Fix table/stairs issues
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e5215356f3
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@ -44,12 +44,13 @@ light_data = ExtResource("2_36ysp")
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[node name="HazyEnv" parent="." instance=ExtResource("3_gdvn0")]
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[node name="HazyEnv" parent="." instance=ExtResource("3_gdvn0")]
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[node name="Player" parent="." instance=ExtResource("8_6btor")]
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[node name="Player" parent="." node_paths=PackedStringArray("Table") instance=ExtResource("8_6btor")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -58.6119, 24, 3.65156)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -205.512, -4.76837e-07, 45.9007)
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MaxVolumeWindHeight = 60.0
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MaxVolumeWindHeight = 60.0
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Table = NodePath("../table")
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[node name="table" parent="." node_paths=PackedStringArray("Hud", "TrenchbroomMap") instance=ExtResource("10_hcwch")]
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[node name="table" parent="." node_paths=PackedStringArray("Hud", "TrenchbroomMap") instance=ExtResource("10_hcwch")]
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transform = Transform3D(-0.0123217, 0, 0.999924, 0, 1, 0, -0.999924, 0, -0.0123217, -58.2601, 24.0011, 0)
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transform = Transform3D(-4.37114e-08, 0, 1, 0, 1, 0, -1, 0, -4.37114e-08, -205.16, -0.00674486, 42.2491)
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Hud = NodePath("../HUD")
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Hud = NodePath("../HUD")
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TrenchbroomMap = NodePath("../StairsMap")
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TrenchbroomMap = NodePath("../StairsMap")
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RelativeScale = 0.002
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RelativeScale = 0.002
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@ -64,7 +65,8 @@ material = SubResource("ShaderMaterial_ltak5")
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[node name="HUD" parent="." node_paths=PackedStringArray("Player") instance=ExtResource("8_i25qr")]
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[node name="HUD" parent="." node_paths=PackedStringArray("Player") instance=ExtResource("8_i25qr")]
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Player = NodePath("../Player")
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Player = NodePath("../Player")
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[node name="PauseMenu" parent="." instance=ExtResource("9_cfhxe")]
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[node name="PauseMenu" parent="." node_paths=PackedStringArray("Table") instance=ExtResource("9_cfhxe")]
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Table = NodePath("../table")
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[node name="SubViewport" type="SubViewport" parent="."]
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[node name="SubViewport" type="SubViewport" parent="."]
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msaa_3d = 3
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msaa_3d = 3
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@ -186,7 +186,6 @@ namespace Gmtk24 {
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Visible = true;
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Visible = true;
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ProcessMode = ProcessModeEnum.Pausable;
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ProcessMode = ProcessModeEnum.Pausable;
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Position = position;
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Position = position;
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lookAt.Y = 0;
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LookAt(lookAt);
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LookAt(lookAt);
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Rotate(Vector3.Up, (float)Math.PI / 2);
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Rotate(Vector3.Up, (float)Math.PI / 2);
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}
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}
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