Rewriting ships: Movement system
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10 changed files with 208 additions and 0 deletions
6
scenes/Ships/Modules/Engines/engine.tscn
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6
scenes/Ships/Modules/Engines/engine.tscn
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[gd_scene load_steps=2 format=3 uid="uid://mw4kwxoeqch3"]
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[ext_resource type="Script" path="res://scripts/Ship/engine.gd" id="1_e4bt7"]
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[node name="Engine" type="Node2D"]
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script = ExtResource("1_e4bt7")
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16
scenes/Ships/Modules/Hulls/hull.tscn
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16
scenes/Ships/Modules/Hulls/hull.tscn
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[gd_scene load_steps=3 format=3 uid="uid://bsu4eqwdfewwi"]
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[ext_resource type="Script" path="res://scripts/Ship/hull.gd" id="1_7nfg8"]
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[ext_resource type="Texture2D" uid="uid://beb76cssb3knp" path="res://sprites/ship.png" id="2_vhl4r"]
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[node name="Hull" type="RigidBody2D"]
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position = Vector2(0.5, 0)
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gravity_scale = 0.0
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angular_damp = 1.0
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script = ExtResource("1_7nfg8")
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[node name="Sprite" type="Sprite2D" parent="."]
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texture = ExtResource("2_vhl4r")
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[node name="Collision" type="CollisionPolygon2D" parent="."]
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polygon = PackedVector2Array(-45.5, 14, -45.5, 64, -44.5, 64, 81.5, 1, 81.5, -1, -44.5, -64, -45.5, -64, -45.5, -14, -67.5, -14, -81.5, -28, -82.5, -28, -82.5, 28, -81.5, 28, -67.5, 14)
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21
scenes/Ships/player_ship.tscn
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21
scenes/Ships/player_ship.tscn
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[gd_scene load_steps=5 format=3 uid="uid://dok3i8u5t1ka4"]
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[ext_resource type="PackedScene" uid="uid://bjkshql8ut6hk" path="res://scenes/Ships/ship.tscn" id="1_6x7bu"]
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[ext_resource type="Shader" path="res://shaders/ship.gdshader" id="2_dbojl"]
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[ext_resource type="Script" path="res://scripts/Ship/player_input_controller.gd" id="3_0e84a"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_u1mh3"]
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resource_local_to_scene = true
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resource_name = "Shield Material"
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shader = ExtResource("2_dbojl")
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shader_parameter/wave_centers = PackedVector2Array()
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shader_parameter/wave_distances = PackedFloat32Array(-1)
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shader_parameter/color = Color(1, 0, 0, 1)
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shader_parameter/max_distance = 20.0
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shader_parameter/bublic_size = 20.0
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[node name="PlayerShip" instance=ExtResource("1_6x7bu")]
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material = SubResource("ShaderMaterial_u1mh3")
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[node name="InputController" type="Node2D" parent="." index="2"]
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script = ExtResource("3_0e84a")
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14
scenes/Ships/ship.tscn
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14
scenes/Ships/ship.tscn
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@ -0,0 +1,14 @@
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[gd_scene load_steps=5 format=3 uid="uid://bjkshql8ut6hk"]
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[ext_resource type="Material" uid="uid://cw0827vwv7pc1" path="res://shaders/materials/ship_material.tres" id="1_ibfis"]
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[ext_resource type="Script" path="res://scripts/Ship/ship.gd" id="2_n14ml"]
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[ext_resource type="PackedScene" uid="uid://bsu4eqwdfewwi" path="res://scenes/Ships/Modules/Hulls/hull.tscn" id="3_upgeg"]
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[ext_resource type="PackedScene" uid="uid://mw4kwxoeqch3" path="res://scenes/Ships/Modules/Engines/engine.tscn" id="4_adr14"]
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[node name="Ship" type="Node2D"]
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material = ExtResource("1_ibfis")
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script = ExtResource("2_n14ml")
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[node name="Hull" parent="." instance=ExtResource("3_upgeg")]
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[node name="Engine" parent="." instance=ExtResource("4_adr14")]
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26
scripts/Ship/engine.gd
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26
scripts/Ship/engine.gd
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extends Node2D
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class_name ShipEngine
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# TODO: implement dashes
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# TODO: make particles and turbo
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## Engine ID to use with Game.get_module
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@export var id: String = "engine"
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## Acceleration speed of the engine
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@export var acceleration_speed: float = 50.0
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## Rotation speed of the engine
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@export var rotation_speed: float = 5000.0
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## Shortcut to get_parent()
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@onready var ship: Ship = get_parent()
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## Acceleration control variable
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var acceleration_axis: float = 0.0
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## Rotation control variable
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var rotation_axis: float = 0.0
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func _physics_process(_delta):
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# apply movement and rotation
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ship.hull.apply_central_force(Vector2.from_angle(ship.hull.rotation) * acceleration_speed * acceleration_axis)
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ship.hull.apply_torque(rotation_speed * rotation_axis)
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27
scripts/Ship/hull.gd
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27
scripts/Ship/hull.gd
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extends RigidBody2D
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class_name Hull
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## Shortcut to get_parent()
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@onready var ship: Ship = get_parent()
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## Hull ID to use with the Game.get_module func
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@export var id: String = "hull"
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## Max HP of the hull
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@export var max_hp: float = 30.0
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## Maximum amount of ammunition to be carried
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@export var max_ammunition: Dictionary = {
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"n/a": 0, # don't change this k thx
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"Laser Energy": 100,
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"Rockets": 10,
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}
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## Current HP of the hull. If it reaches zero, it emits parent's destroyed signal
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var hp: float = max_hp:
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set(new_hp):
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if new_hp > 0:
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hp = new_hp
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else:
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ship.destroyed.emit()
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8
scripts/Ship/player_input_controller.gd
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8
scripts/Ship/player_input_controller.gd
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extends Node2D
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## Shortcut to get_parent()
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@onready var ship: Ship = get_parent()
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func _physics_process(_delta):
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ship.engine.acceleration_axis = Input.get_axis("deccelerate", "accelerate")
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ship.engine.rotation_axis = Input.get_axis("rotateleft", "rotateright")
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56
scripts/Ship/ship.gd
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56
scripts/Ship/ship.gd
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extends Node2D
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class_name Ship
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# TODO: add weapons
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## Emits when hull hp reaches zero.
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signal destroyed
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## Reference to the engine module
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@onready var engine: ShipEngine = $Engine
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## Reference to the hull module
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@onready var hull: Hull = $Hull
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## Reference to the shield module
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@onready var shield: Shield = $Shield
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## Reference to primary weapon
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#@onready var primary_weapon: Weapon = $PrimaryWeapon
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## Reference to secondary weapon
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#@onready var secondary_weapon: Weapon = $SecondaryWeapon
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## Faction which this ship belongs to
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var faction : Game.Faction = Game.Faction.Player
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func _ready():
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#shield.material = material
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destroyed.connect(destroy)
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## Reset all required variables
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func destroy():
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hull.hp = hull.max_hp
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shield.capacity = shield.max_capacity
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## Swaps old hull with the new one
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func change_hull(new_hull_id: String):
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var new_hull: Hull = Game.get_module(new_hull_id, 'hull').instantiate()
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var old_hull: Hull = hull
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add_child(new_hull)
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hull = new_hull
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hull.hp = old_hull.hp
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get_tree().create_timer(0.05).timeout.connect(old_hull.queue_free)
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## Swaps old engine with the new one
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func change_engine(new_engine_id: String):
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var new_engine: ShipEngine = Game.get_module(new_engine_id, 'engine').instantiate()
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var old_engine: ShipEngine = engine
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add_child(new_engine)
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engine = new_engine
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get_tree().create_timer(0.05).timeout.connect(old_engine.queue_free)
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## Swaps old shield with the new one
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func change_shield(new_shield_id: String):
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var new_shield: Shield = Game.get_module(new_shield_id, 'shield').instantiate()
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var old_shield: Shield = shield
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add_child(new_shield)
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shield = new_shield
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get_tree().create_timer(0.05).timeout.connect(old_shield.queue_free)
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BIN
sprites/ship.png
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BIN
sprites/ship.png
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After Width: | Height: | Size: 1.8 KiB |
34
sprites/ship.png.import
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34
sprites/ship.png.import
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://beb76cssb3knp"
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path="res://.godot/imported/ship.png-4d5e64b785005468aa74f7ca14df1341.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://sprites/ship.png"
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dest_files=["res://.godot/imported/ship.png-4d5e64b785005468aa74f7ca14df1341.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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