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✨ add basic carving
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@ -287,8 +287,12 @@ func _integrate_forces(_state:PhysicsDirectBodyState3D) -> void:
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view_direction.cross(normal)).normalized()
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apply_central_impulse(mass * (direction_on_surface * ground_speed - linear_velocity) * .1)
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else:
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var _local_lateral_direction:float = Input.get_axis("right", "left")
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linear_velocity = linear_velocity.lerp(linear_velocity.rotated(normal, _local_lateral_direction * PI/32), .1)
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if _jumping:
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apply_central_impulse(Vector3(0., mass * sqrt(2 * g * jump_height), 0.))
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apply_central_impulse(basis.y * mass * sqrt(2 * g * jump_height))
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_jumping = false
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@ -399,15 +399,27 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 2.6068e-14, -1.19209e-07, 9.5
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[node name="sides" parent="ThirdPerson/Mesh/Node/Skeleton3D/HandAttachment/SpaceGun/Mesh/Armature/Skeleton3D/sides" index="0"]
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layers = 2
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[node name="BarrelsInner" parent="ThirdPerson/Mesh/Node/Skeleton3D/HandAttachment/ChainGun/Armature/Skeleton3D" index="0"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.692504, 1.30946)
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[node name="BarrelsInner" parent="ThirdPerson/Mesh/Node/Skeleton3D/HandAttachment/ChainGun/Armature/Skeleton3D/BarrelsInner" index="0"]
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layers = 2
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[node name="BarrelsOuter" parent="ThirdPerson/Mesh/Node/Skeleton3D/HandAttachment/ChainGun/Armature/Skeleton3D" index="1"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.692504, 1.30946)
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[node name="BarrelsOuter" parent="ThirdPerson/Mesh/Node/Skeleton3D/HandAttachment/ChainGun/Armature/Skeleton3D/BarrelsOuter" index="0"]
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layers = 2
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[node name="Base" parent="ThirdPerson/Mesh/Node/Skeleton3D/HandAttachment/ChainGun/Armature/Skeleton3D" index="2"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.692504, 1.30946)
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[node name="Base" parent="ThirdPerson/Mesh/Node/Skeleton3D/HandAttachment/ChainGun/Armature/Skeleton3D/Base" index="0"]
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layers = 2
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[node name="Grip" parent="ThirdPerson/Mesh/Node/Skeleton3D/HandAttachment/ChainGun/Armature/Skeleton3D" index="3"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.692504, 1.30946)
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[node name="Grip" parent="ThirdPerson/Mesh/Node/Skeleton3D/HandAttachment/ChainGun/Armature/Skeleton3D/Grip" index="0"]
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layers = 2
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@ -420,12 +432,21 @@ bones/1/rotation = Quaternion(0, 0.707107, 0.707107, 0)
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bones/2/rotation = Quaternion(0, 0.707107, 0.707107, 0)
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bones/3/rotation = Quaternion(0, 0.707107, 0.707107, 0)
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[node name="barrel" parent="ThirdPerson/Mesh/Node/Skeleton3D/HandAttachment/GrenadeLauncher/Armature/Skeleton3D" index="0"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.19209e-07, 0)
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[node name="barrel" parent="ThirdPerson/Mesh/Node/Skeleton3D/HandAttachment/GrenadeLauncher/Armature/Skeleton3D/barrel" index="0"]
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layers = 2
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[node name="grip" parent="ThirdPerson/Mesh/Node/Skeleton3D/HandAttachment/GrenadeLauncher/Armature/Skeleton3D" index="1"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.082471, -0.0653242)
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[node name="grip" parent="ThirdPerson/Mesh/Node/Skeleton3D/HandAttachment/GrenadeLauncher/Armature/Skeleton3D/grip" index="0"]
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layers = 2
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[node name="main" parent="ThirdPerson/Mesh/Node/Skeleton3D/HandAttachment/GrenadeLauncher/Armature/Skeleton3D" index="2"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.19209e-07, 0)
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[node name="main" parent="ThirdPerson/Mesh/Node/Skeleton3D/HandAttachment/GrenadeLauncher/Armature/Skeleton3D/main" index="0"]
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layers = 2
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