Commit Graph

193 Commits

Author SHA1 Message Date
Hugo Locurcio 7959fb1a20
Update screenshot for Godot 4.x 2024-03-27 22:02:34 +01:00
Hugo Locurcio f0587b2163
Use a deadzone of 0.2 for all actions, allow gamepad input from all devices
This matches input recommendations in recent Godot versions.
2024-03-27 20:18:32 +01:00
Rémi Verschelde adc0ec7561
Merge pull request #181 from Calinou/use-anisotropic-filtering
Use anisotropic filtering to improve texture appearance at oblique angles
2024-03-26 13:39:35 +01:00
Hugo Locurcio 1118fafcfd
Use anisotropic filtering to improve texture apperance at oblique angles 2024-02-10 20:03:00 +01:00
Rémi Verschelde 32f43f4b55
Fix file permissions after #184 2024-01-25 14:57:05 +01:00
JohnLogostini 518df675a5
Fixed several visual errors that only appeared under Linux (#184)
* Fixed the font under Linux appearing crazy thin
* Fixed Material 001 failing to compile under Linux
* Fixed the god ray materials appearing incorrectly in Linux
* Fixed spark FX not displaying as intended on Linux
* Fixed the Red Robots laser displaying incorrectly under Linux
* Fixed the Blast Material from the player weapon displaying as a opaque card under Linux
2024-01-25 00:59:07 +01:00
Hugo Locurcio 241b450ed6
Improve particles and VFX, add blob shadow below player and enemies (#180)
- Add projector light textures.
- Tweak the flying forklift's dynamic light and particles to be more noticeable.
- Add bullet impact particles with collision against level geometry
  (using a generated SDF).
- Don't use fixed FPS and disable interpolation to make particles smoother
  (trails aren't used, so fixed FPS isn't strictly needed).
- Add proximity fade to some particles to smooth out the transition
  with solid geometry.
- Fix some particles being shaded when they should be unshaded.
- Reduce crosshair size to be more subtle while aiming.
2023-12-01 12:32:06 +01:00
Rémi Verschelde 9024e4cc77
Merge pull request #179 from Calinou/improve-visuals
Improve visuals and settings menus, fix overly strong lights
2023-11-30 15:46:28 +01:00
Hugo Locurcio 93556f77ad
Fix aiming camera transition (#178)
This also speeds up the aiming transition to better match
other third-person games that feature aiming.
2023-11-30 14:53:20 +01:00
Hugo Locurcio 374bd8d78c
Improve visuals and settings menus, fix overly strong lights
- Fix lights being overly strong due to an excessive range,
  which led to clustering artifacts.
- Make VoxelGI and SDFGI brighter to make the scene more readable.
- Tweak spotlight colors to better match their emitter material.
- Make the core light orange-red to make it look more "unique" in the scene.
- Add window mode, V-Sync and FPS limit options.
- Add resolution scale and scale filter options (bilinear, FSR1, FSR2).
  The default is to use FSR2 at native resolution to provide high-quality
  temporal antialiasing.
- Add volumetric fog (enabled by default), used as a volumetric lighting
  solution.
- Add SSIL option (disabled by default), which helps better ground some
  objects in the scene.
- Refactor settings code to use ConfigFile instead of manual JSON serialization.
- Reorder settings to feature video settings first, then rendering settings.
- Order settings from least expensive to most expensive.
- Add performance color hints for settings
  (green = fast, yellow = average, orange = slow, red = slowest).
- Add volumetric fog and a fake bounce light to the menu.
- Make all setting changes effective in the menu.
- Tweak shadow settings to improve performance and visual consistency.
- Render GI at full-resolution to improve temporal stability when using
  FSR2 or TAA. Using upscaling should be preferred instead,
  since this demo relies on strong GI effects to look good.
- Improve menu theming using the StyleBoxFlat Skew property.
- Use the `canvas_items` stretch mode to match 3.x demo behavior, which
  used the `2d` stretch mode but wasn't ported over by the project converter.
- Only display multiplayer ID in the debug menu if currently online.
- Fix menu not using `experiment.hdr` for reflections as intended.
- Remove unused menu button textures (these were replaced by StyleBoxFlat
  in the 4.0 port).
2023-11-30 05:43:49 +01:00
Rémi Verschelde 99f49b5be9
Merge pull request #177 from Calinou/update-to-4.2
Update mesh format for Godot 4.2
2023-11-28 16:46:38 +01:00
Hugo Locurcio 79df12923e
Update mesh format for Godot 4.2
No manual changes were made to the project.
2023-11-28 16:40:22 +01:00
dependabot[bot] ceb92d064c
Bump actions/checkout from 3 to 4 (#174)
Bumps [actions/checkout](https://github.com/actions/checkout) from 3 to 4.
- [Release notes](https://github.com/actions/checkout/releases)
- [Changelog](https://github.com/actions/checkout/blob/main/CHANGELOG.md)
- [Commits](https://github.com/actions/checkout/compare/v3...v4)

---
updated-dependencies:
- dependency-name: actions/checkout
  dependency-type: direct:production
  update-type: version-update:semver-major
...

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2023-09-09 17:39:51 +02:00
Hugo Locurcio 635aff4dee
Update README to account for `4.0-dev` -> `master` branch migration 2023-06-28 11:58:49 +02:00
Clay John bd457e3de0
Improve Main Menu options and fix misc bugs (#166) 2023-03-26 22:40:22 +02:00
Fabio Alessandrelli bb833aa97c
Add support for networked multiplayer (#163) 2023-03-06 18:33:21 +01:00
Clay John 2beb6c4587
Update various resources to 4.0 format (#161)
- Fix some warnings.
- Add in missing audio.
2023-02-14 00:49:53 +01:00
Hugo Locurcio 2f67daf6b2
Add controls to the README (4.0-dev) (#160) 2023-02-07 15:17:25 +01:00
Clay John f41444c0bf
Port TPS demo to 4.0 (#158)
The settings menu isn't functional yet and some sounds don't play,
but the base functionality is working.
2023-02-04 18:20:45 +01:00
Hugo Locurcio df9e4976da
Enable 8× anisotropic filtering on textures (#154) 2022-12-18 15:51:34 +01:00
Hugo Locurcio 08402196fe
Disable vertex compression on level geometry to prevent visual artifacts (#152)
fixes https://github.com/godotengine/tps-demo/issues/143
2022-12-18 15:25:19 +01:00
Hugo Locurcio 79b67eba93
Fix occluder shape placement in the level causing too much occlusion (#150)
closes https://github.com/godotengine/tps-demo/issues/148
2022-12-18 15:24:55 +01:00
Hugo Locurcio 3512cff171
Improve fog configuration (#149) 2022-12-18 15:22:46 +01:00
Aidan Rhoden fab68bcd7e
Apply gravity to Red Robot while idle (#145) 2022-10-10 16:00:47 +02:00
Hugo Locurcio f7951bc373
Merge pull request #130 from Calinou/enable-async-shader-compilation 2022-10-09 23:16:24 +02:00
Hugo Locurcio 170772f78f
Merge pull request #134 from Calinou/add-fxaa-setting 2022-09-11 18:56:05 +02:00
Hugo Locurcio 3adf20c7fe
Merge pull request #132 from Calinou/tweak-effect-cast-shadow 2022-09-11 18:55:50 +02:00
Hugo Locurcio d64969f9f7
Disable shadow casting for short-lived effects
This improves performance when the player or enemy fires their weapon,
or when an enemy dies. This may also help reduce shader compilation stutter
on the first playthrough (even when asynchronous compilation is enabled).
2022-09-11 18:53:32 +02:00
Hugo Locurcio d486faf047
Enable asynchronous shader compilation and caching
This mitigates shader compilation stutter, especially after an
initial playthrough thanks to caching.

This requires Godot 3.5 or later to have an effect.
2022-09-11 18:52:07 +02:00
Hugo Locurcio 824b38c399
Add a FXAA setting to the options menu
This is enabled by default to improve visual quality at a low
performance cost.
2022-09-11 18:45:24 +02:00
Hugo Locurcio c2e20dc101
Merge pull request #137 from Calinou/increase-movement-speed 2022-09-11 18:45:06 +02:00
Hugo Locurcio 7f328a09eb
Increase player movement speed slightly
- Increase movement speed while walking by 10%.
- Increase movement speed while aiming by 20%.
- Increase blend transition time from 0.15 to 0.20 seconds for more
  natural transitions when aiming or jumping.
2022-09-11 18:17:09 +02:00
Hugo Locurcio 967344a45d
Merge pull request #141 from aidan-j-rhoden/update-gotot-version 2022-08-17 22:46:56 +02:00
Aidan Rhoden b3143f9ad6
Update README.md to Godot 3.5.x 2022-08-17 14:14:34 -05:00
Hugo Locurcio 15fd5df21c
Merge pull request #131 from Calinou/enable-physical-light-attenuation 2022-08-17 17:34:32 +02:00
Hugo Locurcio 14e2afbebe
Merge pull request #133 from Calinou/enable-physics-interpolation 2022-08-17 17:34:26 +02:00
Hugo Locurcio f9d4e36e34
Merge pull request #135 from Calinou/use-expand-stretch-aspect 2022-08-17 17:34:18 +02:00
Hugo Locurcio 4156af7623
Merge pull request #139 from Calinou/add-occluder-shapes 2022-08-17 17:33:59 +02:00
Hugo Locurcio 93c05ac5eb
Merge pull request #140 from Calinou/add-shadow-setting 2022-08-17 17:33:31 +02:00
Hugo Locurcio 5de1304af0
Merge pull request #138 from Calinou/improve-fall-teleport-fade 2022-08-17 17:32:41 +02:00
Rémi Verschelde 9678090c7f
Merge pull request #136 from Calinou/enable-font-oversampling 2022-08-08 14:31:24 +02:00
Hugo Locurcio b93a898d65
Add a setting to disable real-time light shadows
Disabling shadows reduces the number of draw calls significantly,
which improves rendering performance a lot.
2022-08-07 14:58:16 +02:00
Hugo Locurcio 3fc46a566f
Add occluder shapes to improve performance 2022-08-06 08:23:58 +02:00
Hugo Locurcio 654f1970c7
Improve fall teleport fade effect
- Fade the ColorRect out after being teleported back. Previously,
  only a fade-in effect was present.
- Draw the ColorRect in front of the crosshair to hide it during
  the fade (if aiming while falling).
2022-08-06 07:39:07 +02:00
Hugo Locurcio d118aaa35b
Enable font oversampling for better text rendering at high resolutions 2022-08-06 06:57:52 +02:00
Hugo Locurcio c093989581
Use the `expand` stretch aspect to support arbitrary aspect ratios
The menu and game no longer have black bars when using an aspect ratio
wider than 16:9. This works both with native and sub-native resolutions.
2022-08-06 06:48:48 +02:00
Hugo Locurcio f0c038a298
Enable physics interpolation
Physics interpolation was disabled on the reactor core as it caused
visual glitches. It was also disabled on the forklight as it's
actually moved in `_process` (the engine was printing warnings
about it).
2022-08-06 06:28:06 +02:00
Hugo Locurcio 876c5f7544
Enable physical light attenuation
This uses a more realistic light attenuation model, similar to
the one used in 4.0.alpha.

The effect isn't very noticeable on the scene, except when firing
the weapon.
2022-08-06 06:07:34 +02:00
QbieShay c1c4cc2dee
Improve level core VFX 2022-05-06 22:44:45 +02:00
Aaron Franke 9b2f443cb8
Merge pull request #117 from Calinou/add-hold-toggle-aiming
Add hybrid hold-toggle aiming for better accessibility
2022-04-03 23:10:06 -05:00