way too many changes to list, oops. big rewrite.
This commit is contained in:
182
Scenes/TowerBase/dissolve.tres
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182
Scenes/TowerBase/dissolve.tres
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@ -0,0 +1,182 @@
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[gd_resource type="VisualShader" load_steps=17 format=3 uid="uid://dsi0ofa74tfc4"]
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[ext_resource type="Texture2D" uid="uid://bmor4v4j7krgh" path="res://Scenes/TowerBase/funboxtex.png" id="1_kau30"]
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[ext_resource type="Texture2D" uid="uid://c4ytjp05u7auv" path="res://noisetex.tres" id="2_ow168"]
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[sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_ugjxq"]
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source = 5
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texture = ExtResource("1_kau30")
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[sub_resource type="VisualShaderNodeTexture2DParameter" id="VisualShaderNodeTexture2DParameter_hqcdo"]
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parameter_name = "Texture2DParameter"
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qualifier = 2
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texture_type = 1
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texture_filter = 1
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[sub_resource type="VisualShaderNodeColorParameter" id="VisualShaderNodeColorParameter_rwgpq"]
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output_port_for_preview = 0
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expanded_output_ports = [0]
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parameter_name = "Color"
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qualifier = 2
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default_value_enabled = true
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default_value = Color(0, 1, 0, 0.752941)
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[sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_g2jnk"]
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output_port_for_preview = 0
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default_input_values = [0, Quaternion(0, 0, 0, 0), 1, Quaternion(0, 0, 0, 0)]
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op_type = 2
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operator = 2
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[sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_ddxtc"]
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default_input_values = [0, Quaternion(0, 0, 0, 0), 1, Quaternion(0, 0, 0, 0)]
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expanded_output_ports = [0]
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op_type = 2
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operator = 2
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[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_nxokf"]
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output_port_for_preview = 0
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input_name = "uv"
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[sub_resource type="VisualShaderNodeVectorFunc" id="VisualShaderNodeVectorFunc_lymyr"]
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output_port_for_preview = 0
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default_input_values = [0, Quaternion(0, 0, 0, 0)]
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op_type = 2
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function = 32
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[sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_s08rr"]
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output_port_for_preview = 4
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default_input_values = [0, Quaternion(0, 0, 0, 0), 1, Quaternion(0, 0, 0, 0)]
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expanded_output_ports = [0]
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op_type = 2
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[sub_resource type="VisualShaderNodeFloatParameter" id="VisualShaderNodeFloatParameter_8utgl"]
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parameter_name = "Float"
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qualifier = 2
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default_value_enabled = true
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default_value = 1.0
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[sub_resource type="VisualShaderNodeFloatFunc" id="VisualShaderNodeFloatFunc_pyn4g"]
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function = 31
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[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_pw0qj"]
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default_input_values = [0, 0.0, 1, 0.5]
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operator = 1
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[sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_4c6mr"]
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output_port_for_preview = 0
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texture = ExtResource("2_ow168")
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[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_v8kd6"]
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output_port_for_preview = 0
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operator = 1
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[sub_resource type="VisualShaderNodeFloatFunc" id="VisualShaderNodeFloatFunc_h0gpf"]
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output_port_for_preview = 0
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function = 15
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[resource]
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code = "shader_type spatial;
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render_mode blend_mix, depth_draw_always, cull_back, diffuse_lambert, specular_schlick_ggx, depth_prepass_alpha;
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uniform sampler2D Texture2DParameter : source_color, filter_nearest;
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uniform sampler2D tex_frg_7;
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instance uniform float Float = 1.0;
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instance uniform vec4 Color : source_color = vec4(0.000000, 1.000000, 0.000000, 0.752941);
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void fragment() {
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vec4 n_out13p0;
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// Texture2D:13
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n_out13p0 = texture(Texture2DParameter, UV);
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// Input:2
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vec2 n_out2p0 = UV;
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// Texture2D:7
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vec4 n_out7p0 = texture(tex_frg_7, n_out2p0);
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// FloatParameter:23
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float n_out23p0 = Float;
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// FloatFunc:24
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float n_out24p0 = 1.0 - n_out23p0;
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// FloatOp:5
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float n_in5p1 = 0.50000;
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float n_out5p0 = n_out24p0 - n_in5p1;
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// FloatOp:8
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float n_out8p0 = n_out7p0.x - n_out5p0;
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// FloatFunc:9
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float n_out9p0 = round(n_out8p0);
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// VectorOp:18
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vec4 n_out18p0 = n_out13p0 * vec4(n_out9p0);
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// VectorFunc:21
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vec4 n_out21p0 = vec4(1.0) - vec4(n_out9p0);
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// ColorParameter:15
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vec4 n_out15p0 = Color;
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// VectorOp:19
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vec4 n_out19p0 = n_out21p0 * n_out15p0;
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// VectorOp:22
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vec4 n_out22p0 = n_out18p0 + n_out19p0;
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float n_out22p4 = n_out22p0.a;
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// Output:0
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ALBEDO = vec3(n_out22p0.xyz);
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ALPHA = n_out22p4;
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}
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"
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modes/depth_draw = 1
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flags/depth_prepass_alpha = true
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nodes/fragment/0/position = Vector2(1220, 280)
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nodes/fragment/2/node = SubResource("VisualShaderNodeInput_nxokf")
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nodes/fragment/2/position = Vector2(-580, 180)
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nodes/fragment/5/node = SubResource("VisualShaderNodeFloatOp_pw0qj")
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nodes/fragment/5/position = Vector2(-500, 440)
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nodes/fragment/7/node = SubResource("VisualShaderNodeTexture_4c6mr")
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nodes/fragment/7/position = Vector2(-280, 20)
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nodes/fragment/8/node = SubResource("VisualShaderNodeFloatOp_v8kd6")
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nodes/fragment/8/position = Vector2(-60, 340)
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nodes/fragment/9/node = SubResource("VisualShaderNodeFloatFunc_h0gpf")
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nodes/fragment/9/position = Vector2(140, 360)
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nodes/fragment/13/node = SubResource("VisualShaderNodeTexture_ugjxq")
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nodes/fragment/13/position = Vector2(260, 140)
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nodes/fragment/14/node = SubResource("VisualShaderNodeTexture2DParameter_hqcdo")
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nodes/fragment/14/position = Vector2(-60, 0)
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nodes/fragment/15/node = SubResource("VisualShaderNodeColorParameter_rwgpq")
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nodes/fragment/15/position = Vector2(40, 940)
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nodes/fragment/18/node = SubResource("VisualShaderNodeVectorOp_g2jnk")
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nodes/fragment/18/position = Vector2(500, 340)
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nodes/fragment/19/node = SubResource("VisualShaderNodeVectorOp_ddxtc")
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nodes/fragment/19/position = Vector2(600, 740)
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nodes/fragment/21/node = SubResource("VisualShaderNodeVectorFunc_lymyr")
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nodes/fragment/21/position = Vector2(360, 660)
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nodes/fragment/22/node = SubResource("VisualShaderNodeVectorOp_s08rr")
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nodes/fragment/22/position = Vector2(900.954, 607.998)
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nodes/fragment/23/node = SubResource("VisualShaderNodeFloatParameter_8utgl")
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nodes/fragment/23/position = Vector2(-1000, 460)
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nodes/fragment/24/node = SubResource("VisualShaderNodeFloatFunc_pyn4g")
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nodes/fragment/24/position = Vector2(-700, 460)
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nodes/fragment/connections = PackedInt32Array(2, 0, 7, 0, 14, 0, 13, 2, 8, 0, 9, 0, 9, 0, 18, 1, 9, 0, 21, 0, 15, 0, 19, 1, 21, 0, 19, 0, 18, 0, 22, 0, 19, 0, 22, 1, 22, 0, 0, 0, 22, 4, 0, 1, 13, 0, 18, 0, 7, 0, 8, 0, 5, 0, 8, 1, 23, 0, 24, 0, 24, 0, 5, 0)
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@ -17,6 +17,8 @@ nodes/root_type="Node3D"
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nodes/root_name="Scene Root"
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nodes/apply_root_scale=true
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nodes/root_scale=1.0
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nodes/import_as_skeleton_bones=false
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nodes/use_node_type_suffixes=true
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meshes/ensure_tangents=true
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meshes/generate_lods=true
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meshes/create_shadow_meshes=true
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@ -28,6 +30,7 @@ animation/import=true
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animation/fps=30
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animation/trimming=false
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animation/remove_immutable_tracks=true
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animation/import_rest_as_RESET=false
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import_script/path=""
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_subresources={
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"meshes": {
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BIN
Scenes/TowerBase/textmesh.res.depren
Normal file
BIN
Scenes/TowerBase/textmesh.res.depren
Normal file
Binary file not shown.
@ -1,7 +1,7 @@
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[gd_scene load_steps=10 format=3 uid="uid://ddbbwx0yy16lh"]
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[ext_resource type="Script" path="res://Scripts/tower_base.gd" id="1_kalmg"]
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[ext_resource type="Script" path="res://Scripts/inventory.gd" id="2_m0oxx"]
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[ext_resource type="Script" uid="uid://si58bm4r7r2i" path="res://Scripts/tower_base.gd" id="1_kalmg"]
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[ext_resource type="Script" uid="uid://do24iuot0j7d7" path="res://Scripts/inventory.gd" id="2_m0oxx"]
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[ext_resource type="ArrayMesh" uid="uid://cr83c74ys8rll" path="res://Scenes/TowerBase/textmesh.res" id="3_ly30x"]
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[ext_resource type="Texture2D" uid="uid://ba85u6i558x4w" path="res://Assets/Textures/minimap_node.png" id="4_lbvtm"]
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@ -20,7 +20,7 @@ albedo_color = Color(0.462745, 0.439216, 0.415686, 1)
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_t32n1"]
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albedo_color = Color(0.462745, 0.439216, 0.415686, 1)
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[node name="Node3D" type="StaticBody3D" node_paths=PackedStringArray("inventory", "block", "collider", "minimap_icon", "north_icon", "south_icon", "east_icon", "west_icon", "north_mesh", "south_mesh", "east_mesh", "west_mesh", "north_collider", "south_collider", "east_collider", "west_collider")]
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[node name="Node3D" type="StaticBody3D" node_paths=PackedStringArray("inventory", "block", "collider", "minimap_icon", "north_icon", "south_icon", "east_icon", "west_icon", "north_mesh", "south_mesh", "east_mesh", "west_mesh", "north_collider", "south_collider", "east_collider", "west_collider") groups=["TowerBases"]]
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collision_layer = 17
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script = ExtResource("1_kalmg")
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inventory = NodePath("Inventory")
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