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

@@ -58,7 +58,7 @@ public partial class MonsterRoom : DungeonRoom
var selectedItem = database.PickItem<InventoryItem>();
var duplicated = selectedItem.Duplicate((int)DuplicateFlags.UseInstantiation) as Node3D;
duplicated.Position = new Vector3(spawnPoint.Position.X, -0.5f, spawnPoint.Position.Z);
duplicated.Position = new Vector3(spawnPoint.Position.X, -1.5f, spawnPoint.Position.Z);
AddChild(duplicated);
}
}

View File

@@ -867,11 +867,11 @@ transform = Transform3D(0.857993, 0, 0.513661, 0, 1, 0, -0.513661, 0, 0.857993,
shape = SubResource("BoxShape3D_xh2ej")
[node name="Ground" type="StaticBody3D" parent="Collision"]
collision_layer = 4
collision_layer = 5
collision_mask = 0
[node name="CollisionShape3D" type="CollisionShape3D" parent="Collision/Ground"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 14.4904, -3.7991, 1.76942)
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 14.4904, -4.20887, 1.76942)
shape = SubResource("BoxShape3D_aqomv")
debug_color = Color(0.937255, 0, 0.623529, 1)