turned off stam regen and tweaked glow
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@@ -19,7 +19,7 @@ jump_velocity = 5
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dash_speed = 40
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dash_speed = 40
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gravity = -9.8
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gravity = -9.8
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time_slowed_speed = 0.1
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time_slowed_speed = 0.1
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stamina_regen = true
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stamina_regen = false
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max_stamina = 100.0
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max_stamina = 100.0
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stamina_drain = 20.0
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stamina_drain = 20.0
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stamina_gain = 5.0
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stamina_gain = 5.0
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@@ -39,7 +39,8 @@ ssil_enabled = true
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sdfgi_enabled = true
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sdfgi_enabled = true
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sdfgi_energy = 2.0
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sdfgi_energy = 2.0
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glow_enabled = true
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glow_enabled = true
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glow_intensity = 2.0
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glow_blend_mode = 1
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glow_hdr_threshold = 2.2
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fog_mode = 1
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fog_mode = 1
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fog_density = 0.1
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fog_density = 0.1
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volumetric_fog_enabled = true
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volumetric_fog_enabled = true
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@@ -12,7 +12,7 @@ config_version=5
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config/name="First Person Test"
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config/name="First Person Test"
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config/tags=PackedStringArray("fps")
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config/tags=PackedStringArray("fps")
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run/main_scene="uid://c6fykssf7paft"
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run/main_scene="uid://f7e0v1r6ra6c"
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config/features=PackedStringArray("4.4", "Forward Plus")
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config/features=PackedStringArray("4.4", "Forward Plus")
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config/icon="uid://6svuq1l83al5"
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config/icon="uid://6svuq1l83al5"
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@@ -254,9 +254,9 @@ func _physics_process(delta):
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Engine.time_scale = lerp(Engine.time_scale, 1.0, (delta * 50)/Engine.time_scale)
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Engine.time_scale = lerp(Engine.time_scale, 1.0, (delta * 50)/Engine.time_scale)
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clock_sound.stop()
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clock_sound.stop()
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AudioServer.set_bus_effect_enabled(0,0,false)
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AudioServer.set_bus_effect_enabled(0,0,false)
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if remaining_stamina < level_control.gamemode.max_stamina and !Input.is_action_pressed("slow_down"):
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#if remaining_stamina < level_control.gamemode.max_stamina and !Input.is_action_pressed("slow_down"):
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if level_control.gamemode.stamina_regen == true:
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#if level_control.gamemode.stamina_regen == true:
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remaining_stamina = clamp(remaining_stamina + (delta * level_control.gamemode.stamina_gain/Engine.time_scale), 0, level_control.gamemode.max_stamina)
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#remaining_stamina = clamp(remaining_stamina + (delta * level_control.gamemode.stamina_gain/Engine.time_scale), 0, level_control.gamemode.max_stamina)
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if Input.is_action_pressed("inspect") and !gun.anim_player.is_playing():
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if Input.is_action_pressed("inspect") and !gun.anim_player.is_playing():
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gun.anim_player.play("inspect")
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gun.anim_player.play("inspect")
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@@ -10,7 +10,7 @@ func Physics_Update(delta):
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if Input.is_action_just_pressed("jump"):
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if Input.is_action_just_pressed("jump"):
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wall_jump()
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wall_jump()
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wall_run_gravity(delta)
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enable_wall_rays()
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enable_wall_rays()
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if !can_wall_run():
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if !can_wall_run():
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Transitioned.emit(self,"in air")
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Transitioned.emit(self,"in air")
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