summer-engine 2.6.6 → 2.8.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/.claude-plugin/marketplace.json +1 -1
- package/.claude-plugin/plugin.json +4 -1
- package/.codex-plugin/plugin.json +6 -2
- package/.cursor-plugin/plugin.json +5 -1
- package/.opencode/INSTALL.md +1 -1
- package/.opencode/plugins/summer.js +2 -2
- package/AGENTS.md +11 -7
- package/CHANGELOG.md +40 -0
- package/GEMINI.md +9 -7
- package/README.md +63 -21
- package/_persona/summer/SKILL.md +1 -0
- package/assets/autopilot/README.md +51 -0
- package/assets/autopilot/autopilot.gd +222 -0
- package/assets/autopilot/probe_base.gd +262 -0
- package/assets/autopilot/run.sh +78 -0
- package/commands/gameskill.md +11 -2
- package/commands/summer.md +13 -0
- package/dist/bin/summer.js +12 -0
- package/dist/commands/config.d.ts +2 -0
- package/dist/commands/config.js +53 -0
- package/dist/commands/create.d.ts +1 -0
- package/dist/commands/create.js +38 -6
- package/dist/commands/debug.d.ts +2 -0
- package/dist/commands/debug.js +44 -0
- package/dist/commands/doctor.js +112 -8
- package/dist/commands/list.js +1 -1
- package/dist/commands/login.d.ts +19 -0
- package/dist/commands/login.js +123 -36
- package/dist/commands/logout.js +3 -16
- package/dist/commands/logs.d.ts +2 -0
- package/dist/commands/logs.js +19 -0
- package/dist/commands/mcp.js +7 -2
- package/dist/commands/open.js +1 -1
- package/dist/commands/publish.d.ts +2 -0
- package/dist/commands/publish.js +20 -0
- package/dist/commands/releases.d.ts +2 -0
- package/dist/commands/releases.js +20 -0
- package/dist/commands/run.js +1 -1
- package/dist/commands/skills.js +1 -1
- package/dist/lib/api-client.d.ts +15 -4
- package/dist/lib/api-client.js +138 -13
- package/dist/lib/async-op-lifecycle.d.ts +7 -2
- package/dist/lib/async-op-lifecycle.js +32 -9
- package/dist/lib/auth.d.ts +40 -12
- package/dist/lib/auth.js +173 -37
- package/dist/lib/cloud/engine-bridge.d.ts +17 -4
- package/dist/lib/cloud/engine-bridge.js +32 -6
- package/dist/lib/config.d.ts +20 -0
- package/dist/lib/config.js +142 -0
- package/dist/lib/creator.d.ts +93 -0
- package/dist/lib/creator.js +393 -0
- package/dist/lib/debug-report.d.ts +50 -0
- package/dist/lib/debug-report.js +308 -0
- package/dist/lib/engine.d.ts +35 -2
- package/dist/lib/engine.js +240 -6
- package/dist/lib/game-task-plan.js +4 -4
- package/dist/lib/mcp-boot-notice.d.ts +3 -0
- package/dist/lib/mcp-boot-notice.js +7 -0
- package/dist/lib/mcp-log.d.ts +3 -0
- package/dist/lib/mcp-log.js +72 -0
- package/dist/lib/public-surface-paths.d.ts +13 -0
- package/dist/lib/public-surface-paths.js +42 -0
- package/dist/lib/skills-registry.d.ts +33 -1
- package/dist/lib/skills-registry.js +55 -0
- package/dist/lib/store.d.ts +14 -0
- package/dist/lib/store.js +145 -0
- package/dist/lib/summer-compatibility.d.ts +6 -0
- package/dist/lib/summer-compatibility.js +22 -0
- package/dist/mcp/server.d.ts +10 -3
- package/dist/mcp/server.js +104 -11
- package/dist/mcp/tools/asset-tools.js +33 -12
- package/dist/mcp/tools/cloud-tools.js +15 -15
- package/dist/mcp/tools/creator-tools.d.ts +2 -0
- package/dist/mcp/tools/creator-tools.js +105 -0
- package/dist/mcp/tools/debug-tools.js +44 -1
- package/dist/mcp/tools/file-tools.d.ts +2 -0
- package/dist/mcp/tools/file-tools.js +154 -0
- package/dist/mcp/tools/generate-tools.js +159 -11
- package/dist/mcp/tools/project-tools.js +37 -27
- package/dist/mcp/tools/scene-tools.js +106 -29
- package/dist/mcp/tools/visual-tools.js +4 -3
- package/dist/mcp/tools/with-engine.js +4 -4
- package/hooks/session-start.sh +5 -5
- package/package.json +3 -1
- package/references/collaborative-protocol.md +50 -0
- package/references/gd-style.md +121 -0
- package/references/godot-version.md +51 -0
- package/references/mcp-tools-reference.md +199 -0
- package/references/public-surface-language.md +30 -0
- package/references/summer-folder.md +90 -0
- package/references/template-registry.md +73 -0
- package/skills/2d-assets/character-portrait/SKILL.md +17 -12
- package/skills/2d-assets/concept-art/SKILL.md +10 -9
- package/skills/2d-assets/create-asset-sheet/SKILL.md +17 -15
- package/skills/2d-assets/pixel-art/SKILL.md +36 -20
- package/skills/2d-assets/skybox-panorama/SKILL.md +32 -37
- package/skills/2d-assets/sprite-sheet/SKILL.md +40 -35
- package/skills/2d-assets/tileable-texture/SKILL.md +28 -22
- package/skills/2d-assets/ui-graphics/SKILL.md +46 -32
- package/skills/2d-assets/use-widget-asset/SKILL.md +8 -6
- package/skills/3d-assets/character-model/SKILL.md +34 -19
- package/skills/3d-assets/environment-kit/SKILL.md +11 -5
- package/skills/3d-assets/organic-model/SKILL.md +8 -5
- package/skills/3d-assets/prop-model/SKILL.md +9 -3
- package/skills/3d-assets/vehicle-model/SKILL.md +32 -19
- package/skills/README.md +1 -1
- package/skills/ai-and-npcs/design-npc/SKILL.md +31 -13
- package/skills/animation/animation-tree/SKILL.md +39 -15
- package/skills/animation/facial-and-lipsync/SKILL.md +25 -8
- package/skills/animation/generate-motion/SKILL.md +47 -15
- package/skills/animation/procedural-animation/SKILL.md +31 -13
- package/skills/animation/retarget/SKILL.md +127 -79
- package/skills/audio/adaptive-music/SKILL.md +24 -20
- package/skills/audio/ambient-bed/SKILL.md +22 -16
- package/skills/audio/audio-direction/SKILL.md +15 -10
- package/skills/audio/music-track/SKILL.md +18 -12
- package/skills/audio/sound-effect/SKILL.md +17 -12
- package/skills/audio/voice-line/SKILL.md +42 -42
- package/skills/character-controllers/fps-controller/SKILL.md +26 -16
- package/skills/debugging/debug/SKILL.md +74 -20
- package/skills/deployment/export-and-ship/SKILL.md +105 -38
- package/skills/deployment/remote-deploy/SKILL.md +140 -0
- package/skills/gameplay-mechanics/auto-fire-targeting/SKILL.md +26 -1
- package/skills/gameplay-mechanics/design-mechanic/SKILL.md +23 -15
- package/skills/level-design/design-level/SKILL.md +22 -8
- package/skills/level-design/scene-to-level/SKILL.md +13 -7
- package/skills/multiplayer-and-networking/host-authoritative-state/SKILL.md +8 -8
- package/skills/multiplayer-and-networking/peer-to-peer-multiplayer/SKILL.md +2 -7
- package/skills/multiplayer-and-networking/setup-multiplayer/SKILL.md +26 -18
- package/skills/performance/tune-performance/SKILL.md +51 -32
- package/skills/rendering-and-lighting/3d-lighting/SKILL.md +34 -5
- package/skills/rendering-and-lighting/art-direction/SKILL.md +6 -8
- package/skills/scene-and-project/brainstorm-game/SKILL.md +7 -9
- package/skills/scene-and-project/make-game/SKILL.md +2 -1
- package/skills/scene-and-project/play/SKILL.md +10 -4
- package/skills/scene-and-project/scene-composition/SKILL.md +21 -8
- package/skills/scene-and-project/summer-cloud/SKILL.md +92 -0
- package/skills/scripting-patterns/gdscript-patterns/SKILL.md +1 -1
- package/skills/ui-and-ux/ui-basics/SKILL.md +16 -7
- package/skills/video/animated-loop/SKILL.md +63 -39
- package/skills/video/cinematic-cutscene/SKILL.md +66 -30
- package/skills/video/trailer-shot/SKILL.md +30 -21
- package/skills/visual-effects/_building-blocks/additive-billboard-particles.md +25 -16
- package/skills/visual-effects/_building-blocks/trauma-shake-snippet.md +5 -3
- package/skills/visual-effects/game-feel/SKILL.md +51 -33
- package/skills/visual-effects/recipes/dissolve/SKILL.md +51 -9
- package/skills/visual-effects/recipes/fire/SKILL.md +136 -49
- package/skills/visual-effects/recipes/hit-spark/SKILL.md +45 -8
- package/skills/visual-effects/recipes/lightning/SKILL.md +59 -27
- package/skills/visual-effects/recipes/magic-glow/SKILL.md +59 -26
- package/skills/visual-effects/recipes/muzzle-flash/SKILL.md +68 -25
- package/skills/visual-effects/recipes/smoke/SKILL.md +89 -28
- package/skills/visual-effects/recipes/water-ripple/SKILL.md +83 -23
- package/skills/workflow/brainstorming/SKILL.md +1 -1
- package/skills/workflow/debugging-game-feel/SKILL.md +29 -9
- package/skills/workflow/diagnosing-perf-regressions/SKILL.md +46 -21
- package/skills/workflow/gameskill/SKILL.md +11 -2
- package/skills/workflow/headless-scripting/SKILL.md +407 -0
- package/skills/workflow/investigating-bugs/SKILL.md +4 -2
- package/skills/workflow/mcpupdate/SKILL.md +9 -9
- package/skills/workflow/playtesting-a-feature/SKILL.md +94 -21
- package/skills/workflow/skill-create/SKILL.md +7 -7
- package/skills/workflow/skill-test/SKILL.md +3 -3
- package/skills/workflow/using-summer/SKILL.md +32 -3
- package/skills/workflow/verification-before-completion/SKILL.md +2 -0
- package/skills/workflow/writing-plans/SKILL.md +7 -7
- package/skills/workflow/writing-skills/SKILL.md +7 -5
- package/skills/workflow/writing-skills/testing-skills-with-subagents.md +1 -1
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compatibility: [Cursor, Claude Code, Windsurf, Codex]
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category: visual-effects
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user-invocable: true
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allowed-tools: Read Write Edit summer_add_node summer_set_prop summer_set_resource_property summer_inspect_node summer_save_scene
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allowed-tools: Read Write Edit summer_write_file summer_read_file summer_create_scene summer_add_node summer_set_prop summer_set_resource_property summer_inspect_node summer_save_scene summer_project_setting summer_get_script_errors summer_get_debugger_errors summer_play summer_stop
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paths: ["**/*.tscn", "**/*.gd", "**/*.gdshader", "addons/vfx/**"]
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---
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@@ -27,7 +27,9 @@ A lightning bolt is a noisy line from A to B, drawn for ~150 ms with a glow shad
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- The user wants a continuous beam that holds (e.g., laser sniper holding the trigger) — use the same shader on a `MeshInstance3D` cylinder with continuous emission, not the `ImmediateMesh` one-shot pattern. (See variants for `held-beam`.)
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- The user wants ambient electricity *on* an object (Frankenstein arcs) — use a custom shader on the mesh with screen-space arcs; this recipe is for two-point bolts.
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- The user wants a 2D lightning effect on UI — `canvas_item` shader, not this.
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- The user wants a tracer line for a bullet — use a simple `
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- The user wants a tracer line for a bullet — use a simple `ImmediateMesh`
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without noise displacement; skip this recipe. The current Summer build has no
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`Line3D` (`ClassDB.class_exists("Line3D")` is `false`); `Line2D` is 2D-only.
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## Recipe
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@@ -56,8 +58,7 @@ uniform float flicker_rate : hint_range(0.0, 60.0) = 30.0;
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void vertex() {
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// Billboard each segment toward the camera around its own forward axis.
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vec3
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vec3 up = INV_VIEW_MATRIX[1].xyz;
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vec3 up = INV_VIEW_MATRIX[1].xyz;
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VERTEX += UV.y > 0.5 ? up * thickness * 0.5 : -up * thickness * 0.5;
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}
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vec3 col = mix(bolt_color.rgb, core_color.rgb, core);
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float a = (core + halo * 0.4) * intensity * flick;
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ALBEDO
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// `render_mode unshaded` outputs ALBEDO and discards EMISSION entirely
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// (scene_forward_clustered.glsl:2962 — `frag_color = vec4(albedo, alpha)`
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// under MODE_UNSHADED), so the bloom boost has to live in ALBEDO.
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ALPHA = clamp(a, 0.0, 1.0);
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}
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```
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_spawn_sparks(from)
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_spawn_sparks(to)
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# An autoload is a node at /root/<Name>, not an engine singleton:
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# Engine.has_singleton("CameraShake") is always false for one (measured).
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# get_node_or_null returns null when nothing is registered — that is the guard.
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# (MainLoop has no `root`, so `var root := Engine.get_main_loop().root` is a
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# parse error that takes the entire script down with it.)
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var cs := get_node_or_null(^"/root/CameraShake")
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if cs and cs.has_method("add_trauma"):
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cs.add_trauma(trauma_amount * intensity_scale)
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func _build_bolt_node(from: Vector3, to: Vector3, intensity_scale: float) -> Node3D:
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var holder := Node3D.new()
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func _spawn_sparks(at: Vector3) -> void:
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if not ResourceLoader.exists(spark_scene_path):
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return
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var sparks := load(
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# static return type, so `:=` cannot infer. Annotate both steps.
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var packed: PackedScene = load(spark_scene_path)
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var sparks: Node3D = packed.instantiate()
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add_child(sparks)
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sparks.global_position = at
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if sparks.has_method("restart"):
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Place one `LightningCaster` per "world" (or autoload it), then call from gameplay code.
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Every scene-mutating call takes an explicit `scenePath`. `summer_set_prop` uses `key`
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(not `property`) and only accepts a string, number, or boolean.
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```
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summer_write_file(path="res://addons/vfx/lightning/lightning.gdshader", content="<section 2>", create_only=true)
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summer_write_file(path="res://addons/vfx/lightning/lightning_caster.gd", content="<section 3>", create_only=true)
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summer_add_node(scenePath="res://main.tscn", parent="./World", type="Node3D", name="LightningCaster")
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summer_set_prop(scenePath="res://main.tscn", path="./World/LightningCaster", key="script", value="res://addons/vfx/lightning/lightning_caster.gd")
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summer_set_prop(scenePath="res://main.tscn", path="./World/LightningCaster", key="bolt_color", value="Color(0.55, 0.75, 1.0)")
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summer_set_prop(scenePath="res://main.tscn", path="./World/LightningCaster", key="trauma_amount", value=0.6)
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summer_save_scene(scenePath="res://main.tscn")
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```
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Then verify — the caster `preload`s its own shader, so a shader that failed to write
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takes the whole script down at parse time:
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```
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summer_get_script_errors # lightning_caster.gd parsed?
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summer_play
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summer_get_debugger_errors # shader compile errors surface here at runtime
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summer_stop
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```
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Then from the spell code:
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## Anti-patterns
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- **
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- **Reaching for a `Line3D`.** The current Summer build has no such class
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(`ClassDB.class_exists("Line3D")` is `false`); `Line2D` is 2D-only. Use an
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`ImmediateMesh` triangle strip with the billboard vertex shader.
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- **Animating the path frame-by-frame.** A bolt is one shape, on screen for 150 ms. You don't see the inside detail moving. One generation per cast.
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- **Forgetting `blend_add`.** A bolt that doesn't bloom looks like a curved metal stick.
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- **No camera shake.** Lightning without screen shake feels weightless. Always call `CameraShake.
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- **No camera shake.** Lightning without screen shake feels weightless. Always call `add_trauma` on the `/root/CameraShake` autoload.
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- **Gating the shake on `Engine.has_singleton("CameraShake")`.** That is always `false` for an autoload (measured) — the shake would never fire. Autoloads are nodes at `/root/<Name>`; look them up with `get_node_or_null`.
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- **Spawning lightning every frame for a "continuous" beam.** Use the `plasma-laser` variant pattern instead — one mesh, updated per-frame transform, never re-instantiated.
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- **`SEGMENTS` too low (< 6).** Bolt looks like a zigzag triangle. Default 18 is right.
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- **`DISPLACEMENT` proportional to total length without falloff.** Endpoints drift away from `from`/`to`. The included code uses `sin(t * PI)` falloff so endpoints meet cleanly.
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## Performance notes
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- One bolt
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- Chain lightning with 5 segments
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- One bolt at `SEGMENTS = 18`: 19 path points × 2 verts = 38 verts for the trunk, plus 2 × (`SEGMENTS / 3` + 1) = 14 verts per forked branch. One draw call, freed after 150 ms. Effectively free.
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- Chain lightning with 5 segments stays in the same negligible band — that is an order-of-magnitude expectation, not a measurement.
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- Endpoint sparks (instantiated `hit-spark` scenes) are the bigger cost — 64 particles × 2 = 128 particles per cast. Throttle for storms (see edge cases).
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- The shader's flicker uses `floor(TIME * flicker_rate)`, so it ages with `TIME` not particle time — flicker is consistent across all bolts in flight.
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- **Bolt origin and target at the same point.** Falloff goes to zero; `_generate_path` returns a degenerate strip. Add a guard: if `(to - from).length() < 0.01`, skip.
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- **Underwater bolt.** Tint blue-green, drop `emission_boost` to 5.0; underwater bloom is muted.
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- **First-person caster (player's hand).** The bolt starts inside the player's view and reads as a flash. Use a `held-beam` variant or shorten `LIFETIME` to 0.08.
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- **No `CameraShake` autoload registered.**
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+
- **No `CameraShake` autoload registered.** `get_node_or_null("/root/CameraShake")` returns null and the `if cs` check skips the call; the bolt fires without shake. Suggest `_building-blocks/trauma-shake-snippet.md` to wire it.
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## Fallback (no MCP)
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Section 5 is fully automatable — `summer_write_file` writes the shader and the
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caster, `summer_add_node` + `summer_set_prop` + `summer_save_scene` place it, and
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`summer_project_setting` registers the autoload. Do not hand these steps to the user
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when the MCP tools are available.
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+
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Without the MCP connection there is no engine to drive, so the user does it
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+
manually in Summer Engine:
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1. Create `addons/vfx/lightning/` and write the three files above.
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2.
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+
2. Add a `Node3D`, attach `lightning_caster.gd`. Optionally autoload as `Lightning`.
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3. From any spell script, call `Lightning.cast_lightning(from_pos, to_pos)`.
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4. Wire the `CameraShake` autoload from `_building-blocks/trauma-shake-snippet.md` for the punch.
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+
5. Check the Errors dock — `lightning_caster.gd` `preload`s the shader, so a broken shader path fails the script too.
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## Handoff
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@@ -5,7 +5,7 @@ license: MIT
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5
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compatibility: [Cursor, Claude Code, Windsurf, Codex]
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category: visual-effects
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7
7
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user-invocable: true
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|
-
allowed-tools: Read Write Edit summer_add_node summer_set_prop summer_set_resource_property summer_inspect_node summer_save_scene
|
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8
|
+
allowed-tools: Read Write Edit summer_write_file summer_read_file summer_create_scene summer_add_node summer_set_prop summer_set_resource_property summer_inspect_node summer_save_scene summer_get_script_errors summer_get_debugger_errors summer_play summer_stop
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9
9
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paths: ["**/*.tscn", "**/*.gd", "**/*.gdshader", "addons/vfx/**"]
|
|
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|
---
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11
11
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@@ -85,6 +85,7 @@ var _motes: GPUParticles3D
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var _source_mesh: MeshInstance3D
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var _source_mat: BaseMaterial3D
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var _t: float = 0.0
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+
var _intensity: float = 1.0
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func _ready() -> void:
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_build_light()
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@@ -127,7 +128,9 @@ func _build_motes() -> void:
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var mesh := QuadMesh.new()
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mesh.size = Vector2.ONE
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-
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+
# BaseMaterial3D is abstract ("Native class "BaseMaterial3D" cannot be
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# constructed as it is abstract"); StandardMaterial3D is the concrete subclass.
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var bm := StandardMaterial3D.new()
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bm.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
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bm.blend_mode = BaseMaterial3D.BLEND_MODE_ADD
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bm.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
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@@ -160,14 +163,17 @@ func _process(delta: float) -> void:
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phase = pulse_easing.sample(phase)
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if _light:
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-
_light.light_energy = light_energy_base + light_energy_amplitude * phase
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+
_light.light_energy = (light_energy_base + light_energy_amplitude * phase) * _intensity
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if _source_mat:
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-
_source_mat.emission_energy_multiplier = source_emission_base + source_emission_amplitude * phase
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+
_source_mat.emission_energy_multiplier = (source_emission_base + source_emission_amplitude * phase) * _intensity
|
|
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|
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|
func set_intensity(scale: float) -> void:
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|
## Scale all visible cues 0..1+ (e.g., charge-up: tween from 0 to 1 over a second).
|
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|
-
light_energy_base
|
|
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|
-
light_energy_amplitude *= scale
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|
+
## Held as a separate factor rather than multiplied into light_energy_base /
|
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|
+
## light_energy_amplitude: a multiplying version (`light_energy_base *= scale`)
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|
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|
+
## pins both fields to 0.0 forever after set_intensity(0.0), so the charge-up
|
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|
+
## tween from 0 to 1 never brings the glow back.
|
|
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|
+
_intensity = scale
|
|
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|
if _motes:
|
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|
_motes.amount_ratio = scale
|
|
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|
|
|
@@ -191,26 +197,40 @@ Node3D ("MagicGlow") [script: magic_glow.gd]
|
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|
|
|
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|
For an enchanted sword:
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|
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|
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|
+
Every scene-mutating call takes an explicit `scenePath`. `summer_set_prop` uses `key`
|
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|
+
(not `property`) and only accepts a string, number, or boolean.
|
|
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|
+
|
|
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|
```
|
|
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|
-
|
|
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|
-
|
|
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|
-
|
|
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|
-
summer_set_prop(path="./Player/Hand/Sword/Glow",
|
|
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|
-
summer_set_prop(path="./Player/Hand/Sword/Glow",
|
|
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|
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summer_set_prop(path="./Player/Hand/Sword/Glow",
|
|
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|
-
summer_set_prop(path="./Player/Hand/Sword/Glow",
|
|
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|
-
summer_set_prop(path="./Player/Hand/Sword/Glow",
|
|
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|
-
|
|
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|
+
summer_write_file(path="res://addons/vfx/magic-glow/magic_glow.gd", content="<section 2>", create_only=true)
|
|
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|
+
|
|
206
|
+
summer_add_node(scenePath="res://main.tscn", parent="./Player/Hand/Sword", type="Node3D", name="Glow")
|
|
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|
+
summer_set_prop(scenePath="res://main.tscn", path="./Player/Hand/Sword/Glow", key="script", value="res://addons/vfx/magic-glow/magic_glow.gd")
|
|
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|
+
summer_set_prop(scenePath="res://main.tscn", path="./Player/Hand/Sword/Glow", key="glow_color", value="Color(0.55, 0.85, 1.0)")
|
|
209
|
+
summer_set_prop(scenePath="res://main.tscn", path="./Player/Hand/Sword/Glow", key="light_energy_base", value=1.2)
|
|
210
|
+
summer_set_prop(scenePath="res://main.tscn", path="./Player/Hand/Sword/Glow", key="light_energy_amplitude", value=0.6)
|
|
211
|
+
summer_set_prop(scenePath="res://main.tscn", path="./Player/Hand/Sword/Glow", key="mote_count", value=16)
|
|
212
|
+
summer_set_prop(scenePath="res://main.tscn", path="./Player/Hand/Sword/Glow", key="mote_radius", value=0.20)
|
|
213
|
+
summer_set_prop(scenePath="res://main.tscn", path="./Player/Hand/Sword/Glow", key="pulse_source_mesh", value="../Blade")
|
|
214
|
+
summer_save_scene(scenePath="res://main.tscn")
|
|
204
215
|
```
|
|
205
216
|
|
|
206
217
|
For a soul gem on a pedestal:
|
|
207
218
|
|
|
208
219
|
```
|
|
209
|
-
summer_add_node(parent="./World/Pedestal/SoulGem", type="Node3D", name="Glow")
|
|
210
|
-
summer_set_prop(path="./World/Pedestal/SoulGem/Glow",
|
|
211
|
-
summer_set_prop(path="./World/Pedestal/SoulGem/Glow",
|
|
212
|
-
summer_set_prop(path="./World/Pedestal/SoulGem/Glow",
|
|
213
|
-
summer_set_prop(path="./World/Pedestal/SoulGem/Glow",
|
|
220
|
+
summer_add_node(scenePath="res://main.tscn", parent="./World/Pedestal/SoulGem", type="Node3D", name="Glow")
|
|
221
|
+
summer_set_prop(scenePath="res://main.tscn", path="./World/Pedestal/SoulGem/Glow", key="glow_color", value="Color(0.85, 0.45, 1.0)")
|
|
222
|
+
summer_set_prop(scenePath="res://main.tscn", path="./World/Pedestal/SoulGem/Glow", key="pulse_hz", value=0.4)
|
|
223
|
+
summer_set_prop(scenePath="res://main.tscn", path="./World/Pedestal/SoulGem/Glow", key="mote_count", value=32)
|
|
224
|
+
summer_set_prop(scenePath="res://main.tscn", path="./World/Pedestal/SoulGem/Glow", key="mote_radius", value=0.30)
|
|
225
|
+
```
|
|
226
|
+
|
|
227
|
+
Then verify — this recipe is one script, so a parse error is the whole effect:
|
|
228
|
+
|
|
229
|
+
```
|
|
230
|
+
summer_get_script_errors # magic_glow.gd parsed?
|
|
231
|
+
summer_play
|
|
232
|
+
summer_get_debugger_errors
|
|
233
|
+
summer_stop
|
|
214
234
|
```
|
|
215
235
|
|
|
216
236
|
For a charge-up before casting:
|
|
@@ -313,11 +333,12 @@ mote_drift_up = 0.0
|
|
|
313
333
|
|
|
314
334
|
### charge-up (paired with lightning/muzzle-flash)
|
|
315
335
|
|
|
316
|
-
|
|
336
|
+
Author the **fully-charged** values here; `set_intensity(0.0 → 1.0)` scales them at
|
|
337
|
+
runtime. Leaving `light_energy_base` at 0.0 means the fully-charged glow is also 0.0.
|
|
317
338
|
|
|
318
339
|
```
|
|
319
340
|
glow_color = Color(0.55, 0.75, 1.0)
|
|
320
|
-
light_energy_base =
|
|
341
|
+
light_energy_base = 1.5 # fully-charged value; set_intensity scales it
|
|
321
342
|
light_energy_amplitude = 2.0
|
|
322
343
|
pulse_hz = 2.5 # buzzing
|
|
323
344
|
mote_count = 24
|
|
@@ -334,11 +355,16 @@ mote_drift_up = 0.5
|
|
|
334
355
|
- **Forgetting to enable the source mesh's emission before assigning the glow color.** The shader's emission stays black. The controller's `_resolve_source_mesh` enables it.
|
|
335
356
|
- **`pulse_hz` too high.** Above 3 Hz it strobes — accessibility issue (photosensitivity). Default 0.7 is calm.
|
|
336
357
|
- **Generating an "aura" PNG and using as a billboard sprite.** The misroute. The procedural light + motes are alive and scale to any item.
|
|
358
|
+
- **`BaseMaterial3D.new()` for the mote material.** `BaseMaterial3D` is abstract — that line is a parse error and takes the whole script down. Instantiate `StandardMaterial3D`; keep using the `BaseMaterial3D.*` enum constants.
|
|
359
|
+
- **A multiplicative `set_intensity` (`light_energy_base *= scale`).** One `set_intensity(0.0)` pins the field to 0.0 permanently, so the charge-up tween from 0 to 1 does nothing. Hold the scale in its own variable and apply it where the energy is written.
|
|
337
360
|
|
|
338
361
|
## Performance notes
|
|
339
362
|
|
|
340
|
-
- One glow = 1 light + 16–32 particles.
|
|
341
|
-
- N glowing items in a scene: budget ~12 active `OmniLight3D`s before you
|
|
363
|
+
- One glow = 1 light + 16–32 particles. Sub-millisecond — an order-of-magnitude expectation, not a measurement.
|
|
364
|
+
- N glowing items in a scene: budget ~12 active `OmniLight3D`s before you start
|
|
365
|
+
culling. The current Summer build has no `LightOccluder3D`
|
|
366
|
+
(`ClassDB.class_exists` is `false`; `LightOccluder2D` is 2D-only). Cull with
|
|
367
|
+
`distance_fade_enabled` / `distance_fade_begin` or a smaller `omni_range`.
|
|
342
368
|
- Mobile: drop `mote_count` to 8, `light_range` × 0.5, `light_shadow_enabled = false` always.
|
|
343
369
|
- LOD: in `_process`, scale `_motes.amount_ratio` and `_light.light_energy` by `clamp(1.5 - dist_to_camera / 20.0, 0.10, 1.0)`. Past 20 m, drop motes entirely; keep light.
|
|
344
370
|
|
|
@@ -352,11 +378,18 @@ mote_drift_up = 0.5
|
|
|
352
378
|
|
|
353
379
|
## Fallback (no MCP)
|
|
354
380
|
|
|
355
|
-
|
|
381
|
+
Section 4 is fully automatable — `summer_write_file` writes the controller,
|
|
382
|
+
`summer_add_node` + `summer_set_prop` attach and tune it, and `summer_create_scene` +
|
|
383
|
+
`summer_save_scene` produce `magic_glow.tscn`. Do not hand these steps to the user
|
|
384
|
+
when the MCP tools are available.
|
|
385
|
+
|
|
386
|
+
Without the MCP connection there is no engine to drive, so the user does it
|
|
387
|
+
manually in Summer Engine:
|
|
356
388
|
|
|
357
389
|
1. Create `addons/vfx/magic-glow/` with the two files above.
|
|
358
|
-
2.
|
|
390
|
+
2. Add a `Node3D` child to the glowing object, attach `magic_glow.gd`. Save as `magic_glow.tscn` if you want a scene to instantiate.
|
|
359
391
|
3. Tune the exported parameters in the inspector or via script.
|
|
392
|
+
4. Check the Errors dock before tuning anything.
|
|
360
393
|
|
|
361
394
|
## Handoff
|
|
362
395
|
|
|
@@ -5,7 +5,7 @@ license: MIT
|
|
|
5
5
|
compatibility: [Cursor, Claude Code, Windsurf, Codex]
|
|
6
6
|
category: visual-effects
|
|
7
7
|
user-invocable: true
|
|
8
|
-
allowed-tools: Read Write Edit summer_add_node summer_set_prop summer_set_resource_property summer_inspect_node summer_save_scene
|
|
8
|
+
allowed-tools: Read Write Edit summer_write_file summer_read_file summer_create_scene summer_add_node summer_set_prop summer_set_resource_property summer_connect_signal summer_inspect_node summer_save_scene summer_get_script_errors summer_get_debugger_errors summer_play summer_stop
|
|
9
9
|
paths: ["**/*.tscn", "**/*.gd", "**/*.gdshader", "addons/vfx/**"]
|
|
10
10
|
---
|
|
11
11
|
|
|
@@ -25,7 +25,9 @@ A muzzle flash is on screen for 60–100 ms. Long enough to read, too short to a
|
|
|
25
25
|
|
|
26
26
|
- The user wants a *continuous* flame (flamethrower) — use `fire`, not muzzle-flash.
|
|
27
27
|
- The user wants the impact spark on the wall the bullet hit — that's `hit-spark`.
|
|
28
|
-
- The user wants a tracer line from barrel to target — use
|
|
28
|
+
- The user wants a tracer line from barrel to target — use an `ImmediateMesh`
|
|
29
|
+
recipe, not this. The current Summer build has no `Line3D`
|
|
30
|
+
(`ClassDB.class_exists("Line3D")` is `false`).
|
|
29
31
|
- The user wants a slow-glowing spell charge-up — use `magic-glow` for the buildup, then this for the release frame.
|
|
30
32
|
|
|
31
33
|
## Recipe
|
|
@@ -55,12 +57,19 @@ uniform float ray_sharpness : hint_range(0.5, 32.0) = 8.0;
|
|
|
55
57
|
uniform float random_seed : hint_range(0.0, 6.2831) = 0.0; // rotates the star per shot
|
|
56
58
|
|
|
57
59
|
void vertex() {
|
|
60
|
+
// Billboard toward the camera. The bare mat4(INV_VIEW_MATRIX[0..2], MODEL_MATRIX[3])
|
|
61
|
+
// form discards the node's scale, so the per-shot `flash_size` randomisation in
|
|
62
|
+
// fire() would never reach the screen — normalize the basis and re-apply scale.
|
|
58
63
|
MODELVIEW_MATRIX = VIEW_MATRIX * mat4(
|
|
59
|
-
INV_VIEW_MATRIX[0],
|
|
60
|
-
INV_VIEW_MATRIX[1],
|
|
61
|
-
INV_VIEW_MATRIX[2],
|
|
62
|
-
MODEL_MATRIX[3]
|
|
63
|
-
|
|
64
|
+
normalize(INV_VIEW_MATRIX[0]),
|
|
65
|
+
normalize(INV_VIEW_MATRIX[1]),
|
|
66
|
+
normalize(INV_VIEW_MATRIX[2]),
|
|
67
|
+
MODEL_MATRIX[3]) * mat4(
|
|
68
|
+
vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0),
|
|
69
|
+
vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0),
|
|
70
|
+
vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0),
|
|
71
|
+
vec4(0.0, 0.0, 0.0, 1.0));
|
|
72
|
+
MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX);
|
|
64
73
|
}
|
|
65
74
|
|
|
66
75
|
void fragment() {
|
|
@@ -81,9 +90,11 @@ void fragment() {
|
|
|
81
90
|
// Mix core color (white-hot) into flash color at the very center.
|
|
82
91
|
vec3 col = mix(flash_color.rgb, core_color.rgb, pow(core, 4.0));
|
|
83
92
|
|
|
84
|
-
ALBEDO
|
|
85
|
-
|
|
86
|
-
|
|
93
|
+
// `render_mode unshaded` outputs ALBEDO and discards EMISSION entirely
|
|
94
|
+
// (scene_forward_clustered.glsl:2962 — `frag_color = vec4(albedo, alpha)`
|
|
95
|
+
// under MODE_UNSHADED), so the bloom boost has to live in ALBEDO.
|
|
96
|
+
ALBEDO = col * emission_boost * intensity;
|
|
97
|
+
ALPHA = mask * intensity;
|
|
87
98
|
}
|
|
88
99
|
```
|
|
89
100
|
|
|
@@ -98,6 +109,8 @@ extends Node3D
|
|
|
98
109
|
|
|
99
110
|
## Spawn one of these as a child of the gun's barrel tip and call `fire()` on each shot.
|
|
100
111
|
|
|
112
|
+
const SPARK_SCENE := "res://addons/vfx/hit-spark/hit_spark.tscn"
|
|
113
|
+
|
|
101
114
|
@export var flash_color: Color = Color(1.0, 0.85, 0.45)
|
|
102
115
|
@export_range(0.02, 0.30) var flash_duration: float = 0.08 ## seconds visible
|
|
103
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@export_range(0.10, 4.0) var flash_size: float = 0.6 ## meters across
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@@ -134,8 +147,12 @@ func _ready() -> void:
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_light.shadow_enabled = false
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add_child(_light)
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-
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-
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+
# preload() resolves at PARSE time, so a runtime ResourceLoader.exists() check
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# cannot guard it — "Parse Error: Preload file ... does not exist" takes the
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# whole script down when hit-spark hasn't been installed. Use load().
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if spawn_sparks and ResourceLoader.exists(SPARK_SCENE):
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var packed: PackedScene = load(SPARK_SCENE)
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_sparks = packed.instantiate() as GPUParticles3D
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if _sparks:
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_sparks.one_shot = true
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_sparks.emitting = false
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@@ -184,13 +201,19 @@ Node3D ("MuzzleFlash") [script: muzzle_flash.gd]
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Place the node at the **barrel tip** of the weapon. If your gun model has a `BarrelTip` Marker3D, parent there directly.
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+
Every scene-mutating call takes an explicit `scenePath`. `summer_set_prop` uses `key`
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(not `property`) and only accepts a string, number, or boolean.
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+
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```
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-
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-
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-
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summer_set_prop(path="./Player/Weapon/BarrelTip/MuzzleFlash",
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-
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+
summer_write_file(path="res://addons/vfx/muzzle-flash/muzzle_flash.gdshader", content="<section 2>", create_only=true)
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summer_write_file(path="res://addons/vfx/muzzle-flash/muzzle_flash.gd", content="<section 3>", create_only=true)
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+
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summer_add_node(scenePath="res://main.tscn", parent="./Player/Weapon/BarrelTip", type="Node3D", name="MuzzleFlash")
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summer_set_prop(scenePath="res://main.tscn", path="./Player/Weapon/BarrelTip/MuzzleFlash", key="script", value="res://addons/vfx/muzzle-flash/muzzle_flash.gd")
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summer_set_prop(scenePath="res://main.tscn", path="./Player/Weapon/BarrelTip/MuzzleFlash", key="flash_size", value=0.6)
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summer_set_prop(scenePath="res://main.tscn", path="./Player/Weapon/BarrelTip/MuzzleFlash", key="flash_duration", value=0.08)
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summer_set_prop(scenePath="res://main.tscn", path="./Player/Weapon/BarrelTip/MuzzleFlash", key="light_energy", value=4.0)
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+
summer_save_scene(scenePath="res://main.tscn")
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```
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Then in your weapon script, on `fire()`:
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@@ -199,10 +222,22 @@ Then in your weapon script, on `fire()`:
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$BarrelTip/MuzzleFlash.fire()
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```
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-
Or connect
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Or connect the weapon's `fired` signal in the scene:
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```
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summer_connect_signal(scenePath="res://main.tscn", emitter="./Player/Weapon", signal="fired", receiver="./Player/Weapon/BarrelTip/MuzzleFlash", method="fire")
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+
```
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+
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### 5b. Verify
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`muzzle_flash.gd` `preload`s its own shader, so a shader that failed to write takes
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the script down at parse time. Check before firing a shot.
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-
```
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-
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+
```
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+
summer_get_script_errors # muzzle_flash.gd parsed?
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+
summer_play
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+
summer_get_debugger_errors # shader compile errors surface here at runtime
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summer_stop
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```
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|
### 6. Parameters to tune
|
|
@@ -283,11 +318,12 @@ ray_sharpness = 18.0
|
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|
- **OmniLight3D with shadows enabled.** A 60 ms shadow pass costs more than the flash itself. `shadow_enabled = false`.
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- **Flash duration > 150 ms.** Reads as a flamethrower or a stuck animation. Stay under 100 ms unless intentional.
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- **Spawning a new MuzzleFlash each shot and freeing it.** Rapid-fire weapons leak. Reuse one anchored to the barrel and call `fire()`.
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+
- **`preload`ing the optional hit-spark scene.** `preload()` resolves at parse time, so wrapping it in a runtime `ResourceLoader.exists()` check does nothing — the script fails to load entirely when hit-spark isn't installed. Use `load()` behind the check.
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- **Generating an animated flash sprite.** That's the misroute this skill exists to prevent. The procedural shader rotates per shot for free, and you can recolor without regenerating.
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|
## Performance notes
|
|
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|
|
|
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|
-
- One quad + one light + ~8 sparks
|
|
326
|
+
- One quad + one light + ~8 sparks is negligible — safe at any rate of fire. That is an order-of-magnitude expectation, not a measurement.
|
|
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|
- The `OmniLight3D` snapping on/off per shot will trigger a shadow re-bake on lights with `shadow_enabled = true` — keep it off, always.
|
|
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|
- For full-auto weapons (10+ shots/sec), consider raising `flash_duration` to 0.10 and dropping `intensity` to 0.6 so consecutive flashes blend instead of strobe.
|
|
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|
|
|
@@ -297,16 +333,23 @@ ray_sharpness = 18.0
|
|
|
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|
- **Weapon visible in a mirror / scope.** The additive quad will appear in reflections only if the reflection probe captures it; for scope ADS, render the flash into the scope's separate viewport.
|
|
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|
- **Underwater shooting.** Tint the flash blue-green via `flash_color`, drop `light_range` to 30%.
|
|
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|
- **Silenced weapon.** `flash_size = 0.10`, `light_energy = 0.5`, `flash_duration = 0.04`. Just a wink at the barrel.
|
|
300
|
-
- **Suppressed flash with a tracer.** Pair this with
|
|
336
|
+
- **Suppressed flash with a tracer.** Pair this with an `ImmediateMesh` tracer from barrel to hit point, fired in the same call.
|
|
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|
|
|
302
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|
## Fallback (no MCP)
|
|
303
339
|
|
|
304
|
-
|
|
340
|
+
Section 5 is fully automatable — `summer_write_file` writes the shader and the
|
|
341
|
+
controller, `summer_add_node` + `summer_set_prop` place it, and
|
|
342
|
+
`summer_connect_signal` wires `fired` → `fire`. Do not hand these steps to the user
|
|
343
|
+
when the MCP tools are available.
|
|
344
|
+
|
|
345
|
+
Without the MCP connection there is no engine to drive, so the user does it
|
|
346
|
+
manually in Summer Engine:
|
|
305
347
|
|
|
306
348
|
1. Create `addons/vfx/muzzle-flash/` and write the three files above.
|
|
307
|
-
2.
|
|
349
|
+
2. Add a `Node3D` child to your weapon's barrel tip Marker3D.
|
|
308
350
|
3. Attach `muzzle_flash.gd` as the script. The runtime builds the quad + light.
|
|
309
351
|
4. In your weapon's fire code: `$BarrelTip/MuzzleFlash.fire()`.
|
|
352
|
+
5. Check the Errors dock — `muzzle_flash.gd` `preload`s the shader, so a broken shader path fails the script too.
|
|
310
353
|
|
|
311
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|
## Handoff
|
|
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|
|