Add test shader for godrays, use rigidbodies to put all spawned items on the ground

This commit is contained in:
2025-06-28 12:26:26 -07:00
parent f33616dda4
commit cf03c75ada
12 changed files with 136 additions and 18 deletions

View File

@@ -1,13 +1,26 @@
[gd_scene load_steps=3 format=3 uid="uid://db206brufi83s"]
[gd_scene load_steps=4 format=3 uid="uid://db206brufi83s"]
[ext_resource type="Script" uid="uid://bq8aaf1ae4afh" path="res://src/items/weapons/Weapon.cs" id="1_7pkyf"]
[sub_resource type="CylinderShape3D" id="CylinderShape3D_1051i"]
height = 0.725098
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_wll7p"]
radius = 0.470016
[node name="Weapon" type="Node3D"]
[node name="Weapon" type="RigidBody3D"]
collision_layer = 0
axis_lock_linear_x = true
axis_lock_linear_z = true
axis_lock_angular_x = true
axis_lock_angular_y = true
axis_lock_angular_z = true
script = ExtResource("1_7pkyf")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.00908482, 0)
shape = SubResource("CylinderShape3D_1051i")
[node name="Pickup" type="Area3D" parent="."]
unique_name_in_owner = true
collision_layer = 4