Updated to Godot 4.5 and func_godot 2025.9. Added grid_white and grid_taupe textures. Unfucked func_godot and navmesh settings. Began blocking out motel layout in map.
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@@ -12,21 +12,21 @@ font_size = 96
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[sub_resource type="LabelSettings" id="LabelSettings_jqn4v"]
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font = ExtResource("3_mcea6")
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font_size = 68
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font_size = 48
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font_color = Color(1, 1, 1, 0.501961)
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outline_size = 16
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outline_color = Color(0, 0, 0, 0.501961)
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[sub_resource type="LabelSettings" id="LabelSettings_fpuge"]
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font = ExtResource("3_mcea6")
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font_size = 80
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font_size = 60
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font_color = Color(1, 1, 1, 0.627451)
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outline_size = 16
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outline_color = Color(0, 0, 0, 0.627451)
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[sub_resource type="LabelSettings" id="LabelSettings_npr4g"]
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font = ExtResource("3_mcea6")
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font_size = 96
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font_size = 72
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outline_size = 16
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outline_color = Color(0, 0, 0, 1)
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@@ -68,7 +68,7 @@ theme_override_constants/separation = -8
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[node name="prompt_overflow" type="Label" parent="hud_bottom/promptbox"]
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visible = false
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layout_mode = 2
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text = "..."
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text = ". . ."
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label_settings = SubResource("LabelSettings_jqn4v")
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horizontal_alignment = 1
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vertical_alignment = 1
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@@ -97,6 +97,23 @@ label_settings = SubResource("LabelSettings_npr4g")
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horizontal_alignment = 1
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vertical_alignment = 1
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[node name="subtitle" type="MarginContainer" parent="."]
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visible = false
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anchors_preset = 12
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anchor_top = 1.0
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anchor_right = 1.0
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anchor_bottom = 1.0
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offset_top = -300.0
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grow_horizontal = 2
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grow_vertical = 0
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size_flags_horizontal = 3
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size_flags_vertical = 3
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[node name="ColorRect" type="ColorRect" parent="subtitle"]
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visible = false
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layout_mode = 2
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color = Color(0.15, 0.15, 0.15, 0.784314)
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[node name="icon_eye" type="TextureRect" parent="."]
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visible = false
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offset_right = 192.0
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@@ -20,7 +20,7 @@ var on_route : bool = false
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@export var behavior_type : String = "guard"
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var state : String = "default"
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var current_waypoint : int = -1
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var current_waypoint : int = 0
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var paused : bool = false
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var pauseanim : String
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var pauseturn : bool
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@@ -226,7 +226,7 @@ func movement_process(delta):
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if !paused:
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walk_toward(current_path_point)
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if global_transform.origin.distance_to(current_path_point) <= 0.5:
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if global_transform.origin.distance_to(current_path_point) <= 0.25:
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current_path_index += 1
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if current_path_index >= current_path.size():
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if on_route:
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@@ -265,9 +265,10 @@ func angle_toward(target : Vector3):
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return (Vector2(target.z, target.x) - Vector2($CharacterArmature.global_transform.origin.z, $CharacterArmature.global_transform.origin.x)).angle()
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func walk_toward(point: Vector3):
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var direction = global_transform.origin.direction_to(point)
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var direction = global_transform.origin.direction_to(point)
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velocity.x = direction.x * walk_speed
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velocity.z = direction.z * walk_speed
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print(direction)
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lerp_toward(atan2(velocity.x, velocity.z))
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@@ -289,7 +290,8 @@ func setpath(target_position):
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target_position,
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true
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)
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path_end_point = current_path[len(current_path)-1]
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if len(current_path) > 0:
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path_end_point = current_path[len(current_path)-1]
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func clearpath():
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current_path = []
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