split map into func_geo segments, add lights and test npc to motel blockout, adjust npc settings so they can traverse slopes

This commit is contained in:
2025-10-14 09:44:52 -04:00
parent b402a162e1
commit 5153c306de
10 changed files with 7854 additions and 3174 deletions

View File

@@ -6,34 +6,13 @@
[resource]
script = ExtResource("2_8o081")
spawn_type = 2
origin_type = 3
build_visuals = true
global_illumination_mode = 1
use_in_baked_light = true
shadow_casting_setting = 1
build_occlusion = true
render_layers = 1
collision_shape_type = 2
collision_layer = 1
collision_mask = 0
collision_priority = 1.0
collision_shape_margin = 0.04
add_textures_metadata = false
add_vertex_metadata = false
add_face_position_metadata = false
add_face_normal_metadata = false
add_collision_shape_to_face_indices_metadata = false
add_collision_shape_face_range_metadata = false
collision_layer = 3
classname = "func_geo"
description = "Static collidable geometry. Builds a StaticBody3D with a MeshInstance3D, a single concave CollisionShape3D, and an OccluderInstance3D."
func_godot_internal = false
base_classes = Array[Resource]([ExtResource("1_5mwee"), ExtResource("2_bp8pb")])
class_properties = {}
class_property_descriptions = {}
auto_apply_to_matching_node_properties = false
meta_properties = {
"color": Color(0.8, 0.8, 0.8, 1)
}
node_class = "StaticBody3D"
name_property = ""