7 Commits

Author SHA1 Message Date
24ffdaba5e Merge branch 'main' into tooltip 2026-07-02 22:56:34 +02:00
f63c9fa141 update audio player 2026-07-02 22:49:26 +02:00
498115107e update audio player 2026-07-02 22:29:22 +02:00
922c771185 add tooltips and fix stuff 2026-07-02 21:19:56 +02:00
3512145a66 fix new main menu 2026-07-01 22:29:55 +02:00
c22fffdfc1 fix input and delete dead code 2026-07-01 19:40:53 +02:00
238dd4a124 bind new inputs 2026-07-01 19:09:56 +02:00
20 changed files with 151 additions and 370 deletions

View File

@@ -87,8 +87,6 @@ const RIVER_NEIGHBOUR_OFFSETS: Dictionary = {
@export_range(1, 6, 1) var lamppost_search_radius_cells: int = 3
##max allowed distance between lamppost pairs
@export var lamppost_max_wire_distance: float = 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
@export var lamppost_obstacle_check_enabled: bool = true
@@ -1425,25 +1423,6 @@ func _get_wire_sample_point(p1: Vector3, p2: Vector3, t: float) -> Vector3:
point.y -= gravity
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:
if root == null:
return
@@ -1462,9 +1441,6 @@ func _get_wire_excluded_rids(excluded_roots: Array) -> Array[RID]:
return excluded_rids
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:
return false

View File

@@ -1,16 +1,8 @@
extends Path3D
const STEAM_DISTANCE_STAT: String = "stat_distance_km"
const DISTANCE_KM_PER_UNIT: float = 0.01
const STATION_STOP_GROUP: StringName = &"railway_station"
const TRACK_ZERO_SPACING_FIX_DISTANCE: float = 45.0
const TRACK_ZERO_SPACING_BLEND_DISTANCE: float = 18.0
const TRACK_ZERO_SPACING_SEARCH_EXTRA: float = 35.0
const TRACK_ZERO_SPACING_SEARCH_STEP: float = 0.5
const TRACK_ZERO_SPACING_TARGET_RATIO: float = 0.97
const TRACK_ZERO_SPACING_MIN_DISTANCE: float = 1.0
enum TrainStartMode { RANDOM_POSITION, SPECIFIED_STATION, SPECIFIED_POSITION }
enum TrainFacingDirection { KEEP_PATH_DIRECTION, LOCOMOTIVE_LEFT, LOCOMOTIVE_RIGHT }
@export_group("Train")
##train speed
@@ -40,15 +32,6 @@ enum TrainFacingDirection { KEEP_PATH_DIRECTION, LOCOMOTIVE_LEFT, LOCOMOTIVE_RIG
##swing of the train during the ran
@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")
##distance between sleepers of the rails
@export var sleepers_distance: float = 1.0
@@ -101,17 +84,19 @@ var next_stop_index: int = 0
var stop_multiply: float = 1.0
var is_restarting: bool = false
var tween_restart: Tween
var environment_config: EnvironmentConfig
var wagon_instances: Array[Node3D] = []
var wagon_progress_offsets: Array[float] = []
var _pending_steam_distance_km: float = 0.0
var _initial_is_inmotion: bool = true
var _is_photo_mode_active: bool = false
var _train_direction_sign: float = 1.0
func _ready() -> void:
randomize()
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)
_cache_environment_config()
_initial_is_inmotion = is_inmotion
if curve != null and curve.get_baked_length() > 0:
@@ -123,6 +108,24 @@ func _ready() -> void:
else:
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:
if train_instance == null or curve == null:
return
@@ -131,54 +134,37 @@ func _apply_initial_train_start() -> void:
if total_length <= 0.0:
return
match train_start_mode:
TrainStartMode.RANDOM_POSITION:
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)
if environment_config != null:
match environment_config.train_start_from_random_position:
EnvironmentConfig.TrainStartMode.RANDOM_POSITION:
train_progress = randf() * total_length
_update_next_stop_index_from_progress()
else:
var stop_index: int = clampi(train_start_stop_index, 0, stop_offset.size() - 1)
train_progress = stop_offset[stop_index]
_set_next_stop_index_from_current(stop_index)
TrainStartMode.SPECIFIED_POSITION:
train_progress = wrapf(train_start_position, 0.0, total_length)
_update_next_stop_index_from_progress()
EnvironmentConfig.TrainStartMode.SPECIFIED_STATION:
if stop_offset.is_empty():
train_progress = wrapf(train_progress, 0.0, total_length)
_update_next_stop_index_from_progress()
else:
var stop_index: int = clampi(environment_config.train_start_stop_index, 0, stop_offset.size() - 1)
train_progress = stop_offset[stop_index]
_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()
func _apply_train_facing_direction(total_length: float) -> void:
_train_direction_sign = 1.0
if train_facing_direction == TrainFacingDirection.KEEP_PATH_DIRECTION or curve == null:
return
if total_length <= 0.0:
return
var center_progress: float = wrapf(train_progress, 0.0, total_length)
var center_position: Vector3 = to_global(curve.sample_baked(center_progress, true))
var forward_progress: float = wrapf(center_progress + 2.0, 0.0, total_length)
var forward_position: Vector3 = to_global(curve.sample_baked(forward_progress, true))
var forward_direction: Vector3 = forward_position - center_position
if forward_direction.length_squared() <= 0.0001 or is_zero_approx(forward_direction.x):
return
var desired_x_sign: float = -1.0 if train_facing_direction == TrainFacingDirection.LOCOMOTIVE_LEFT else 1.0
if forward_direction.x * desired_x_sign < 0.0:
_train_direction_sign = -1.0
if not is_zero_approx(train_speed):
train_speed = absf(train_speed) * _train_direction_sign
func _apply_train_start_delay() -> void:
if not _initial_is_inmotion:
return
var should_start_after_delay: bool = train_start_after_delay
var start_delay_seconds: float = maxf(train_start_delay_seconds, 0.0)
var should_start_after_delay: bool = true
var start_delay_seconds: float = 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 not should_start_after_delay:
is_inmotion = false
@@ -234,9 +220,13 @@ func _snap_train_to_progress() -> void:
train_progress = wrapf(train_progress, 0.0, total_length)
var center_position: Vector3 = to_global(curve.sample_baked(train_progress, true))
var prog_forward: float = wrapf(train_progress + 2.0, 0.0, total_length)
var forward_position: Vector3 = to_global(curve.sample_baked(prog_forward, true))
train_instance.global_position = center_position
_orient_vehicle_to_track(train_instance, train_progress, total_length)
if center_position.distance_to(forward_position) > 0.01:
train_instance.look_at(forward_position, Vector3.UP)
train_instance.rotate_y(PI)
if cameras:
cameras.global_position = center_position
@@ -447,10 +437,7 @@ func train_move(delta: float) -> void:
stop_multiply = 1.0
var current_speed = train_speed * stop_multiply
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)
train_progress += current_speed * delta
_track_steam_distance(abs(current_speed) * delta)
if enable_stops and stop_offset.size() > 0 and has_valid_stop:
@@ -462,9 +449,11 @@ func train_move(delta: float) -> void:
train_progress = target_offset
_execute_stop(current_speed > 0)
if wrapped_forward:
if train_progress > total_length:
train_progress -= total_length
if stop_offset.size() > 0: next_stop_index = 0
elif wrapped_back:
elif train_progress < 0:
train_progress += total_length
if stop_offset.size() > 0: next_stop_index = stop_offset.size() - 1
var center_position = to_global(curve.sample_baked(train_progress, true))
@@ -475,7 +464,8 @@ func train_move(delta: float) -> void:
if center_position.distance_to(forward_position) > 0.01:
train_instance.global_position = center_position
_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:
cameras.global_position = center_position
@@ -513,7 +503,28 @@ func _track_steam_distance(distance_units: float) -> void:
# Always track the global distance in our save file (for UI and persistency)
GameState.save_data.total_distance_km += distance_units * DISTANCE_KM_PER_UNIT
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:
if not _find_next_valid_stop(go_forward):
@@ -524,8 +535,6 @@ func _execute_stop(go_forward: bool = true) -> void:
stop_multiply = 0.0
var current_stop_index = next_stop_index
StatsManager.add_int("stat_stop_number", 1)
StatsManager.store()
_advance_next_stop_index(go_forward)
@@ -667,10 +676,6 @@ func _snap_wagons_to_progress(total_length: float = 0.0) -> void:
if total_length <= 0.0:
return
var previous_progress: float = wrapf(train_progress, 0.0, total_length)
var previous_position: Vector3 = to_global(curve.sample_baked(previous_progress, true))
var previous_wagon_offset: float = 0.0
for i in range(wagon_instances.size()):
var wagon: Node3D = wagon_instances[i]
if not is_instance_valid(wagon):
@@ -680,101 +685,17 @@ func _snap_wagons_to_progress(total_length: float = 0.0) -> void:
if i < wagon_progress_offsets.size():
wagon_offset = wagon_progress_offsets[i]
var wagon_progress: float = train_progress - wagon_offset * _train_direction_sign
var segment_spacing: float = maxf(wagon_offset - previous_wagon_offset, 0.1)
var wagon_progress: float = train_progress - wagon_offset
var vehicle_progress: float = wrapf(wagon_progress, 0.0, total_length)
var center_position: Vector3 = to_global(curve.sample_baked(vehicle_progress, true))
var zero_spacing_fix_weight: float = _get_zero_spacing_fix_weight(previous_progress, vehicle_progress, total_length)
if zero_spacing_fix_weight > 0.0:
var target_distance: float = _get_zero_spacing_target_distance(segment_spacing)
var corrected_progress: float = _find_zero_spacing_progress(previous_progress, previous_position, segment_spacing, target_distance, total_length)
vehicle_progress = _lerp_progress_on_track(vehicle_progress, corrected_progress, zero_spacing_fix_weight, total_length)
center_position = to_global(curve.sample_baked(vehicle_progress, true))
var prog_forward: float = wrapf(vehicle_progress + 2.0, 0.0, total_length)
var forward_position: Vector3 = to_global(curve.sample_baked(prog_forward, true))
wagon.global_position = center_position
_orient_vehicle_to_track(wagon, vehicle_progress, total_length)
previous_progress = vehicle_progress
previous_position = center_position
previous_wagon_offset = wagon_offset
func _orient_vehicle_to_track(vehicle: Node3D, progress: float, total_length: float) -> void:
if vehicle == null or curve == null or total_length <= 0.0:
return
var center_progress: float = wrapf(progress, 0.0, total_length)
var center_position: Vector3 = to_global(curve.sample_baked(center_progress, true))
var forward_progress: float = wrapf(center_progress + 2.0 * _train_direction_sign, 0.0, total_length)
var forward_position: Vector3 = to_global(curve.sample_baked(forward_progress, true))
if center_position.distance_to(forward_position) <= 0.01:
return
vehicle.look_at(forward_position, Vector3.UP)
vehicle.rotate_y(PI)
func _get_zero_spacing_fix_weight(previous_progress: float, vehicle_progress: float, total_length: float) -> float:
var distance_to_zero: float = minf(
_get_progress_distance_to_zero(previous_progress, total_length),
_get_progress_distance_to_zero(vehicle_progress, total_length)
)
var full_fix_distance: float = maxf(TRACK_ZERO_SPACING_FIX_DISTANCE - TRACK_ZERO_SPACING_BLEND_DISTANCE, 0.0)
return 1.0 - smoothstep(full_fix_distance, TRACK_ZERO_SPACING_FIX_DISTANCE, distance_to_zero)
func _get_progress_distance_to_zero(progress: float, total_length: float) -> float:
var wrapped_progress: float = wrapf(progress, 0.0, total_length)
return minf(wrapped_progress, total_length - wrapped_progress)
func _get_zero_spacing_target_distance(segment_spacing: float) -> float:
return minf(maxf(segment_spacing * TRACK_ZERO_SPACING_TARGET_RATIO, TRACK_ZERO_SPACING_MIN_DISTANCE), segment_spacing)
func _find_zero_spacing_progress(previous_progress: float, previous_position: Vector3, segment_spacing: float, minimum_distance: float, total_length: float) -> float:
var start_distance: float = minf(minimum_distance, segment_spacing)
var best_progress: float = wrapf(previous_progress - start_distance * _train_direction_sign, 0.0, total_length)
var search_limit: float = minf(maxf(segment_spacing, minimum_distance) + TRACK_ZERO_SPACING_SEARCH_EXTRA, total_length)
var search_distance: float = start_distance
var previous_search_distance: float = start_distance
while search_distance <= search_limit:
var candidate_progress: float = wrapf(previous_progress - search_distance * _train_direction_sign, 0.0, total_length)
var candidate_position: Vector3 = to_global(curve.sample_baked(candidate_progress, true))
best_progress = candidate_progress
if previous_position.distance_to(candidate_position) >= minimum_distance:
if is_equal_approx(search_distance, start_distance):
return candidate_progress
return _refine_zero_spacing_progress(
previous_progress,
previous_position,
previous_search_distance,
search_distance,
minimum_distance,
total_length
)
previous_search_distance = search_distance
search_distance += TRACK_ZERO_SPACING_SEARCH_STEP
return best_progress
func _refine_zero_spacing_progress(previous_progress: float, previous_position: Vector3, min_search_distance: float, max_search_distance: float, minimum_distance: float, total_length: float) -> float:
var low_distance: float = min_search_distance
var high_distance: float = max_search_distance
for i in range(8):
var mid_distance: float = (low_distance + high_distance) * 0.5
var mid_progress: float = wrapf(previous_progress - mid_distance, 0.0, total_length)
var mid_position: Vector3 = to_global(curve.sample_baked(mid_progress, true))
if previous_position.distance_to(mid_position) >= minimum_distance:
high_distance = mid_distance
else:
low_distance = mid_distance
return wrapf(previous_progress - high_distance, 0.0, total_length)
func _lerp_progress_on_track(from_progress: float, to_progress: float, weight: float, total_length: float) -> float:
var wrapped_delta: float = wrapf(to_progress - from_progress + total_length * 0.5, 0.0, total_length) - total_length * 0.5
return wrapf(from_progress + wrapped_delta * clampf(weight, 0.0, 1.0), 0.0, total_length)
if center_position.distance_to(forward_position) > 0.01:
wagon.look_at(forward_position, Vector3.UP)
wagon.rotate_y(PI)
func _get_vehicle_length(vehicle: Node3D) -> float:
var bounds: AABB = _get_node_local_bounds(vehicle, vehicle)

View File

@@ -15,8 +15,6 @@ global uniform float global_snow_melt_speed = 0.1;
global uniform float global_snow_amount = 0.0;
global uniform vec4 global_snow_color = vec4(0.92, 0.96, 1.0, 1.0);
global uniform float global_rain_intensity;
const float GRASS_FULL_SNOW_START = 0.58;
const float GRASS_FULL_SNOW_END = 0.86;
// --- PARAMETRI ESTETICI ---
uniform bool billboard_enabled = true;
@@ -143,15 +141,13 @@ void fragment() {
float snow_mask = smoothstep(snow_start, 1.0, top_mask) * snow_amount * snow_visibility;
snow_mask *= step(0.01, snow_amount);
snow_mask = clamp(snow_mask, 0.0, 1.0);
float full_snow_mask = smoothstep(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);
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);
// Mescoliamo il colore variato con la neve
vec3 final_albedo = mix(varied_grass_color, shaded_snow, final_snow_mask);
vec3 final_albedo = mix(varied_grass_color, shaded_snow, snow_mask);
float rain_int = clamp(global_rain_intensity, 0.0, 1.0);
final_albedo *= mix(1.0, 1.0 - wetness_darkening, rain_int);
float final_roughness = mix(0.02, 0.005, rain_int);

View File

@@ -13,8 +13,6 @@ global uniform float global_snow_melt_speed = 0.1;
global uniform float global_snow_amount = 0.0;
global uniform vec4 global_snow_color;
global uniform float global_rain_intensity;
const float LEAVES_FULL_SNOW_START = 0.58;
const float LEAVES_FULL_SNOW_END = 0.86;
uniform sampler2D wind_noise : filter_linear_mipmap;
uniform bool billboard_enabled = true;
@@ -112,12 +110,10 @@ void fragment() {
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;
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));
vec3 shaded_snow = clamp(global_snow_color.rgb * snow_light, 0.0, 1.0);
vec3 final_albedo = mix(v_final_color, shaded_snow, final_snow_mask);
vec3 final_albedo = mix(v_final_color, shaded_snow, snow_mask);
// Rain wetness: darken and make shinier
float rain_int = clamp(global_rain_intensity, 0.0, 1.0);

View File

@@ -17,8 +17,6 @@ global uniform float global_snow_cap_flatness_end = 0.96;
global uniform float global_snow_cap_noise_scale = 0.22;
global uniform float global_snow_cap_noise_strength = 0.18;
const float SNOW_VISUAL_RESPONSE = 0.55;
const float FULL_SNOW_VISUAL_START = 0.82;
const float FULL_SNOW_VISUAL_END = 0.98;
uniform bool snow_noise_enabled = true;
uniform float snow_noise_scale : hint_range(0.01, 1.0) = 0.15;
uniform float snow_edge_softness : hint_range(0.01, 0.5) = 0.2;
@@ -158,8 +156,6 @@ void fragment() {
float snow_factor = max(snow_edge * snow_coverage, flat_accumulation);
float snow_opacity = clamp(snow_factor, 0.0, 1.0);
snow_opacity = max(snow_opacity, flat_accumulation * mix(0.45, 0.9, snow_noise_mask));
float full_snow_opacity = snow_edge * smoothstep(FULL_SNOW_VISUAL_START, FULL_SNOW_VISUAL_END, snow_progress);
snow_opacity = max(snow_opacity, full_snow_opacity);
float shade = mix(-snow_color_variation, snow_color_variation, noise_val);
vec3 snow_albedo = clamp(global_snow_color.rgb + vec3(shade), 0.0, 1.0);

View File

@@ -1,6 +1,8 @@
class_name EnvironmentConfig
extends Resource
enum TrainStartMode { RANDOM_POSITION, SPECIFIED_STATION, SPECIFIED_POSITION }
@export_group("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
@@ -155,6 +157,15 @@ extends Resource
@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
#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
@export_group("Snow")
@export var snow_amount: float = 0.0 #Initial snow coverage amount (0.0 = none, 1.0 = full)

View File

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

View File

@@ -42,6 +42,16 @@ func apply_video_settings() -> void:
get_viewport().msaa_3d = msaa_mode
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:
0:
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_EXCLUSIVE_FULLSCREEN)
@@ -68,16 +78,6 @@ func apply_video_settings() -> void:
)
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)
func load_game() -> void:
if not FileAccess.file_exists(SAVE_PATH):

View File

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

View File

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

View File

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

View File

@@ -154,6 +154,8 @@ 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")]
script = ExtResource("9_5ow1i")
chunk_type = 1
est = true
west = true
have_lamppost = true
connection_left = [NodePath("PaloLuce3/sx"), NodePath("PaloLuce2/sx"), NodePath("PaloLuce/sx")]
connection_right = [NodePath("PaloLuce/dx"), NodePath("PaloLuce2/dx"), NodePath("PaloLuce3/dx")]

View File

@@ -1,70 +1,4 @@
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
var _play_departure_started: bool = false
@onready var _rail_path: Node = $rail
@onready var _option_menu: Control = $MainMenuUI/SubViewport/OptionMenu
func _ready() -> void:
_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)
pass

View File

@@ -179,10 +179,10 @@ compositor_effects = Array[CompositorEffect]([SubResource("CompositorEffect_q52t
closed = true
bake_interval = 50.0
_data = {
"points": PackedVector3Array(0, 0, 0, 0, 0, 0, 3.5, 0, 0, 0, 0, 0, 0, 0, 0, 3.5, 0, 100, 0, 0, 0, 0, 0, 0, 2.961661, -0.009097099, -56.07381, 0, 0, 0, 0, 0, 0, 3.4848416, -0.013232231, -117.195526, 0, 0, 0, 0, 0, 0, 3.3488476, 0.0048189163, 176.55922, 0, 0, 0, 0, 0, 0, 1.7582202, 0.0118227005, 270.61703),
"tilts": PackedFloat32Array(0, 0, 0, 0, 0, 0)
"points": PackedVector3Array(0, 0, 0, 0, 0, 0, 3.5, 0, 0, 0, 0, 0, 0, 0, 0, 3.5, 0, 100),
"tilts": PackedFloat32Array(0, 0)
}
point_count = 6
point_count = 2
[sub_resource type="PlaneMesh" id="PlaneMesh_00nq7"]
@@ -316,15 +316,9 @@ curve = SubResource("Curve3D_263ax")
script = ExtResource("7_5p27e")
train_model = ExtResource("8_ljvyb")
wagon_pool = ExtResource("9_wcae3")
wagon_random_number = false
wagon_count = 4
wagon_gap = 0.6
wagon_count = 5
wagon_gap = 0.8
wagon_spacing_scale = 0.9
train_start_mode = 2
train_start_stop_index = 0
train_start_position = 540.0
train_start_after_delay = false
train_facing_direction = 2
sleepers_model = ExtResource("10_00nq7")
fireworks_scene = ExtResource("11_aylkj")
@@ -361,10 +355,9 @@ railway_pool = SubResource("Resource_jrt8d")
biome_list = Array[ExtResource("15_3blen")]([SubResource("Resource_n3osn")])
entity_pool = ExtResource("78_xg6nk")
entity_spawn_probability = 0.0
max_entities_per_chunk = 0
eye_line = 7
max_entities_per_chunk = 5
eye_line = 8
lamppost_max_wire_distance = 0.0
lamppost_rail_clearance_distance = 3.0
[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)
@@ -375,14 +368,14 @@ transform = Transform3D(-0.09359112, 0, 0.9713834, 0, 0.56225973, 0, -0.38276488
[node name="Fuji4" parent="." unique_id=930179001 instance=ExtResource("99_61psf")]
transform = Transform3D(-0.09359112, 0, 0.9713834, 0, 0.56225973, 0, -0.38276488, 0, -0.23751618, 239.46135, 1.7057877, 224.6928)
[node name="Landscape" parent="Fuji4" index="0" unique_id=244602034]
[node name="Landscape" parent="Fuji4" index="0" unique_id=1897614485]
transform = Transform3D(28.638817, 1.7053026e-13, -7.6293945e-06, 0, 13.6219845, 2.1621709e-06, 0, -1.0284306e-06, 28.638834, -10.786804, 5.0069, 17.382736)
surface_material_override/0 = SubResource("ShaderMaterial_g1vc5")
[node name="Fuji5" parent="." unique_id=1070037082 instance=ExtResource("99_61psf")]
transform = Transform3D(0.0935979, 0, 0.9713791, 0, 0.56225973, 0, -0.38276324, 0, 0.23753339, -275.95566, -3.4616928, 232.02234)
[node name="Landscape" parent="Fuji5" index="0" unique_id=244602034]
[node name="Landscape" parent="Fuji5" index="0" unique_id=1897614485]
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")
@@ -392,7 +385,7 @@ transform = Transform3D(-4.88843, -0.020050459, 0.86837775, -0.010355438, 4.9646
[node name="Fuji6" parent="." unique_id=150126281 instance=ExtResource("100_0aqpp")]
transform = Transform3D(-5.287449, -0.020231497, 0.22351237, -0.011200703, 5.009496, 0.014500697, -0.9394429, 0.05414178, -1.2581636, 32.446022, 15.848213, 525.54346)
[node name="Mt Fuji_simplified_3d_mesh" parent="Fuji6" index="0" unique_id=1389340781]
[node name="Mt Fuji_simplified_3d_mesh" parent="Fuji6" index="0" unique_id=206531083]
transform = Transform3D(0.5151193, -0.011206273, -0.07264297, 0.077138014, 0.07483422, 0.48510167, 3.5762787e-07, -0.4938935, 0.07515043, 6.299696, 12.244916, 3.004303)
surface_material_override/0 = SubResource("ShaderMaterial_vvb5q")

View File

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

View File

@@ -190,7 +190,7 @@ data = PackedByteArray("//vQZAAOhpd2PgtGR7JsJPfgYSYSJ6387g9rgIGKF+EZgxxoAM4TYIWm
closed = true
bake_interval = 60.0
_data = {
"points": PackedVector3Array(0, 0, 0, 0, 0, 0, 0, 0, 40, 0, 0, 0, 0, 0, 0, 0, 0, 60, 0, 0, 0, 0, 0, 0, 0, 0, 80, 0, 0, 0, 0, 0, 0, 0, 0, 100, 0, 0, 0, 0, 0, 0, 0, 0, 120, 0, 0, 0, 0, 0, 0, -4.1409535, 0, 140, 0, 0, 0, 0, 0, 0, -20.385382, 0, 160.4621, 0, 0, 0, 0, 0, 0, -40.62518, 0, 168.52754, 0, 0, 0, 0, 0, 0, -60, 0, 170, 0, 0, 0, 0, 0, 0, -80, 0, 170, 0, 0, 0, 0, 0, 0, -100, 0, 170, 0, 0, 0, 0, 0, 0, -120.42937, 0, 171.50279, 0, 0, 0, 0, 0, 0, -141.41747, 7.6293945e-06, 180.5982, 0, 0, 0, 0, 0, 0, -155.77005, 7.6293945e-06, 198.35184, 0, 0, 0, 0, 0, 0, -160.14105, 7.6293945e-06, 219.80951, 0, 0, 0, 0, 0, 0, -163.99007, 7.6293945e-06, 239.36005, 0, 0, 0, 0, 0, 0, -175.77509, 7.6293945e-06, 256.16028, 0, 0, 0, 0, 0, 0, -195.62283, 7.6293945e-06, 267.46912, 0, 0, 0, 0, 0, 0, -219.9999, 7.6293945e-06, 270.11758, 0, 0, 0, 0, 0, 0, -240, 0, 270.118, 0, 0, 0, 0, 0, 0, -260, 0, 270.118, 0, 0, 0, 0, 0, 0, -275.19666, 7.6293945e-06, 270.55228, 0, 0, 0, 0, 0, 0, -294.2925, 7.6293945e-06, 276.05307, 0, 0, 0, 0, 0, 0, -307.19006, 7.6293945e-06, 286.9095, 0, 0, 0, 0, 0, 0, -317.32443, 7.6293945e-06, 303.14682, 0, 0, 0, 0, 0, 0, -320, 0, 320, 0, 0, 0, 0, 0, 0, -320, 0, 340, 0, 0, 0, 0, 0, 0, -320, 0, 360, 0, 0, 0, 0, 0, 0, -320, 0, 380, 0, 0, 0, 0, 0, 0, -316.78876, 7.6293945e-06, 396.91193, 0, 0, 0, 0, 0, 0, -307.68207, 7.6293945e-06, 412.70596, 0, 0, 0, 0, 0, 0, -291.08273, 7.6293945e-06, 424.7491, 0, 0, 0, 0, 0, 0, -270, 0, 429.994, 0, 0, 0, 0, 0, 0, -250, 0, 429.994, 0, 0, 0, 0, 0, 0, -229.90146, 7.6293945e-06, 433.90823, 0, 0, 0, 0, 0, 0, -217.15442, 7.6293945e-06, 442.98242, 0, 0, 0, 0, 0, 0, -203.97934, 7.6293945e-06, 459.7799, 0, 0, 0, 0, 0, 0, -200, 0, 480, 0, 0, 0, 0, 0, 0, -200, 0, 500, 0, 0, 0, 0, 0, 0, -195.5338, 7.6293945e-06, 520.0368, 0, 0, 0, 0, 0, 0, -184.9173, 7.6293945e-06, 535.07776, 0, 0, 0, 0, 0, 0, -170.36423, 7.6293945e-06, 545.0799, 0, 0, 0, 0, 0, 0, -150.56184, 0, 549.8127, 0, 0, 0, 0, 0, 0, -130, 0, 550, 0, 0, 0, 0, 0, 0, -110, 0, 550, 0, 0, 0, 0, 0, 0, -90, 0, 550, 0, 0, 0, 0, 0, 0, -70, 0, 550, 0, 0, 0, 0, 0, 0, -50, 0, 550, 0, 0, 0, 0, 0, 0, -29.862535, 7.6293945e-06, 545.3371, 0, 0, 0, 0, 0, 0, -12.945752, 7.6293945e-06, 534.1406, 0, 0, 0, 0, 0, 0, -4.098665, 7.6293945e-06, 519.6814, 0, 0, 0, 0, 0, 0, -0.048213482, 7.6293945e-06, 500.107, 0, 0, 0, 0, 0, 0, 3.7920675, 7.6293945e-06, 480.64902, 0, 0, 0, 0, 0, 0, 13.513225, 7.6293945e-06, 465.9133, 0, 0, 0, 0, 0, 0, 29.76715, 7.6293945e-06, 454.41486, 0, 0, 0, 0, 0, 0, 49.711926, 7.6293945e-06, 450.12488, 0, 0, 0, 0, 0, 0, 70, 0, 450, 0, 0, 0, 0, 0, 0, 90, 0, 450, 0, 0, 0, 0, 0, 0, 110.055405, 7.6293945e-06, 445.42627, 0, 0, 0, 0, 0, 0, 127.27293, 7.6293945e-06, 433.46255, 0, 0, 0, 0, 0, 0, 136.95703, 7.6293945e-06, 417.5506, 0, 0, 0, 0, 0, 0, 140, 0, 400, 0, 0, 0, 0, 0, 0, 140, 0, 380, 0, 0, 0, 0, 0, 0, 140, 0, 360, 0, 0, 0, 0, 0, 0, 140, 0, 340, 0, 0, 0, 0, 0, 0, 140, 0, 320, 0, 0, 0, 0, 0, 0, 140, 0, 300, 0, 0, 0, 0, 0, 0, 140, 0, 280, 0, 0, 0, 0, 0, 0, 140, 0, 260, 0, 0, 0, 0, 0, 0, 140, 0, 240, 0, 0, 0, 0, 0, 0, 140, 0, 220, 0, 0, 0, 0, 0, 0, 140, 0, 200, 0, 0, 0, 0, 0, 0, 140, 0, 180, 0, 0, 0, 0, 0, 0, 140, 0, 160, 0, 0, 0, 0, 0, 0, 140, 0, 140, 0, 0, 0, 0, 0, 0, 140, 0, 120, 0, 0, 0, 0, 0, 0, 140, 0, 100, 0, 0, 0, 0, 0, 0, 140, 0, 80, 0, 0, 0, 0, 0, 0, 140, 0, 60, 0, 0, 0, 0, 0, 0, 140, 0, 40, 0, 0, 0, 0, 0, 0, 140.26848, 0, 20, 0, 0, 0, 0, 0, 0, 140, 0, 0, 0, 0, 0, 0, 0, 0, 136.2151, 7.6293945e-06, -18.930761, 0, 0, 0, 0, 0, 0, 124.47424, 7.6293945e-06, -35.771675, 0, 0, 0, 0, 0, 0, 109.556854, 7.6293945e-06, -45.911987, 0, 0, 0, 0, 0, 0, 90, 0, -50, 0, 0, 0, 0, 0, 0, 70, 0, -50, 0, 0, 0, 0, 0, 0, 50, 0, -50, 0, 0, 0, 0, 0, 0, 30.626865, 7.6293945e-06, -46.35706, 0, 0, 0, 0, 0, 0, 14.519331, 7.6293945e-06, -35.468895, 0, 0, 0, 0, 0, 0, 3.5, 0, -17.9, 0, 0, 0, 0, 0, 0, 0.2006703, 0, 0.20440674, 0, 0, 0, 0, 0, 0, 0.06303978, 0, 20.431122),
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"tilts": PackedFloat32Array(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
}
point_count = 93
@@ -205,7 +205,7 @@ compositor = SubResource("Compositor_mb5yv")
rail_path = NodePath("../rail")
biome_list = Array[ExtResource("6_jfe74")]([SubResource("Resource_3qrd0")])
entity_pool = ExtResource("34_a2cst")
entity_spawn_probability = 0.4
entity_spawn_probability = 1.0
max_entities_per_chunk = 5
eye_line = 4
@@ -253,6 +253,18 @@ cameras = NodePath("../cameras")
sleepers_model = ExtResource("46_lbmv2")
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]
visible = false
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_afternoon = Color(0.9823975, 0.8034449, 0.8778439, 1)
fog_color_night = Color(0.18375358, 0.16627002, 0.3588226, 1)
fog_density_morning = 0.02
fog_density_afternoon = 0.02
fog_density_night = 0.02
fog_density_morning = 0.01
fog_density_afternoon = 0.01
fog_density_night = 0.03
glow_morning = 0.4
glow_night = 0.8
enable_fog = true
@@ -78,8 +78,8 @@ lightning_min = 2
lightning_max = 4
lightning_scale_min = 2.0
lightning_scale_max = 5.0
godray_max_rain = 15
godray_spawn_radius = 200.0
godray_max_rain = 30
godray_spawn_radius = 100.0
godray_spawn_offset = Vector3(20, 80, 20)
godray_rotation_degrees = Vector3(50, 30, 0)
godray_scale = Vector3(2, 25, 50)