feat: expanded style test

This commit is contained in:
Sara Gerretsen 2026-01-25 00:02:35 +01:00
parent b34aae1bda
commit c0d0451236
19 changed files with 135 additions and 5 deletions

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@ -0,0 +1,60 @@
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meshes/create_shadow_meshes=true
meshes/light_baking=1
meshes/lightmap_texel_size=0.2
meshes/force_disable_compression=false
skins/use_named_skins=true
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@ -1,6 +1,9 @@
[gd_resource type="StandardMaterial3D" format=3 uid="uid://cd4vnmrmj8cj7"] [gd_resource type="StandardMaterial3D" format=3 uid="uid://cd4vnmrmj8cj7"]
[resource] [resource]
transparency = 2
alpha_scissor_threshold = 0.5
alpha_antialiasing_mode = 0
cull_mode = 1 cull_mode = 1
shading_mode = 0 shading_mode = 0
diffuse_mode = 3 diffuse_mode = 3
@ -9,6 +12,6 @@ vertex_color_use_as_albedo = true
albedo_color = Color(0.121152334, 0.121152334, 0.121152334, 1) albedo_color = Color(0.121152334, 0.121152334, 0.121152334, 1)
grow = true grow = true
grow_amount = 0.02 grow_amount = 0.02
proximity_fade_distance = 0.2 proximity_fade_distance = 0.1
stencil_mode = 3 stencil_mode = 3
stencil_outline_thickness = 0.029 stencil_outline_thickness = 0.029

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@ -0,0 +1,17 @@
[gd_resource type="StandardMaterial3D" format=3 uid="uid://02s3lq67141v"]
[resource]
transparency = 2
alpha_scissor_threshold = 0.5
alpha_antialiasing_mode = 0
cull_mode = 1
shading_mode = 0
diffuse_mode = 3
specular_mode = 2
vertex_color_use_as_albedo = true
albedo_color = Color(0.121152334, 0.121152334, 0.121152334, 1)
grow = true
grow_amount = 0.02
proximity_fade_enabled = true
proximity_fade_distance = 0.25
stencil_outline_thickness = 0.029

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@ -1,16 +1,25 @@
@tool @tool
extends EditorScenePostImport extends EditorScenePostImport
var outline_material : StandardMaterial3D var regular_outline_material : StandardMaterial3D
var character_outline_material : StandardMaterial3D
var outline_disable_flag : String = "-nooutline"
func _post_import(root : Node): func _post_import(root : Node):
outline_material = ResourceLoader.load("res://assets/style/base_outline_material.tres") as StandardMaterial3D regular_outline_material = ResourceLoader.load("res://assets/style/base_outline_material.tres") as StandardMaterial3D
character_outline_material = ResourceLoader.load("res://assets/style/character_outline_material.tres") as StandardMaterial3D
apply_outline_recursive(root) apply_outline_recursive(root)
return root return root
func apply_outline_recursive(node : Node): func apply_outline_recursive(node : Node):
if node != null: if node != null:
if node is MeshInstance3D and outline_material: if node.name.contains(outline_disable_flag):
(node as MeshInstance3D).material_overlay = outline_material node.name = node.name.erase(node.name.find(outline_disable_flag), outline_disable_flag.length())
elif node is MeshInstance3D:
var mesh : MeshInstance3D = (node as MeshInstance3D)
if mesh.skeleton and character_outline_material:
mesh.material_overlay = character_outline_material
elif regular_outline_material:
mesh.material_overlay = regular_outline_material
for child in node.get_children(): for child in node.get_children():
apply_outline_recursive(child) apply_outline_recursive(child)

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