various updates
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17 changed files with 244 additions and 109 deletions
54
bugs.md
54
bugs.md
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@ -1,51 +1,5 @@
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# Post jam changes
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- [x] asteroids just kills you
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- [x] start by disabling game overs so we can watch the game loop
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- [x] maybe also extend the display of ticks and crosses for testing
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- [x] issue is also present in bullet hell, likely somehting to do with area detection
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- [x] bullets are created outside of the game node causing them to persist over games
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- [x] if you lose the scene doesnt remove itself (probably removes one of the bullets instead)
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- [x] can leave level in bullet hell
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# Games
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- [x] Finish Platformer
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- [-] Finish Space Invaders
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- [x] Finish Bullet Hell
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- [x] Finish Bomb Defusal
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- [x] Finish DDR
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- [x] Finish Asteroids
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- [x] Finish Crafting
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- [x] Game Over
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# High Priority
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- [x] remote breaking animation not working
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- [x] pressing enter causes the platformer channel to restart event after the intiial prompt dismissial
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- [x] lasers not appearing
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- [x] only 1 lane getting warning
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- [x] platformer works once but having trouble getting it to replay
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- [x] menu credits
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- [x] menu exit? (not visible in web build)
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- [x] still need a player!!! (make it the cat from catdash?)
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## Publishing
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- [x] check if web build works well
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- [x] finish itch page
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- [x] upload game and possible executable
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- [x] submit to jam!
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# Minor
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- [x] score text is infront of the player
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- [x] warning areas are infront of the player
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- [x] make score and life only appear when game starts
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# Ideas
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- [x] Have tick/cross effect appear on a won/failed game
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- [-] 1 more game
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- [-] 2 more games
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- [x] standardized timer display
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# Sounds
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- [x] win sound
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- [x] lose sound
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- [x] kanes zoom out sound
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- [-] music - electronic msuic?
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- [x] score can change after game end
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- [x] press enter not needed on item get popup
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- [x] make space invaders no movement, just have to press the shoot button and hit the ufo
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- [x] simplified bomb defusal code
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@ -115,12 +115,14 @@ func rec_channel_lose():
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func game_over_gg():
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zoom_in()
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GameManager.send_game_over()
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if gameplay:
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game_over_score.text = str(score)
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gameplay = false
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main_channel.end_channel()
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for channel in outer_channels:
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channel.make_offline()
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game_over_screen.show()
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game_over_score.text = str(score)
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func _on_play_again_button_pressed() -> void:
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@ -69,9 +69,8 @@ channel_scene = ExtResource("3_mj2jn")
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[node name="Control9" parent="GridContainer" instance=ExtResource("1_mlf6e")]
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layout_mode = 2
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channel_name = "Asteroids"
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channel_scene = ExtResource("3_mj2jn")
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dead_channel = true
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channel_name = "Invaders"
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channel_scene = ExtResource("9_miq82")
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[node name="Control6" parent="GridContainer" instance=ExtResource("1_mlf6e")]
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layout_mode = 2
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@ -196,6 +195,7 @@ fit_content = true
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horizontal_alignment = 1
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[node name="Label3" type="Label" parent="Popup and Chat/Item Get Popup/MarginContainer/VBoxContainer"]
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visible = false
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layout_mode = 2
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size_flags_horizontal = 8
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size_flags_vertical = 8
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@ -44,26 +44,29 @@ func _process(delta: float) -> void:
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camera.rotation_degrees = rot_dir * (1-timer/time_limit) * 15
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#TODO Surely theres a better way
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if Input.is_action_just_pressed("bomb_0"):
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enter_number(0)
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elif Input.is_action_just_pressed("bomb_1"):
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enter_number(1)
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elif Input.is_action_just_pressed("bomb_2"):
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enter_number(2)
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elif Input.is_action_just_pressed("bomb_3"):
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enter_number(3)
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elif Input.is_action_just_pressed("bomb_4"):
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enter_number(4)
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elif Input.is_action_just_pressed("bomb_5"):
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enter_number(5)
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elif Input.is_action_just_pressed("bomb_6"):
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enter_number(6)
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elif Input.is_action_just_pressed("bomb_7"):
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enter_number(7)
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elif Input.is_action_just_pressed("bomb_8"):
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enter_number(8)
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elif Input.is_action_just_pressed("bomb_9"):
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enter_number(9)
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for i : int in range(10):
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if Input.is_action_just_pressed("bomb_" + str(i)):
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enter_number(i)
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#if Input.is_action_just_pressed("bomb_0"):
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#enter_number(0)
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#elif Input.is_action_just_pressed("bomb_1"):
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#enter_number(1)
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#elif Input.is_action_just_pressed("bomb_2"):
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#enter_number(2)
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#elif Input.is_action_just_pressed("bomb_3"):
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#enter_number(3)
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#elif Input.is_action_just_pressed("bomb_4"):
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#enter_number(4)
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#elif Input.is_action_just_pressed("bomb_5"):
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#enter_number(5)
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#elif Input.is_action_just_pressed("bomb_6"):
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#enter_number(6)
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#elif Input.is_action_just_pressed("bomb_7"):
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#enter_number(7)
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#elif Input.is_action_just_pressed("bomb_8"):
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#enter_number(8)
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#elif Input.is_action_just_pressed("bomb_9"):
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#enter_number(9)
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func enter_number(number : int):
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if(number == current_number):
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18
games/space invaders/invadersBullet.tscn
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18
games/space invaders/invadersBullet.tscn
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@ -0,0 +1,18 @@
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[gd_scene load_steps=4 format=3 uid="uid://ci31lqth7avk3"]
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[ext_resource type="Texture2D" uid="uid://d3gtcjbsp5da1" path="res://sprites/invadersBullet.png" id="1_kq8vf"]
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[ext_resource type="Script" uid="uid://bmjqhgclmoohl" path="res://games/space invaders/invaders_bullet.gd" id="1_xysrh"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_xysrh"]
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radius = 7.07107
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[node name="InvadersBullet" type="Area2D"]
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script = ExtResource("1_xysrh")
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speed = 160.0
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("CircleShape2D_xysrh")
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[node name="Sprite2D" type="Sprite2D" parent="."]
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scale = Vector2(2, 2)
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texture = ExtResource("1_kq8vf")
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12
games/space invaders/invaders_bullet.gd
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12
games/space invaders/invaders_bullet.gd
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@ -0,0 +1,12 @@
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extends Area2D
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@export var speed : float = 100
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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position.y -= delta * speed
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1
games/space invaders/invaders_bullet.gd.uid
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1
games/space invaders/invaders_bullet.gd.uid
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@ -0,0 +1 @@
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uid://bmjqhgclmoohl
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@ -4,23 +4,23 @@ extends CharacterBody2D
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const SPEED = 300.0
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const JUMP_VELOCITY = -400.0
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@export var time_per_bullet : float = 2
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var next_bullet : float =2
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@export var bullet_cooldown : float = 1
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var cooldown : float = 0
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@export var bullet_spawn : Marker2D
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@export var bullet_goal : Marker2D
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func _ready() -> void:
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next_bullet = time_per_bullet
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cooldown = 0
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func _process(delta: float) -> void:
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next_bullet -= delta
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if next_bullet <= 0:
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cooldown -= delta
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if cooldown <= 0 and Input.is_action_just_pressed("invaders_shoot"):
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shoot()
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func shoot():
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next_bullet = time_per_bullet
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var new_bullet : Node2D = load("res://games/asteroids/bullet.tscn").instantiate() as Node2D
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new_bullet.goal = bullet_goal.global_position
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cooldown = bullet_cooldown
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var new_bullet : Node2D = load("res://games/space invaders/invadersBullet.tscn").instantiate() as Node2D
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#new_bullet.goal = bullet_goal.global_position
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new_bullet.position = bullet_spawn.global_position
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get_parent().add_child(new_bullet)
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@ -28,10 +28,11 @@ func _physics_process(delta: float) -> void:
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var direction := Input.get_axis("invaders_left", "invaders_right")
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if direction:
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velocity.x = direction * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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#var direction := Input.get_axis("invaders_left", "invaders_right")
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#if direction:
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#velocity.x = direction * SPEED
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#else:
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#velocity.x = move_toward(velocity.x, 0, SPEED)
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move_and_slide()
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@ -3,6 +3,12 @@ extends Node
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signal game_win
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signal game_lose
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@export var ufo_speed : float = 0.1
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@export_group("Node References")
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@export var ufo_path : PathFollow2D
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var ufo_progress : float
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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ufo_progress += delta * ufo_speed
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ufo_path.progress_ratio = ufo_progress
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if ufo_progress >= 1:
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print("invaders lose")
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game_lose.emit()
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func _on_ufo_area_entered(area: Area2D) -> void:
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print("invaders win")
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game_win.emit()
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@ -1,9 +1,9 @@
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[gd_scene load_steps=10 format=3 uid="uid://bkabgl6p44c5b"]
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[gd_scene load_steps=12 format=3 uid="uid://bkabgl6p44c5b"]
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[ext_resource type="Texture2D" uid="uid://dqorec3q3h3pp" path="res://sprites/asteroidsShip.png" id="1_8m3yy"]
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[ext_resource type="Script" uid="uid://c1e46eu5tbni0" path="res://games/space invaders/ship.gd" id="1_jsxp6"]
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[ext_resource type="Script" uid="uid://0v0y62pyhpq4" path="res://games/space invaders/space_invaders.gd" id="1_k5cbn"]
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[ext_resource type="Texture2D" uid="uid://by327tfhk6xrs" path="res://sprites/invadersBarrier.png" id="2_jsxp6"]
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[ext_resource type="Texture2D" uid="uid://d1p5uve4nterl" path="res://sprites/invadersShip.png" id="3_k5cbn"]
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[ext_resource type="Texture2D" uid="uid://yff1qo402ihn" path="res://sprites/ufo.png" id="4_k5cbn"]
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[sub_resource type="Gradient" id="Gradient_4laqq"]
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interpolation_mode = 1
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@ -21,11 +21,21 @@ noise = SubResource("FastNoiseLite_ceqm6")
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[sub_resource type="CircleShape2D" id="CircleShape2D_jdxs5"]
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radius = 24.1868
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_gagve"]
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size = Vector2(56, 28)
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[sub_resource type="Curve2D" id="Curve2D_jdxs5"]
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_data = {
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"points": PackedVector2Array(0, 0, 0, 0, 40, 70, 0, 0, 0, 0, 600, 70, 0, 0, 0, 0, 600, 150, 0, 0, 0, 0, 40, 150, 0, 0, 0, 0, 40, 230, 0, 0, 0, 0, 600, 230)
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}
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point_count = 6
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[node name="SpaceInvaders" type="Node"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_gagve"]
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radius = 32.0
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[sub_resource type="LabelSettings" id="LabelSettings_k5cbn"]
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font_size = 36
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[node name="SpaceInvaders" type="Node" node_paths=PackedStringArray("ufo_path")]
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script = ExtResource("1_k5cbn")
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ufo_path = NodePath("UfoPath/PathFollow2D")
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[node name="TextureRect" type="TextureRect" parent="."]
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anchors_preset = 15
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@ -44,7 +54,9 @@ bullet_spawn = NodePath("Spawn")
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bullet_goal = NodePath("Goal")
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[node name="Sprite2D" type="Sprite2D" parent="Ship"]
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texture = ExtResource("1_8m3yy")
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rotation = 1.5708
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scale = Vector2(3, 3)
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texture = ExtResource("3_k5cbn")
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Ship"]
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shape = SubResource("CircleShape2D_jdxs5")
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@ -55,13 +67,33 @@ position = Vector2(34, 1.48619e-06)
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[node name="Goal" type="Marker2D" parent="Ship"]
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position = Vector2(335, 1.46433e-05)
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[node name="Barrier" type="StaticBody2D" parent="."]
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position = Vector2(334, 264)
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[node name="UfoPath" type="Path2D" parent="."]
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position = Vector2(0, 23)
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curve = SubResource("Curve2D_jdxs5")
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[node name="Sprite2D" type="Sprite2D" parent="Barrier"]
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scale = Vector2(2, 2)
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texture = ExtResource("2_jsxp6")
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[node name="PathFollow2D" type="PathFollow2D" parent="UfoPath"]
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position = Vector2(40, 70)
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rotates = false
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loop = false
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Barrier"]
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position = Vector2(0, 2)
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shape = SubResource("RectangleShape2D_gagve")
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[node name="UFO" type="Area2D" parent="UfoPath/PathFollow2D"]
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[node name="Sprite2D" type="Sprite2D" parent="UfoPath/PathFollow2D/UFO"]
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scale = Vector2(3, 3)
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texture = ExtResource("4_k5cbn")
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[node name="CollisionShape2D" type="CollisionShape2D" parent="UfoPath/PathFollow2D/UFO"]
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shape = SubResource("CircleShape2D_gagve")
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[node name="Label" type="Label" parent="."]
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anchors_preset = 5
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anchor_left = 0.5
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anchor_right = 0.5
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offset_left = -196.0
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offset_right = 196.0
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offset_bottom = 50.0
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grow_horizontal = 2
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text = "Shoot The UFO with O!"
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label_settings = SubResource("LabelSettings_k5cbn")
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[connection signal="area_entered" from="UfoPath/PathFollow2D/UFO" to="." method="_on_ufo_area_entered"]
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@ -182,16 +182,11 @@ crafting_m={
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":77,"key_label":0,"unicode":109,"location":0,"echo":false,"script":null)
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]
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}
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invaders_left={
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invaders_shoot={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":79,"key_label":0,"unicode":111,"location":0,"echo":false,"script":null)
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]
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}
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invaders_right={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":80,"key_label":0,"unicode":112,"location":0,"echo":false,"script":null)
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]
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}
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ddr_up={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194320,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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BIN
sprites/invadersBullet.png
Normal file
BIN
sprites/invadersBullet.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 397 B |
34
sprites/invadersBullet.png.import
Normal file
34
sprites/invadersBullet.png.import
Normal file
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@ -0,0 +1,34 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://d3gtcjbsp5da1"
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path="res://.godot/imported/invadersBullet.png-5c6ca626291ba8772f908719ba0580c4.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://sprites/invadersBullet.png"
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dest_files=["res://.godot/imported/invadersBullet.png-5c6ca626291ba8772f908719ba0580c4.ctex"]
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||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
BIN
sprites/invadersShip.png
Normal file
BIN
sprites/invadersShip.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 454 B |
34
sprites/invadersShip.png.import
Normal file
34
sprites/invadersShip.png.import
Normal file
|
|
@ -0,0 +1,34 @@
|
|||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://d1p5uve4nterl"
|
||||
path="res://.godot/imported/invadersShip.png-1d152b13cf308ec7080f2e751e00d236.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://sprites/invadersShip.png"
|
||||
dest_files=["res://.godot/imported/invadersShip.png-1d152b13cf308ec7080f2e751e00d236.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
BIN
sprites/ufo.png
Normal file
BIN
sprites/ufo.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 471 B |
34
sprites/ufo.png.import
Normal file
34
sprites/ufo.png.import
Normal file
|
|
@ -0,0 +1,34 @@
|
|||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://yff1qo402ihn"
|
||||
path="res://.godot/imported/ufo.png-e2aa7aa747dae874681794e9d6674c7d.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://sprites/ufo.png"
|
||||
dest_files=["res://.godot/imported/ufo.png-e2aa7aa747dae874681794e9d6674c7d.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
Loading…
Add table
Add a link
Reference in a new issue