équilibrages, fix et évolutions
* résolution du bug de disparition des items #94 * améliorations définitives dans le camion via compost #88 * ajout de plus d'aléatoire dans le zone de départ * suppression des récompenses de quota (pour l'instant) * équilibrage du gain en graine * ajout de la clarté dans les actions
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62
common/vfx/materials/shaders/outline.gdshader
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62
common/vfx/materials/shaders/outline.gdshader
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shader_type canvas_item;
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uniform vec4 color : source_color = vec4(1.0);
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uniform float width : hint_range(0, 10) = 1.0;
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uniform int pattern : hint_range(0, 2) = 0; // diamond, circle, square
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uniform bool inside = false;
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uniform bool add_margins = true; // only useful when inside is false
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void vertex() {
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if (add_margins) {
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VERTEX += (UV * 2.0 - 1.0) * width;
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}
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}
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bool hasContraryNeighbour(vec2 uv, vec2 texture_pixel_size, sampler2D texture) {
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for (float i = -ceil(width); i <= ceil(width); i++) {
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float x = abs(i) > width ? width * sign(i) : i;
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float offset;
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if (pattern == 0) {
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offset = width - abs(x);
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} else if (pattern == 1) {
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offset = floor(sqrt(pow(width + 0.5, 2) - x * x));
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} else if (pattern == 2) {
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offset = width;
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}
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for (float j = -ceil(offset); j <= ceil(offset); j++) {
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float y = abs(j) > offset ? offset * sign(j) : j;
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vec2 xy = uv + texture_pixel_size * vec2(x, y);
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if ((xy != clamp(xy, vec2(0.0), vec2(1.0)) || texture(texture, xy).a <= 0.0) == inside) {
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return true;
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}
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}
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}
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return false;
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}
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void fragment() {
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vec2 uv = UV;
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if (add_margins) {
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vec2 texture_pixel_size = vec2(1.0) / (vec2(1.0) / TEXTURE_PIXEL_SIZE + vec2(width * 2.0));
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uv = (uv - texture_pixel_size * width) * TEXTURE_PIXEL_SIZE / texture_pixel_size;
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if (uv != clamp(uv, vec2(0.0), vec2(1.0))) {
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COLOR.a = 0.0;
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} else {
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COLOR = texture(TEXTURE, uv);
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}
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} else {
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COLOR = texture(TEXTURE, uv);
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}
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if ((COLOR.a > 0.0) == inside && hasContraryNeighbour(uv, TEXTURE_PIXEL_SIZE, TEXTURE)) {
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COLOR.rgb = inside ? mix(COLOR.rgb, color.rgb, color.a) : color.rgb;
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COLOR.a += (1.0 - COLOR.a) * color.a;
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}
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}
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1
common/vfx/materials/shaders/outline.gdshader.uid
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1
common/vfx/materials/shaders/outline.gdshader.uid
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uid://bt4t4qrug135
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55
common/vfx/materials/shaders/skew.gdshader
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55
common/vfx/materials/shaders/skew.gdshader
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// Hey this is Hei! This shader "fakes" a 3D-camera perspective on CanvasItems.
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// License: MIT
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shader_type canvas_item;
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// Camera FOV
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uniform float fov : hint_range(1, 179) = 90;
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uniform bool cull_back = true;
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uniform float y_rot : hint_range(-180, 180) = 0.0;
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uniform float x_rot : hint_range(-180, 180) = 0.0;
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// At 0, the image retains its size when unrotated.
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// At 1, the image is resized so that it can do a full
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// rotation without clipping inside its rect.
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uniform float inset : hint_range(0, 1) = 0.0;
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// Consider changing this to a uniform and changing it from code
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varying flat vec2 o;
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varying vec3 p;
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// Creates rotation matrix
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void vertex(){
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float sin_b = sin(y_rot / 180.0 * PI);
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float cos_b = cos(y_rot / 180.0 * PI);
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float sin_c = sin(x_rot / 180.0 * PI);
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float cos_c = cos(x_rot / 180.0 * PI);
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mat3 inv_rot_mat;
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inv_rot_mat[0][0] = cos_b;
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inv_rot_mat[0][1] = 0.0;
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inv_rot_mat[0][2] = -sin_b;
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inv_rot_mat[1][0] = sin_b * sin_c;
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inv_rot_mat[1][1] = cos_c;
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inv_rot_mat[1][2] = cos_b * sin_c;
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inv_rot_mat[2][0] = sin_b * cos_c;
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inv_rot_mat[2][1] = -sin_c;
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inv_rot_mat[2][2] = cos_b * cos_c;
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float t = tan(fov / 360.0 * PI);
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p = inv_rot_mat * vec3((UV - 0.5), 0.5 / t);
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float v = (0.5 / t) + 0.5;
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p.xy *= v * inv_rot_mat[2].z;
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o = v * inv_rot_mat[2].xy;
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VERTEX += (UV - 0.5) / TEXTURE_PIXEL_SIZE * t * (1.0 - inset);
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}
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void fragment(){
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if (cull_back && p.z <= 0.0) discard;
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vec2 uv = (p.xy / p.z).xy - o;
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COLOR = texture(TEXTURE, uv + 0.5);
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COLOR.a *= step(max(abs(uv.x), abs(uv.y)), 0.5);
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}
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1
common/vfx/materials/shaders/skew.gdshader.uid
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1
common/vfx/materials/shaders/skew.gdshader.uid
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uid://bqjwmomh851lc
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