.742278e-08, 0, 1, 0, 8.742278e-08, 0, -1, 0, 0, 0)
script = ExtResource("1_4j5xl") 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")] [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) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.822516, 0, 1.9254212)
@@ -311,20 +316,29 @@ directional_shadow_mode = 0
directional_shadow_max_distance = 200.0 directional_shadow_max_distance = 200.0
[node name="rail" type="Path3D" parent="." unique_id=28337754] [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") curve = SubResource("Curve3D_263ax")
script = ExtResource("7_5p27e") script = ExtResource("7_5p27e")
train_model = ExtResource("8_ljvyb") train_model = ExtResource("8_ljvyb")
wagon_pool = ExtResource("9_wcae3") wagon_pool = ExtResource("9_wcae3")
wagon_count = 5 wagon_random_number = false
wagon_gap = 0.8 wagon_count = 4
wagon_gap = 0.6
wagon_spacing_scale = 0.9 wagon_spacing_scale = 0.9
train_start_mode = 2
train_start_stop_index = 0
train_start_position = 87.0
train_start_after_delay = false
train_facing_direction = 2
sleepers_model = ExtResource("10_00nq7") sleepers_model = ExtResource("10_00nq7")
fireworks_scene = ExtResource("11_aylkj") fireworks_scene = ExtResource("11_aylkj")
[node name="MainMap" parent="." unique_id=1895741703 instance=ExtResource("2_wbrya")] [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) 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] [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) 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 cast_shadow = 0
@@ -355,9 +369,10 @@ railway_pool = SubResource("Resource_jrt8d")
biome_list = Array[ExtResource("15_3blen")]([SubResource("Resource_n3osn")]) biome_list = Array[ExtResource("15_3blen")]([SubResource("Resource_n3osn")])
entity_pool = ExtResource("78_xg6nk") entity_pool = ExtResource("78_xg6nk")
entity_spawn_probability = 0.0 entity_spawn_probability = 0.0
max_entities_per_chunk = 5 max_entities_per_chunk = 0
eye_line = 8 eye_line = 7
lamppost_max_wire_distance = 0.0 lamppost_max_wire_distance = 0.0
lamppost_rail_clearance_distance = 3.0
[node name="Fuji2" parent="." unique_id=842328745 instance=ExtResource("99_61psf")] [node name="Fuji2" parent="." unique_id=842328745 instance=ExtResource("99_61psf")]
transform = Transform3D(0.09337742, 0, 0.9715159, 0, 0.5685182, 0, -0.3828171, 0, 0.23697394, -236.37123, -4.8100815, 216.00096) transform = Transform3D(0.09337742, 0, 0.9715159, 0, 0.5685182, 0, -0.3828171, 0, 0.23697394, -236.37123, -4.8100815, 216.00096)
@@ -368,14 +383,14 @@ transform = Transform3D(-0.09359112, 0, 0.9713834, 0, 0.56225973, 0, -0.38276488
[node name="Fuji4" parent="." unique_id=930179001 instance=ExtResource("99_61psf")] [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) 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=1897614485] [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) 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") surface_material_override/0 = SubResource("ShaderMaterial_g1vc5")
[node name="Fuji5" parent="." unique_id=1070037082 instance=ExtResource("99_61psf")] [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) 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=1897614485] [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) 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") surface_material_override/0 = SubResource("ShaderMaterial_g1vc5")
@@ -385,7 +400,7 @@ transform = Transform3D(-4.88843, -0.020050459, 0.86837775, -0.010355438, 4.9646
[node name="Fuji6" parent="." unique_id=150126281 instance=ExtResource("100_0aqpp")] [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) 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=206531083] [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) 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") surface_material_override/0 = SubResource("ShaderMaterial_vvb5q")
@@ -488,12 +503,21 @@ offset_top = 6.0
offset_bottom = -6.0 offset_bottom = -6.0
theme_override_constants/separation = 64 theme_override_constants/separation = 64
[node name="PlayButton" parent="MainMenuUI/SubViewport/OptionMenu/VBoxContainer" index="0" unique_id=1990327704]
image = ExtResource("106_5hxod")
[node name="ResumeButton" parent="MainMenuUI/SubViewport/OptionMenu/VBoxContainer" index="1" unique_id=635721927] [node name="ResumeButton" parent="MainMenuUI/SubViewport/OptionMenu/VBoxContainer" index="1" unique_id=635721927]
visible = false visible = false
[node name="SettingsButton" parent="MainMenuUI/SubViewport/OptionMenu/VBoxContainer" index="2" unique_id=1931222561]
image = ExtResource("107_cg70g")
[node name="SaveButton" parent="MainMenuUI/SubViewport/OptionMenu/VBoxContainer" index="3" unique_id=1161034414] [node name="SaveButton" parent="MainMenuUI/SubViewport/OptionMenu/VBoxContainer" index="3" unique_id=1161034414]
visible = false visible = false
[node name="QuitButton" parent="MainMenuUI/SubViewport/OptionMenu/VBoxContainer" index="4" unique_id=1804807896]
image = ExtResource("108_0hcuf")
[connection signal="input_event" from="Sign/QuadSign/Area3D" to="Sign" method="_on_area_3d_input_event"] [connection signal="input_event" from="Sign/QuadSign/Area3D" to="Sign" method="_on_area_3d_input_event"]
[editable path="Fuji4"] [editable path="Fuji4"]

View File

@@ -36,6 +36,7 @@ shader_parameter/sun_color = Color(0.2841828, 0.2023238, 0.27953526, 1)
script = ExtResource("3_vg0pk") script = ExtResource("3_vg0pk")
start_time = 0.5 start_time = 0.5
start_day_time_paused = true start_day_time_paused = true
show_day_time_debug = false
morning_color = Color(0.93333334, 0.78039217, 0.6039216, 1) morning_color = Color(0.93333334, 0.78039217, 0.6039216, 1)
afternoon_color = Color(0.9490196, 0.62352943, 0.38039216, 1) afternoon_color = Color(0.9490196, 0.62352943, 0.38039216, 1)
night_color = Color(0.18431373, 0.18431373, 0.4862745, 1) night_color = Color(0.18431373, 0.18431373, 0.4862745, 1)
@@ -85,9 +86,6 @@ godray_spawn_radius = 100.0
godray_spawn_offset = Vector3(20, 80, 20) godray_spawn_offset = Vector3(20, 80, 20)
godray_rotation_degrees = Vector3(50, 30, 0) godray_rotation_degrees = Vector3(50, 30, 0)
godray_scale = Vector3(2, 25, 50) godray_scale = Vector3(2, 25, 50)
train_start_from_random_position = 2
train_start_position = 99.0
train_start_after_delay = false
snow_amount = 2000.0 snow_amount = 2000.0
wind_amount = 50 wind_amount = 50
cloud_speed = 0.01 cloud_speed = 0.01

View File

@@ -190,7 +190,7 @@ data = PackedByteArray("//vQZAAOhpd2PgtGR7JsJPfgYSYSJ6387g9rgIGKF+EZgxxoAM4TYIWm
closed = true closed = true
bake_interval = 60.0 bake_interval = 60.0
_data = { _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) "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 point_count = 93
@@ -205,9 +205,9 @@ compositor = SubResource("Compositor_mb5yv")
rail_path = NodePath("../rail") rail_path = NodePath("../rail")
biome_list = Array[ExtResource("6_jfe74")]([SubResource("Resource_3qrd0")]) biome_list = Array[ExtResource("6_jfe74")]([SubResource("Resource_3qrd0")])
entity_pool = ExtResource("34_a2cst") entity_pool = ExtResource("34_a2cst")
entity_spawn_probability = 1.0 entity_spawn_probability = 0.4
max_entities_per_chunk = 5 max_entities_per_chunk = 5
eye_line = 4 eye_line = 7
[node name="Terrain" type="MeshInstance3D" parent="." unique_id=219178561] [node name="Terrain" type="MeshInstance3D" parent="." unique_id=219178561]
visible = false visible = false
@@ -253,18 +253,6 @@ cameras = NodePath("../cameras")
sleepers_model = ExtResource("46_lbmv2") sleepers_model = ExtResource("46_lbmv2")
fireworks_scene = ExtResource("47_q7p65") fireworks_scene = ExtResource("47_q7p65")
[node name="Marker3D" type="Marker3D" parent="rail" unique_id=1460318018]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -6.7581053, -1.6046681, 59.658325)
[node name="Marker3D2" type="Marker3D" parent="rail" unique_id=131965864]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 127.14737, 0, 169.44846)
[node name="Marker3D3" type="Marker3D" parent="rail" unique_id=492991547]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -91.191925, 0, 539.03174)
[node name="Marker3D4" type="Marker3D" parent="rail" unique_id=1550097358]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -312.19193, 0, 349.03174)
[node name="Control" type="Control" parent="." unique_id=630650980] [node name="Control" type="Control" parent="." unique_id=630650980]
visible = false visible = false
layout_mode = 3 layout_mode = 3

View File

@@ -64,9 +64,9 @@ grad_intensity_night = 0.5
fog_color_morning = Color(0.7490196, 0.8509804, 0.9490196, 1) fog_color_morning = Color(0.7490196, 0.8509804, 0.9490196, 1)
fog_color_afternoon = Color(0.9823975, 0.8034449, 0.8778439, 1) fog_color_afternoon = Color(0.9823975, 0.8034449, 0.8778439, 1)
fog_color_night = Color(0.18375358, 0.16627002, 0.3588226, 1) fog_color_night = Color(0.18375358, 0.16627002, 0.3588226, 1)
fog_density_morning = 0.01 fog_density_morning = 0.02
fog_density_afternoon = 0.01 fog_density_afternoon = 0.02
fog_density_night = 0.03 fog_density_night = 0.02
glow_morning = 0.4 glow_morning = 0.4
glow_night = 0.8 glow_night = 0.8
enable_fog = true enable_fog = true
@@ -78,8 +78,8 @@ lightning_min = 2
lightning_max = 4 lightning_max = 4
lightning_scale_min = 2.0 lightning_scale_min = 2.0
lightning_scale_max = 5.0 lightning_scale_max = 5.0
godray_max_rain = 30 godray_max_rain = 15
godray_spawn_radius = 100.0 godray_spawn_radius = 200.0
godray_spawn_offset = Vector3(20, 80, 20) godray_spawn_offset = Vector3(20, 80, 20)
godray_rotation_degrees = Vector3(50, 30, 0) godray_rotation_degrees = Vector3(50, 30, 0)
godray_scale = Vector3(2, 25, 50) godray_scale = Vector3(2, 25, 50)