tweaks
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assets/Models/windtunnel.blend
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assets/Models/windtunnel.blend
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assets/Models/windtunnel.blend.import
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assets/Models/windtunnel.blend.import
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[remap]
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importer="scene"
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importer_version=1
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type="PackedScene"
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uid="uid://3qwdeuynioyr"
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path="res://.godot/imported/windtunnel.blend-7d4b895f1e50428f176a98982998fe37.scn"
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[deps]
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source_file="res://assets/Models/windtunnel.blend"
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dest_files=["res://.godot/imported/windtunnel.blend-7d4b895f1e50428f176a98982998fe37.scn"]
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[params]
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nodes/root_type=""
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nodes/root_name=""
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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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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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meshes/light_baking=1
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meshes/lightmap_texel_size=0.2
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meshes/force_disable_compression=false
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skins/use_named_skins=true
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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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blender/nodes/visible=0
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blender/nodes/active_collection_only=false
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blender/nodes/punctual_lights=true
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blender/nodes/cameras=true
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blender/nodes/custom_properties=true
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blender/nodes/modifiers=1
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blender/meshes/colors=false
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blender/meshes/uvs=true
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blender/meshes/normals=true
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blender/meshes/tangents=true
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blender/meshes/skins=2
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blender/meshes/export_bones_deforming_mesh_only=false
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blender/materials/unpack_enabled=true
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blender/materials/export_materials=1
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blender/animation/limit_playback=true
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blender/animation/always_sample=true
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blender/animation/group_tracks=true
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BIN
assets/Models/windtunnel.blend1
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BIN
assets/Models/windtunnel.blend1
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@@ -182,8 +182,7 @@ func _physics_process(delta):
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var wind_volume = clamp( velocity.length() - 20 ,-20,0)
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var wind_volume = clamp( velocity.length() - 20 ,-20,0)
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ear_wind.volume_db = wind_volume
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ear_wind.volume_db = wind_volume
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#reset at apex
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#reset at apex
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if abs(velocity.y) < 0:
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moving_fast_top_speed = 0.0
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#cache fastest speed
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#cache fastest speed
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if abs(velocity.y) > moving_fast_top_speed:
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if abs(velocity.y) > moving_fast_top_speed:
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moving_fast_top_speed = abs(velocity.y)
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moving_fast_top_speed = abs(velocity.y)
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@@ -191,7 +190,7 @@ func _physics_process(delta):
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#Land Sound
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#Land Sound
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if velocity.y < .1 and self.is_on_floor() and moving_fast == true:
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if velocity.y < .1 and self.is_on_floor() and moving_fast == true:
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print("LAND SOUND")
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print("LAND SOUND")
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var land_volume = clamp( moving_fast_top_speed - 20 ,-20,0)
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var land_volume = clamp( moving_fast_top_speed - 20 ,-10,0)
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land_sound.volume_db = land_volume
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land_sound.volume_db = land_volume
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land_sound.play()
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land_sound.play()
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ear_wind.stop()
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ear_wind.stop()
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