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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
|
||||||
4
.gitignore
vendored
4
.gitignore
vendored
|
|
@ -3,3 +3,7 @@
|
||||||
.vscode/
|
.vscode/
|
||||||
build/**
|
build/**
|
||||||
release/**
|
release/**
|
||||||
|
3D/Maps/autosave/**
|
||||||
|
*.tmp
|
||||||
|
*.TMP
|
||||||
|
.idea/
|
||||||
BIN
3D/BlenderModels/Box/Box.blend
Normal file
BIN
3D/BlenderModels/Box/Box.blend
Normal file
Binary file not shown.
53
3D/BlenderModels/Box/Box.blend.import
Normal file
53
3D/BlenderModels/Box/Box.blend.import
Normal file
|
|
@ -0,0 +1,53 @@
|
||||||
|
[remap]
|
||||||
|
|
||||||
|
importer="scene"
|
||||||
|
importer_version=1
|
||||||
|
type="PackedScene"
|
||||||
|
uid="uid://doi28vodqxgu5"
|
||||||
|
path="res://.godot/imported/Box.blend-1e1b2d136314ae6975c00cb67891c6fe.scn"
|
||||||
|
|
||||||
|
[deps]
|
||||||
|
|
||||||
|
source_file="res://3D/BlenderModels/Box/Box.blend"
|
||||||
|
dest_files=["res://.godot/imported/Box.blend-1e1b2d136314ae6975c00cb67891c6fe.scn"]
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Normal file
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Normal file
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Normal file
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Normal file
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Normal file
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Normal file
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Normal file
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Normal file
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(Stored with Git LFS)
Normal file
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Normal file
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Normal file
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Normal file
File diff suppressed because one or more lines are too long
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Normal file
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Normal file
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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
|
||||||
BIN
3D/BlockbenchModels/Box/Box_Texture.png
(Stored with Git LFS)
Normal file
BIN
3D/BlockbenchModels/Box/Box_Texture.png
(Stored with Git LFS)
Normal file
Binary file not shown.
34
3D/BlockbenchModels/Box/Box_Texture.png.import
Normal file
34
3D/BlockbenchModels/Box/Box_Texture.png.import
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|
|
@ -0,0 +1,34 @@
|
||||||
|
[remap]
|
||||||
|
|
||||||
|
importer="texture"
|
||||||
|
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|
||||||
|
uid="uid://2p0yrweuvfy7"
|
||||||
|
path="res://.godot/imported/Box_Texture.png-49c2203079a441f753bfb9b551ce5861.ctex"
|
||||||
|
metadata={
|
||||||
|
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|
||||||
|
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|
||||||
|
|
||||||
|
[deps]
|
||||||
|
|
||||||
|
source_file="res://3D/BlockbenchModels/Box/Box_Texture.png"
|
||||||
|
dest_files=["res://.godot/imported/Box_Texture.png-49c2203079a441f753bfb9b551ce5861.ctex"]
|
||||||
|
|
||||||
|
[params]
|
||||||
|
|
||||||
|
compress/mode=3
|
||||||
|
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|
||||||
|
compress/lossy_quality=0.7
|
||||||
|
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|
||||||
|
compress/normal_map=0
|
||||||
|
compress/channel_pack=0
|
||||||
|
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|
||||||
|
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|
||||||
|
roughness/mode=0
|
||||||
|
roughness/src_normal=""
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||||||
|
process/fix_alpha_border=true
|
||||||
|
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|
||||||
|
process/normal_map_invert_y=false
|
||||||
|
process/hdr_as_srgb=false
|
||||||
|
process/hdr_clamp_exposure=false
|
||||||
|
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|
||||||
|
detect_3d/compress_to=0
|
||||||
BIN
3D/BlockbenchModels/Box/Box_Textures.pxc
Normal file
BIN
3D/BlockbenchModels/Box/Box_Textures.pxc
Normal file
Binary file not shown.
BIN
3D/BlockbenchModels/Box/Box_Textures.pxc1
Normal file
BIN
3D/BlockbenchModels/Box/Box_Textures.pxc1
Normal file
Binary file not shown.
1
3D/BlockbenchModels/Box/Box_Yellow.bbmodel
Normal file
1
3D/BlockbenchModels/Box/Box_Yellow.bbmodel
Normal file
File diff suppressed because one or more lines are too long
1
3D/BlockbenchModels/Box/Box_Yellow.gltf
Normal file
1
3D/BlockbenchModels/Box/Box_Yellow.gltf
Normal file
File diff suppressed because one or more lines are too long
42
3D/BlockbenchModels/Box/Box_Yellow.gltf.import
Normal file
42
3D/BlockbenchModels/Box/Box_Yellow.gltf.import
Normal file
|
|
@ -0,0 +1,42 @@
|
||||||
|
[remap]
|
||||||
|
|
||||||
|
importer="scene"
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||||||
|
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||||||
|
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||||||
|
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||||||
|
path="res://.godot/imported/Box_Yellow.gltf-d7ebe7269c2aff0af0de300fb848379a.scn"
|
||||||
|
|
||||||
|
[deps]
|
||||||
|
|
||||||
|
source_file="res://3D/BlockbenchModels/Box/Box_Yellow.gltf"
|
||||||
|
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|
|
||||||
|
[params]
|
||||||
|
|
||||||
|
nodes/root_type=""
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||||||
|
nodes/root_name=""
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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
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||||||
|
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|
||||||
|
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|
||||||
|
skins/use_named_skins=true
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||||||
|
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=1
|
||||||
|
gltf/embedded_image_handling=1
|
||||||
BIN
3D/BlockbenchModels/Box/Box_Yellow_0.png
(Stored with Git LFS)
Normal file
BIN
3D/BlockbenchModels/Box/Box_Yellow_0.png
(Stored with Git LFS)
Normal file
Binary file not shown.
43
3D/BlockbenchModels/Box/Box_Yellow_0.png.import
Normal file
43
3D/BlockbenchModels/Box/Box_Yellow_0.png.import
Normal file
|
|
@ -0,0 +1,43 @@
|
||||||
|
[remap]
|
||||||
|
|
||||||
|
importer="texture"
|
||||||
|
type="CompressedTexture2D"
|
||||||
|
uid="uid://dtbyhw5wi3nye"
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||||||
|
path="res://.godot/imported/Box_Yellow_0.png-c2156d5abd01ddcba7e136818721444a.ctex"
|
||||||
|
metadata={
|
||||||
|
"vram_texture": false
|
||||||
|
}
|
||||||
|
generator_parameters={
|
||||||
|
"md5": "3406f98156b90d2928015145b78c7f6c"
|
||||||
|
}
|
||||||
|
|
||||||
|
[deps]
|
||||||
|
|
||||||
|
source_file="res://3D/BlockbenchModels/Box/Box_Yellow_0.png"
|
||||||
|
dest_files=["res://.godot/imported/Box_Yellow_0.png-c2156d5abd01ddcba7e136818721444a.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
|
||||||
BIN
3D/BlockbenchModels/Box/Box_Yellow_Texture.png
(Stored with Git LFS)
Normal file
BIN
3D/BlockbenchModels/Box/Box_Yellow_Texture.png
(Stored with Git LFS)
Normal file
Binary file not shown.
34
3D/BlockbenchModels/Box/Box_Yellow_Texture.png.import
Normal file
34
3D/BlockbenchModels/Box/Box_Yellow_Texture.png.import
Normal file
|
|
@ -0,0 +1,34 @@
|
||||||
|
[remap]
|
||||||
|
|
||||||
|
importer="texture"
|
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|
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||||||
|
uid="uid://dshymadm0gl58"
|
||||||
|
path="res://.godot/imported/Box_Yellow_Texture.png-dc0a4e1d9dd3ce23f9b11cf7637d5cf9.ctex"
|
||||||
|
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|
"vram_texture": false
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|
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|
||||||
|
|
||||||
|
[deps]
|
||||||
|
|
||||||
|
source_file="res://3D/BlockbenchModels/Box/Box_Yellow_Texture.png"
|
||||||
|
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|
||||||
|
|
||||||
|
[params]
|
||||||
|
|
||||||
|
compress/mode=3
|
||||||
|
compress/high_quality=false
|
||||||
|
compress/lossy_quality=0.7
|
||||||
|
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/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
|
||||||
BIN
3D/BlockbenchModels/Box/Box_Yellow_Texture_Noisy.png
(Stored with Git LFS)
Normal file
BIN
3D/BlockbenchModels/Box/Box_Yellow_Texture_Noisy.png
(Stored with Git LFS)
Normal file
Binary file not shown.
40
3D/BlockbenchModels/Box/Box_Yellow_Texture_Noisy.png.import
Normal file
40
3D/BlockbenchModels/Box/Box_Yellow_Texture_Noisy.png.import
Normal file
|
|
@ -0,0 +1,40 @@
|
||||||
|
[remap]
|
||||||
|
|
||||||
|
importer="texture"
|
||||||
|
type="CompressedTexture2D"
|
||||||
|
uid="uid://beis314i3hjmx"
|
||||||
|
path="res://.godot/imported/Box_Yellow_Texture_Noisy.png-55814ca33ba4ed24d9acd4b49bd4a0f5.ctex"
|
||||||
|
metadata={
|
||||||
|
"vram_texture": false
|
||||||
|
}
|
||||||
|
|
||||||
|
[deps]
|
||||||
|
|
||||||
|
source_file="res://3D/BlockbenchModels/Box/Box_Yellow_Texture_Noisy.png"
|
||||||
|
dest_files=["res://.godot/imported/Box_Yellow_Texture_Noisy.png-55814ca33ba4ed24d9acd4b49bd4a0f5.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
|
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|
detect_3d/compress_to=0
|
||||||
1
3D/BlockbenchModels/Box/Metal_Box.bbmodel
Normal file
1
3D/BlockbenchModels/Box/Metal_Box.bbmodel
Normal file
File diff suppressed because one or more lines are too long
BIN
3D/BlockbenchModels/Box/Metal_Box_Texture.png
(Stored with Git LFS)
Normal file
BIN
3D/BlockbenchModels/Box/Metal_Box_Texture.png
(Stored with Git LFS)
Normal file
Binary file not shown.
34
3D/BlockbenchModels/Box/Metal_Box_Texture.png.import
Normal file
34
3D/BlockbenchModels/Box/Metal_Box_Texture.png.import
Normal file
|
|
@ -0,0 +1,34 @@
|
||||||
|
[remap]
|
||||||
|
|
||||||
|
importer="texture"
|
||||||
|
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||||||
|
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|
||||||
|
path="res://.godot/imported/Metal_Box_Texture.png-0029649f45f2d8b0d265c0648f98124f.ctex"
|
||||||
|
metadata={
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|
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|
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|
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|
||||||
|
|
||||||
|
[deps]
|
||||||
|
|
||||||
|
source_file="res://3D/BlockbenchModels/Box/Metal_Box_Texture.png"
|
||||||
|
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|
||||||
|
|
||||||
|
[params]
|
||||||
|
|
||||||
|
compress/mode=3
|
||||||
|
compress/high_quality=false
|
||||||
|
compress/lossy_quality=0.7
|
||||||
|
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/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
|
||||||
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