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Fix spacebar in demo
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TokisanGames committed Jul 8, 2024
1 parent 9f4c791 commit c23683f
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12 changes: 6 additions & 6 deletions README.md
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A high performance, editable terrain system for Godot 4.

## Features
* Written in C++ as a GDExtension plugin, which works with official engine builds
* Written in C++ as a GDExtension addon, which works with official engine builds
* Can be accessed by GDScript, C#, and any language Godot supports
* Geometric Clipmap Mesh Terrain, as used in The Witcher 3. See [System Architecture](https://terrain3d.readthedocs.io/en/stable/docs/system_architecture.html)
* Up to 16k x 16k in 1k regions (imagine multiple islands without paying for 16k^2 vram)
* Up to 32 texture sets using albedo, normal, roughness, height
* Up to 10 Levels of Detail (LODs)
* Foliage instancing with generated or custom meshes
* Up to 32 textures
* Up to 10 levels of detail
* Foliage instancing
* Sculpting, holes, texture painting, texture detiling, painting colors and wetness
* Supports importing heightmaps from [HTerrain](https://github.com/Zylann/godot_heightmap_plugin/), WorldMachine, Unity, Unreal and any tool that can export a heightmap (raw/r16/exr/+). See [importing data](https://terrain3d.readthedocs.io/en/stable/docs/import_export.html)
* Imports heightmaps from [HTerrain](https://github.com/Zylann/godot_heightmap_plugin/), WorldMachine, Unity, Unreal and any tool that can export a heightmap (raw/r16/exr/+). See [importing data](https://terrain3d.readthedocs.io/en/stable/docs/import_export.html)

See [Project Status](https://terrain3d.readthedocs.io/en/stable/docs/project_status.html) for details.

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## License

This plugin has been released under the [MIT License](https://github.com/TokisanGames/Terrain3D/blob/main/LICENSE.txt).
This addon has been released under the [MIT License](https://github.com/TokisanGames/Terrain3D/blob/main/LICENSE.txt).

2 changes: 1 addition & 1 deletion project/demo/src/Player.gd
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Expand Up @@ -46,7 +46,7 @@ func get_camera_relative_input() -> Vector3:
input_dir -= %Camera3D.global_transform.basis.z
if Input.is_key_pressed(KEY_S): # Backward
input_dir += %Camera3D.global_transform.basis.z
if Input.is_key_pressed(KEY_E): # Up
if Input.is_key_pressed(KEY_E) or Input.is_key_pressed(KEY_SPACE): # Up
velocity.y += JUMP_SPEED + MOVE_SPEED*.016
if Input.is_key_pressed(KEY_Q): # Down
velocity.y -= JUMP_SPEED + MOVE_SPEED*.016
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