Extensive work done on basically everything. Attacks prototyped, animations prototyped, pawnbody split out, all traps but pitfall implemented, UI hooked up more.
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17
visuals/shaders/player.gdshader
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17
visuals/shaders/player.gdshader
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shader_type spatial;
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uniform vec4 color : source_color;
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uniform float strength : hint_range(0.0, 1.0, 0.1);
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void vertex() {
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// Called for every vertex the material is visible on.
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}
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void fragment() {
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// Called for every pixel the material is visible on.
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ALBEDO = color.rgb;
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ALPHA = strength;
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}
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//void light() {
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// // Called for every pixel for every light affecting the CanvasItem.
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// // Uncomment to replace the default light processing function with this one.
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//}
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