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395
.github/instructions/godot.instructions.md
vendored
395
.github/instructions/godot.instructions.md
vendored
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@ -1,395 +0,0 @@
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|||
# CLAUDE.md - AI Assistant Guidelines for Godot 4 C# Development
|
||||
|
||||
## File Creation Guidelines
|
||||
|
||||
### Files AI CAN Create/Edit
|
||||
- **`.cs` files** - All C# script files (preferred for game logic)
|
||||
- **`.tscn` files** - Scene files with basic/logical structure
|
||||
- **`.cfg` files** - Configuration files (like .ini format)
|
||||
|
||||
### Files AI Should Create WITH CAUTION
|
||||
- **`.gd` files** - Only for EditorScript tools (preferred over C# for editor extensions)
|
||||
- **`.tres` files** - Simple resources CAN be created as text:
|
||||
```
|
||||
[gd_resource type="Resource" script_class="Recipe" path="res://scripts/Recipe.cs"]
|
||||
|
||||
id = "fire_water_steam"
|
||||
ingredients = ["fire", "water"]
|
||||
instability_cost = 20.0
|
||||
```
|
||||
BUT: Complex resources with node references or nested resources are better created in editor
|
||||
|
||||
### Files AI Should RARELY Create
|
||||
- **`.json` files** - Only for external data exchange or modding support
|
||||
- Use `.tres` for all game data instead (type-safe, Inspector-editable)
|
||||
- **`.md` files** - Documentation files, only when specifically requested
|
||||
|
||||
### Files AI Should NOT Create
|
||||
- **`.import` files** - Godot manages these automatically
|
||||
- **`project.godot`** - Only modify through Project Settings UI
|
||||
- **`.gdshader` files** - Visual shader editing is more efficient
|
||||
- **Binary files** - Images, sounds, models, etc.
|
||||
|
||||
|
||||
## Scene File (.tscn) Guidelines
|
||||
|
||||
### AI CAN Generate in .tscn
|
||||
```tscn
|
||||
# Basic node structure
|
||||
[node name="Player" type="CharacterBody2D"]
|
||||
unique_name_in_owner = true
|
||||
script = ExtResource("1")
|
||||
|
||||
# Node hierarchy
|
||||
[node name="Sprite2D" type="Sprite2D" parent="."]
|
||||
|
||||
# Signal connections
|
||||
[connection signal="pressed" from="Button" to="." method="_on_button_pressed"]
|
||||
|
||||
# Simple collision shapes
|
||||
[sub_resource type="RectangleShape2D" id="1"]
|
||||
size = Vector2(32, 32)
|
||||
```
|
||||
|
||||
### Human Handles in Editor
|
||||
- Sprite textures and animations
|
||||
- Precise collision shape adjustments
|
||||
- Animation tracks in AnimationPlayer
|
||||
- Particle system parameters
|
||||
- Complex UI layouts with exact positioning
|
||||
- Tilemap painting
|
||||
- Navigation mesh baking
|
||||
- Audio bus assignments
|
||||
|
||||
## Division of Labor
|
||||
|
||||
### AI Handles (Logic & Structure)
|
||||
- Game logic and systems in C#
|
||||
- Node hierarchy structure
|
||||
- Script functionality
|
||||
- Basic scene composition
|
||||
- Export variable definitions
|
||||
- Signal method implementations
|
||||
- Resource class definitions
|
||||
|
||||
### Human Handles (Visual & Feel)
|
||||
- Sprite assignment and animation
|
||||
- Collision shape fine-tuning
|
||||
- Visual effects and particles
|
||||
- UI precise positioning
|
||||
- Audio integration
|
||||
- Testing game feel
|
||||
- Input mapping
|
||||
|
||||
## C# Code Best Practices
|
||||
|
||||
### Node References
|
||||
```csharp
|
||||
// GOOD - Unique names (set in .tscn with unique_name_in_owner = true)
|
||||
private Node player;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
player = GetNode("%Player");
|
||||
}
|
||||
|
||||
// GOOD - Relative paths for direct children
|
||||
private Sprite2D sprite;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
sprite = GetNode<Sprite2D>("Sprite2D");
|
||||
}
|
||||
|
||||
// AVOID - Fragile absolute paths
|
||||
var player = GetNode("/root/Main/World/Player");
|
||||
```
|
||||
|
||||
### Signals
|
||||
```csharp
|
||||
// For static connections (nodes in same scene):
|
||||
// AI provides the method, human connects in editor OR AI adds to .tscn
|
||||
private void _OnButtonPressed()
|
||||
{
|
||||
GD.Print("Button pressed!");
|
||||
}
|
||||
|
||||
// For dynamic connections (runtime created nodes):
|
||||
// AI writes the connection code
|
||||
public override void _Ready()
|
||||
{
|
||||
if (!enemy.Died.IsConnected(Callable.From(_OnEnemyDied)))
|
||||
{
|
||||
enemy.Died.Connect(Callable.From(_OnEnemyDied));
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Export Variables
|
||||
```csharp
|
||||
// AI defines them with sensible defaults
|
||||
[Export] public float MoveSpeed { get; set; } = 300.0f; // Human tweaks in Inspector
|
||||
[Export] public PackedScene EnemyScene { get; set; } // Human assigns in Inspector
|
||||
|
||||
// Group related exports
|
||||
[ExportGroup("Movement")]
|
||||
[Export] public float Speed { get; set; } = 100.0f;
|
||||
[Export] public float Acceleration { get; set; } = 10.0f;
|
||||
```
|
||||
|
||||
### Scene Instantiation
|
||||
```csharp
|
||||
// Always check if assigned
|
||||
[Export] public PackedScene ProjectileScene { get; set; }
|
||||
|
||||
private void Shoot()
|
||||
{
|
||||
if (ProjectileScene == null)
|
||||
{
|
||||
GD.PrintErr("ProjectileScene not assigned in Inspector");
|
||||
return;
|
||||
}
|
||||
var bullet = ProjectileScene.Instantiate();
|
||||
}
|
||||
```
|
||||
|
||||
## Standard C# Code Structure
|
||||
```csharp
|
||||
using Godot;
|
||||
|
||||
public partial class Player : CharacterBody2D
|
||||
{
|
||||
// Signals
|
||||
[Signal] public delegate void HealthChangedEventHandler(int newValue);
|
||||
|
||||
// Constants
|
||||
private const float MaxSpeed = 400.0f;
|
||||
|
||||
// Export variables
|
||||
[ExportGroup("Combat")]
|
||||
[Export] public int Damage { get; set; } = 10;
|
||||
[Export] public float AttackRate { get; set; } = 1.0f;
|
||||
|
||||
// Private variables
|
||||
private string _currentState = "idle";
|
||||
private Vector2 _velocity = Vector2.Zero;
|
||||
|
||||
// Node references (initialized in _Ready)
|
||||
private Sprite2D _sprite;
|
||||
private Control _healthBar;
|
||||
|
||||
// Godot callbacks
|
||||
public override void _Ready()
|
||||
{
|
||||
_sprite = GetNode<Sprite2D>("Sprite2D");
|
||||
_healthBar = GetNode<Control>("%HealthBar"); // Unique name
|
||||
}
|
||||
|
||||
public override void _PhysicsProcess(double delta)
|
||||
{
|
||||
// Physics logic
|
||||
}
|
||||
|
||||
// Public methods
|
||||
public void TakeDamage(int amount)
|
||||
{
|
||||
// Implementation
|
||||
}
|
||||
|
||||
// Private methods
|
||||
private void UpdateHealthBar()
|
||||
{
|
||||
// Implementation
|
||||
}
|
||||
|
||||
// Signal callbacks
|
||||
private void _OnAreaEntered(Area2D area)
|
||||
{
|
||||
// Implementation
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Resource Creation
|
||||
```csharp
|
||||
// AI provides the Resource class definition
|
||||
using Godot;
|
||||
|
||||
[GlobalClass]
|
||||
public partial class Recipe : Resource
|
||||
{
|
||||
[Export] public string Id { get; set; } = "";
|
||||
[Export] public string[] Ingredients { get; set; } = Array.Empty<string>();
|
||||
[Export] public float InstabilityCost { get; set; } = 0.0f;
|
||||
}
|
||||
|
||||
// Human creates instances: Right-click > Create Resource > Recipe
|
||||
```
|
||||
|
||||
## Testing & Debug Helpers
|
||||
```csharp
|
||||
// Always include debug capability
|
||||
[Export] public bool DebugMode { get; set; } = false;
|
||||
|
||||
// Debug methods
|
||||
public override void _Ready()
|
||||
{
|
||||
if (DebugMode)
|
||||
{
|
||||
GD.Print($"[{Name}] Ready with speed: {MoveSpeed}");
|
||||
}
|
||||
}
|
||||
|
||||
// Unit test methods (can be called from debugger or test scenes)
|
||||
public static float TestBrewingTiming()
|
||||
{
|
||||
float totalTime = 0.4f * 3 + 0.8f; // 3 ingredients + set time
|
||||
System.Diagnostics.Debug.Assert(totalTime < 2.5f, "Brewing too slow!");
|
||||
return totalTime;
|
||||
}
|
||||
```
|
||||
|
||||
## Common C# Patterns
|
||||
|
||||
### Object Pooling Setup
|
||||
```csharp
|
||||
// AI provides the structure, human assigns the scene
|
||||
[Export] public PackedScene PooledScene { get; set; } // Assign in Inspector
|
||||
private readonly Queue<Node> _pool = new();
|
||||
|
||||
private Node GetInstance()
|
||||
{
|
||||
if (_pool.Count == 0)
|
||||
return PooledScene.Instantiate();
|
||||
return _pool.Dequeue();
|
||||
}
|
||||
```
|
||||
|
||||
### State Machine
|
||||
```csharp
|
||||
public enum State { Idle, Moving, Attacking }
|
||||
private State _currentState = State.Idle;
|
||||
|
||||
private void TransitionTo(State newState)
|
||||
{
|
||||
_currentState = newState;
|
||||
switch (newState)
|
||||
{
|
||||
case State.Idle:
|
||||
_animationPlayer.Play("idle");
|
||||
break;
|
||||
case State.Moving:
|
||||
_animationPlayer.Play("run");
|
||||
break;
|
||||
}
|
||||
}
|
||||
```
|
||||
## Instructions for Humans
|
||||
When AI generates code/scenes, it should include clear TODO comments:
|
||||
```csharp
|
||||
// TODO: In Godot Editor:
|
||||
// 1. Assign EnemyScene in Inspector (drag Enemy.tscn)
|
||||
// 2. Set up collision shape (Circle, radius ~16)
|
||||
// 3. Add sprite texture
|
||||
// 4. Connect hurt_box's area_entered signal
|
||||
```
|
||||
|
||||
## What to Avoid
|
||||
|
||||
### DON'T
|
||||
- Hardcode paths to scenes (use [Export])
|
||||
- Create complex AnimationPlayer tracks in code
|
||||
- Generate particle system parameters in code
|
||||
- Edit .import files
|
||||
- Assume node paths without proper initialization
|
||||
- Use old Godot 3 syntax or GDScript patterns in C#
|
||||
- Create collision polygons via code arrays
|
||||
- Modify project.godot directly
|
||||
- Create .gd files for game logic (use C# instead)
|
||||
- Create documentation files unless specifically requested
|
||||
- Use esotheric powershell one-liners for file manipulation (use the available tools or ask the user instead)
|
||||
|
||||
### DO
|
||||
- Use [Export] for all scene references
|
||||
- Use % for unique named nodes with GetNode
|
||||
- Include debug helpers
|
||||
- Check for null before using nodes
|
||||
- Use proper C# naming conventions (PascalCase for public, camelCase for private)
|
||||
- Provide fallbacks and error messages
|
||||
- Keep visual things in the editor
|
||||
- Use C# for all game logic and scripts
|
||||
|
||||
## File Organization Example
|
||||
```
|
||||
/project
|
||||
├── /Scripts # All C# scripts organized by category
|
||||
│ ├── /Resources # Resource class definitions (AI creates these)
|
||||
│ │ └── Recipe.cs
|
||||
│ ├── /Player # Player-related scripts
|
||||
│ │ └── PlayerController.cs
|
||||
│ ├── /Enemies # Enemy-related scripts
|
||||
│ │ └── EnemyAI.cs
|
||||
│ ├── GameManager.cs # Global scripts at root level
|
||||
│ └── EventBus.cs
|
||||
├── /Scenes # Mix of AI and human work, organized by category
|
||||
│ ├── /Player # Player-related scenes
|
||||
│ │ └── Player.tscn # AI creates structure, human adds visuals
|
||||
│ ├── /Enemies # Enemy-related scenes
|
||||
│ │ └── Enemy.tscn
|
||||
│ └── /UI # UI scenes
|
||||
│ └── MainMenu.tscn
|
||||
├── /Resources # .tres resource files organized by category
|
||||
│ ├── /Recipes # Based on AI's Resource classes
|
||||
│ │ └── FireWaterSteam.tres
|
||||
│ └── /Items # Item resources
|
||||
│ └── Sword.tres
|
||||
├── /Shaders # Shader files
|
||||
│ ├── Water.gdshader
|
||||
│ └── Fire.gdshader
|
||||
└── /Sprites # Human manages visual assets
|
||||
├── /Player
|
||||
└── /Enemies
|
||||
```
|
||||
|
||||
## C# Specific Guidelines
|
||||
|
||||
### Naming Conventions
|
||||
- Classes: PascalCase (`PlayerController`)
|
||||
- Public properties/methods: PascalCase (`MoveSpeed`, `TakeDamage()`)
|
||||
- Private fields: _camelCase (`_currentHealth`, `_velocity`)
|
||||
- Constants: PascalCase (`MaxHealth`)
|
||||
- Enums: PascalCase (`PlayerState.Moving`)
|
||||
|
||||
### Property Usage
|
||||
```csharp
|
||||
// Prefer properties over fields for exports
|
||||
[Export] public float Speed { get; set; } = 100.0f;
|
||||
|
||||
// Use private fields for internal state
|
||||
private float _currentSpeed;
|
||||
```
|
||||
|
||||
### Null Safety
|
||||
```csharp
|
||||
// Always check exported scenes/nodes
|
||||
if (ProjectileScene != null)
|
||||
{
|
||||
var projectile = ProjectileScene.Instantiate<Projectile>();
|
||||
// Use the projectile
|
||||
}
|
||||
```
|
||||
|
||||
## Project-Specific Notes
|
||||
|
||||
For **Your game**:
|
||||
|
||||
|
||||
## Summary
|
||||
- AI handles: Logic, structure, systems in C#
|
||||
- Human handles: Visuals, feel, precise adjustments
|
||||
- .tscn files are human-readable and AI can generate them
|
||||
- Always use [Export] and Inspector for scene/resource references
|
||||
- Use C# for all game logic, GDScript only for EditorScript tools
|
||||
- Include debug modes and clear TODOs
|
||||
- Test core mechanics with static methods
|
||||
- Avoid creating documentation unless requested
|
||||
3
.gitignore
vendored
3
.gitignore
vendored
|
|
@ -5,5 +5,4 @@ build/**
|
|||
release/**
|
||||
3D/Maps/autosave/**
|
||||
*.tmp
|
||||
*.TMP
|
||||
.idea/
|
||||
*.TMP
|
||||
|
|
@ -1,4 +1,4 @@
|
|||
[gd_resource type="StandardMaterial3D" format=3 uid="uid://u6ydl4us550b"]
|
||||
[gd_resource type="StandardMaterial3D" load_steps=2 format=3 uid="uid://u6ydl4us550b"]
|
||||
|
||||
[ext_resource type="Texture2D" uid="uid://oo51h3hyujqp" path="res://3D/BlockbenchModels/AlarmBox/Alarm_Box_0.png" id="1_vfsbh"]
|
||||
|
||||
|
|
|
|||
File diff suppressed because one or more lines are too long
|
|
@ -1,42 +0,0 @@
|
|||
[remap]
|
||||
|
||||
importer="scene"
|
||||
importer_version=1
|
||||
type="PackedScene"
|
||||
uid="uid://dccywtfbs7h8o"
|
||||
path="res://.godot/imported/Box_Blue.gltf-495d3958fad67997fcee095f2ecaa0cf.scn"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://3D/BlockbenchModels/Box/BoxTallBlue/Box_Blue.gltf"
|
||||
dest_files=["res://.godot/imported/Box_Blue.gltf-495d3958fad67997fcee095f2ecaa0cf.scn"]
|
||||
|
||||
[params]
|
||||
|
||||
nodes/root_type=""
|
||||
nodes/root_name=""
|
||||
nodes/root_script=null
|
||||
nodes/apply_root_scale=true
|
||||
nodes/root_scale=1.0
|
||||
nodes/import_as_skeleton_bones=false
|
||||
nodes/use_name_suffixes=true
|
||||
nodes/use_node_type_suffixes=true
|
||||
meshes/ensure_tangents=true
|
||||
meshes/generate_lods=true
|
||||
meshes/create_shadow_meshes=true
|
||||
meshes/light_baking=1
|
||||
meshes/lightmap_texel_size=0.2
|
||||
meshes/force_disable_compression=false
|
||||
skins/use_named_skins=true
|
||||
animation/import=true
|
||||
animation/fps=30
|
||||
animation/trimming=false
|
||||
animation/remove_immutable_tracks=true
|
||||
animation/import_rest_as_RESET=false
|
||||
import_script/path=""
|
||||
materials/extract=0
|
||||
materials/extract_format=0
|
||||
materials/extract_path=""
|
||||
_subresources={}
|
||||
gltf/naming_version=2
|
||||
gltf/embedded_image_handling=1
|
||||
BIN
3D/BlockbenchModels/Box/BoxTallBlue/Box_Blue_0.png
(Stored with Git LFS)
BIN
3D/BlockbenchModels/Box/BoxTallBlue/Box_Blue_0.png
(Stored with Git LFS)
Binary file not shown.
|
|
@ -1,43 +0,0 @@
|
|||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://bgk6mbtnp6d7h"
|
||||
path="res://.godot/imported/Box_Blue_0.png-78a8eea90b8b47f70752ba7813cb08aa.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
generator_parameters={
|
||||
"md5": "29ec1695abcb89f19b86869589f0dcde"
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://3D/BlockbenchModels/Box/BoxTallBlue/Box_Blue_0.png"
|
||||
dest_files=["res://.godot/imported/Box_Blue_0.png-78a8eea90b8b47f70752ba7813cb08aa.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=3
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=true
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=0
|
||||
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
|
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animation/import=true
|
||||
animation/fps=30
|
||||
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|
||||
animation/remove_immutable_tracks=true
|
||||
animation/import_rest_as_RESET=false
|
||||
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|
||||
materials/extract=0
|
||||
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||||
materials/extract_path=""
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|
||||
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||||
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3D/BlockbenchModels/Table/Table_004_1.png
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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||||
process/premult_alpha=false
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process/normal_map_invert_y=false
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File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
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@ -15,11 +15,9 @@ dest_files=["res://.godot/imported/Tank.gltf-869eb64f05263faa62e719f6cdfb8636.sc
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nodes/import_as_skeleton_bones=false
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nodes/use_name_suffixes=true
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||||
nodes/use_node_type_suffixes=true
|
||||
meshes/ensure_tangents=true
|
||||
meshes/generate_lods=true
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||||
|
|
@ -34,9 +32,6 @@ animation/trimming=false
|
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animation/remove_immutable_tracks=true
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||||
animation/import_rest_as_RESET=false
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import_script/path=""
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materials/extract=0
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materials/extract_format=0
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materials/extract_path=""
|
||||
_subresources={}
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@ -8,7 +8,7 @@ metadata={
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@ -30,10 +28,6 @@ mipmaps/generate=true
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process/channel_remap/red=0
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process/premult_alpha=false
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BIN
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3D/BlockbenchModels/Tank/Tank_0_Noisy.png
(Stored with Git LFS)
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process/premult_alpha=false
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process/size_limit=0
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detect_3d/compress_to=0
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@ -1,14 +0,0 @@
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[gd_scene load_steps=3 format=3 uid="uid://byyrqmraqy0ns"]
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[ext_resource type="PackedScene" uid="uid://q4pr60yjt0ld" path="res://3D/BlockbenchModels/Tank/Tank_Mini.gltf" id="1_g3gx6"]
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size = Vector3(0.7694095, 0.89630145, 0.77337646)
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[node name="Tank3dStandalone" type="StaticBody3D"]
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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[node name="blockbench_export" parent="." instance=ExtResource("1_g3gx6")]
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@ -34,17 +34,9 @@ animation/trimming=false
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@ -34,17 +34,9 @@ animation/trimming=false
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Some files were not shown because too many files have changed in this diff Show more
Loading…
Add table
Add a link
Reference in a new issue