changed license added design_document and updated assets
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all right reserved
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all rights reserved
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README.md
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README.md
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##Funnymemellama: A Vertical Slice
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A game made in godot
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Godot v4.3.stable.arch_linux
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Blender 4.2.5 LTS
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Gimp 2.10
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assets
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assets
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Subproject commit 13f83c6c929a52ddc558cb78e3204ac6ff3e3822
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Subproject commit b96079177daaf913e8b988e493a7bc773ece00a5
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design_document
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design_document
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FunnyMemeLlama: a Vertical Slice
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player controller
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basically done at this point
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physics object
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its a physics object that will use a gltf model. OBJ Bad!
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seperate visual model and model used for collision
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has collisons with player, world and can trigger triggers
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can be incredibly lazy ie would be nice if it was a full physics simulation but really doesnt need rotation and other properties real world objects have, think func_pushable from hl
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can be picked up with the "use" key 'E'
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when in the picked up state it will still obey physics such as not passing thru walls and still interact with triggers
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still while picked up the objects postion will be a ray cast from the viewport out half a meter or so and that is where the object will float.
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trigger_once (player, phys, other_entities)
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can act on any combination of player, physics objects, or any other entity such as a non hitscan projectile
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visible in editor but not in game
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is a region in the world that looks when entities enter it
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OnStartTouch fires when entity enters region
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OnEndTouch fires when enitty exits region
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OnStartTouch and OnEndTouch will only trigger once each for a total of 2 times and never again no matter how many times entity enters or exits the region
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trigger_muiltiple
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same as above but can trigger multiple times
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