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Changed the behavior of border, and added a function that disable the water_border, when a player press "f"
Since we now border the water with a barrier, we don't need the physics layer in that scene
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Play this branch at https://play.threadbare.game/branches/endlessm/champ_walk_on_water. (This launches the game from the start, not directly at the change(s) in this pull request.) |
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Reverted player movement back to it's old behavior
wjt
reviewed
Feb 11, 2026
project.godot
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| , Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":1,"position":Vector2(92, 25),"global_position":Vector2(92, 54),"factor":1.0,"button_index":1,"canceled":false,"pressed":true,"double_click":false,"script":null) | ||
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| } | ||
| walk_on_water={ |
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Please prefix this champ-specific action with champ_. (We don't normally have StoryQuest-specific actions here but I don't see a way around it.)
Changed name from walk_on_water to champ_walk_on_water for better clarity and coherence
Put the npc with walk_on_water code related question nearer to the spawn (so that player playing the game can see that npc as soon as they spawn)
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Created the ability to walk on water (should be key mapped to 'f' (for Fly))for the champ stealth scene. I brute forced it a little, however, it seems to be working as intended, and does not seems to be creating issues with other scene.
Resolves issue #1887