Various editor and editor GUI fixes
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9982cae13b
commit
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editor.scn (Stored with Git LFS)
BIN
editor.scn (Stored with Git LFS)
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@ -53,31 +53,7 @@ func _init() -> void:
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func clear(clear_color: Color) -> void:
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_image.fill(clear_color)
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##
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##
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##
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func erase(point: Vector2i, mask: Image, scale: float, intensity: float, delta: float) -> void:
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var draw_area := _get_draw_area(point, mask, scale)
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if draw_area.has_area():
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var mask_ratio := mask.get_size() / draw_area.size
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for y in draw_area.size.y:
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var brush_mask_y := int(y * mask_ratio.y)
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for x in draw_area.size.x:
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var terrain_map_coord := draw_area.position + Vector2i(x, y)
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var pixel := _image.get_pixelv(terrain_map_coord)
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var mask_intensity_delta := intensity *\
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delta * mask.get_pixel(int(x * mask_ratio.x), brush_mask_y).a
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_image.set_pixelv(terrain_map_coord, Color(
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lerpf(pixel.r, 0.0, mask_intensity_delta),
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lerpf(pixel.g, 0.0, mask_intensity_delta),
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lerpf(pixel.b, 0.0, mask_intensity_delta),
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pixel.a))
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if instance != null:
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instance.terrain_map.update(_image)
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##
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@ -98,8 +74,9 @@ func lower(point: Vector2i, mask: Image, scale: float, intensity: float, delta:
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_image.set_pixelv(terrain_map_coord, Color(pixel.r, pixel.g, pixel.b,
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lerpf(pixel.a, pixel.a - (intensity *
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mask.get_pixel(int(x * mask_ratio.x), brush_mask_y).a), delta)))
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mask.get_pixel(int(x * mask_ratio.x), brush_mask_y).a), delta)).clamp())
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if instance != null:
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instance.terrain_map.update(_image)
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##
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@ -118,11 +95,44 @@ func paint_blue(point: Vector2i, mask: Image, scale: float, intensity: float, de
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var terrain_map_coord := draw_area.position + Vector2i(x, y)
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var pixel := _image.get_pixelv(terrain_map_coord)
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_image.set_pixelv(terrain_map_coord, Color(
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pixel.r, pixel.g, lerpf(pixel.b, intensity, delta *\
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mask.get_pixel(int(x * mask_ratio.x), brush_mask_y).a),
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pixel.a))
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var mask_intensity_delta := intensity *\
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delta * mask.get_pixel(int(x * mask_ratio.x), brush_mask_y).a
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_image.set_pixelv(terrain_map_coord, Color(
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lerpf(pixel.r, 0.0, mask_intensity_delta),
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lerpf(pixel.g, 0.0, mask_intensity_delta),
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lerpf(pixel.b, 1.0, mask_intensity_delta),
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pixel.a).clamp())
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if instance != null:
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instance.terrain_map.update(_image)
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##
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##
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##
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func paint_erase(point: Vector2i, mask: Image, scale: float, intensity: float, delta: float) -> void:
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var draw_area := _get_draw_area(point, mask, scale)
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if draw_area.has_area():
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var mask_ratio := mask.get_size() / draw_area.size
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for y in draw_area.size.y:
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var brush_mask_y := int(y * mask_ratio.y)
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for x in draw_area.size.x:
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var terrain_map_coord := draw_area.position + Vector2i(x, y)
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var pixel := _image.get_pixelv(terrain_map_coord)
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var mask_intensity_delta := intensity *\
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delta * mask.get_pixel(int(x * mask_ratio.x), brush_mask_y).a
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_image.set_pixelv(terrain_map_coord, Color(
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lerpf(pixel.r, 0.0, mask_intensity_delta),
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lerpf(pixel.g, 0.0, mask_intensity_delta),
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lerpf(pixel.b, 0.0, mask_intensity_delta),
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pixel.a).clamp())
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if instance != null:
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instance.terrain_map.update(_image)
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##
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@ -141,11 +151,16 @@ func paint_green(point: Vector2i, mask: Image, scale: float, intensity: float, d
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var terrain_map_coord := draw_area.position + Vector2i(x, y)
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var pixel := _image.get_pixelv(terrain_map_coord)
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_image.set_pixelv(terrain_map_coord, Color(
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pixel.r, lerpf(pixel.g, intensity, delta *\
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mask.get_pixel(int(x * mask_ratio.x), brush_mask_y).a),
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pixel.b, pixel.a))
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var mask_intensity_delta := intensity *\
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delta * mask.get_pixel(int(x * mask_ratio.x), brush_mask_y).a
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_image.set_pixelv(terrain_map_coord, Color(
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lerpf(pixel.r, 0.0, mask_intensity_delta),
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lerpf(pixel.g, 1.0, mask_intensity_delta),
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lerpf(pixel.b, 0.0, mask_intensity_delta),
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pixel.a).clamp())
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if instance != null:
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instance.terrain_map.update(_image)
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##
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@ -164,11 +179,16 @@ func paint_red(point: Vector2i, mask: Image, scale: float, intensity: float, del
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var terrain_map_coord := draw_area.position + Vector2i(x, y)
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var pixel := _image.get_pixelv(terrain_map_coord)
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_image.set_pixelv(terrain_map_coord, Color(
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lerpf(pixel.r, intensity, delta *\
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mask.get_pixel(int(x * mask_ratio.x), brush_mask_y).a),
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pixel.g, pixel.b, pixel.a))
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var mask_intensity_delta := intensity *\
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delta * mask.get_pixel(int(x * mask_ratio.x), brush_mask_y).a
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_image.set_pixelv(terrain_map_coord, Color(
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lerpf(pixel.r, 1.0, mask_intensity_delta),
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lerpf(pixel.g, 0.0, mask_intensity_delta),
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lerpf(pixel.b, 0.0, mask_intensity_delta),
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pixel.a).clamp())
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if instance != null:
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instance.terrain_map.update(_image)
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##
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@ -189,8 +209,9 @@ func raise(point: Vector2i, mask: Image, scale: float, intensity: float, delta:
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_image.set_pixelv(terrain_map_coord, Color(pixel.r, pixel.g, pixel.b,
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lerpf(pixel.a, pixel.a + (intensity *
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mask.get_pixel(int(x * mask_ratio.x), brush_mask_y).a), delta)))
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mask.get_pixel(int(x * mask_ratio.x), brush_mask_y).a), delta)).clamp())
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if instance != null:
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instance.terrain_map.update(_image)
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##
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@ -226,6 +247,7 @@ func smooth(point: Vector2i, mask: Image, scale: float, level: float, delta: flo
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_image.set_pixelv(terrain_map_coord, Color(pixel.r, pixel.g, pixel.b,
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lerpf(pixel.a, level, delta * mask.get_pixel(
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int(x * mask_ratio.x), brush_mask_y).a)))
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int(x * mask_ratio.x), brush_mask_y).a)).clamp())
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if instance != null:
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instance.terrain_map.update(_image)
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BIN
editor/menus_theme.res (Stored with Git LFS)
BIN
editor/menus_theme.res (Stored with Git LFS)
Binary file not shown.
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@ -27,7 +27,7 @@ _global_script_classes=[{
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"base": "GeometryInstance3D",
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"class": &"TerrainInstance3D",
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"language": &"GDScript",
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"path": "res://terrain_instance_3d.gd"
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"path": "res://terrain/terrain_instance_3d.gd"
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}]
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_global_script_class_icons={
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"EditableTerrain": "",
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@ -164,6 +164,6 @@ var max_height := 100.0:
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max_height = max(value, 0.0)
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func _init() -> void:
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self._material.shader = preload("res://terrain_shader.gdshader")
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self._material.shader = preload("res://terrain/terrain_shader.gdshader")
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self._mesh.surface_set_material(0, self._material)
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@ -23,7 +23,7 @@ uniform vec2 SIZE;
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uniform sampler2D TERRAIN_MAP : hint_default_transparent, repeat_disable;
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void fragment() {
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vec2 uv = UV * SIZE;
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vec2 uv = UV * (SIZE / 2.0);
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vec2 uv_alt = uv * -0.25;
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vec3 splat_map = texture(TERRAIN_MAP, UV).rgb;
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float blank = clamp(1.0 - splat_map.r - splat_map.g - splat_map.b, 0.0, 1.0);
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@ -1,169 +0,0 @@
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@tool
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class_name TerrainInstance3D extends GeometryInstance3D
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const _DETAIL := 2
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var _mesh := PlaneMesh.new()
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var _material := ShaderMaterial.new()
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##
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##
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##
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@export
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var size: Vector2i = Vector2i.ZERO:
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get:
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return size
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set(value):
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var width := maxi(value.x, 0)
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var height := maxi(value.y, 0)
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if (width != size.x) or (height != size.y):
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if (width == 0) and (height == 0):
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RenderingServer.instance_set_base(self.get_instance(), RID())
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else:
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self._mesh.subdivide_width = width * _DETAIL
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self._mesh.subdivide_depth = height * _DETAIL
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self._mesh.size = value
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self._material.set_shader_parameter("SIZE", Vector2(value))
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RenderingServer.instance_set_base(self.get_instance(), self._mesh)
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size = value
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##
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##
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##
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@export
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var albedo_map: Texture2D = null:
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get:
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return albedo_map
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set(value):
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self._material.set_shader_parameter("ALBEDO_MAP_0", value)
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albedo_map = value
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##
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##
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##
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@export
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var albedo_map_b: Texture2D = null:
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get:
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return albedo_map_b
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set(value):
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self._material.set_shader_parameter("ALBEDO_MAP_B", value)
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albedo_map_b = value
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##
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##
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##
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@export
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var albedo_map_g: Texture2D = null:
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get:
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return albedo_map_g
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set(value):
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self._material.set_shader_parameter("ALBEDO_MAP_G", value)
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albedo_map_g = value
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##
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##
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##
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@export
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var albedo_map_r: Texture2D = null:
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get:
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return albedo_map_r
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set(value):
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self._material.set_shader_parameter("ALBEDO_MAP_R", value)
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albedo_map_r = value
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##
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##
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##
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@export
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var normal_map: Texture2D = null:
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get:
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return normal_map
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set(value):
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self._material.set_shader_parameter("NORMAL_MAP_0", value)
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normal_map = value
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##
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##
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##
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@export
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var normal_map_b: Texture2D = null:
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get:
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return normal_map_b
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set(value):
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self._material.set_shader_parameter("NORMAL_MAP_B", value)
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normal_map_b = value
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##
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##
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##
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@export
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var normal_map_g: Texture2D = null:
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get:
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return normal_map_g
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set(value):
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self._material.set_shader_parameter("NORMAL_MAP_G", value)
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normal_map_g = value
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##
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##
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##
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@export
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var normal_map_r: Texture2D = null:
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get:
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return normal_map_r
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set(value):
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self._material.set_shader_parameter("NORMAL_MAP_R", value)
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normal_map_r = value
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##
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##
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##
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@export
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var terrain_map: Texture2D = null:
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get:
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return terrain_map
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set(value):
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self._material.set_shader_parameter("TERRAIN_MAP", value)
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terrain_map = value
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##
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##
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##
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@export
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var max_height := 100.0:
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get:
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return max_height
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set(value):
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self._material.set_shader_parameter("MAX_HEIGHT", value)
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max_height = max(value, 0.0)
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func _init() -> void:
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self._material.shader = preload("res://terrain_shader.gdshader")
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self._mesh.surface_set_material(0, self._material)
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