41 lines
1.4 KiB
Markdown
41 lines
1.4 KiB
Markdown
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function_pickup.gd:
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Add nil check in func _pick_up_object(target: Node3D)
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440: if target and target.has_method("pick_up"):
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target.pick_up(self)
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Add (what) to singal dropped in snap_zone
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signal has_dropped(what)
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# Pickup Method: Drop the currently picked up object
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...
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func drop_object() -> void:
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if not is_instance_valid(picked_up_object):
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return
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# let go of this object
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has_dropped.emit(picked_up_object)
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picked_up_object.let_go(self, Vector3.ZERO, Vector3.ZERO)
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picked_up_object = null
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highlight_updated.emit(self, enabled)
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viewport_2d_in_3d.tscn:
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Removed the baked ViewportTexture sub-resource (no viewport_path set, genuinely
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invalid) that was the default material on the Screen mesh. The script always
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builds and swaps in its own material at _ready(), so the baked one only
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existed to be briefly invalid before being discarded, printing a spurious
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"Viewport Texture must be set to use it" error on every instance (MainMenuPanel3D
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at boot, the player's shop_menu_3d on avatar spawn).
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Removed:
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[sub_resource type="ViewportTexture" id="ViewportTexture_ufe4n"]
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_fvml0"]
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transparency = 1
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cull_mode = 2
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albedo_texture = SubResource("ViewportTexture_ufe4n")
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texture_filter = 1
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And the reference to it on the Screen node:
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surface_material_override/0 = SubResource("StandardMaterial3D_fvml0")
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