Tune and optimize boss encounter

This commit is contained in:
Loïc Wisniewski 2026-09-03 11:49:51 +02:00
commit 68985316e5
16 changed files with 316 additions and 88 deletions

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@ -17,6 +17,10 @@ extends Resource
# the game and the setup editor drift apart, since each scene "already had" a
# different shader. SurfaceBackground.apply_profile() is the only consumer.
@export var background_shader: Shader = null
# Optional ready-made field for a tiled background shader. Procedural rocky
# terrain still bakes once; authored surfaces can avoid both that load spike
# and all per-frame procedural fragment work by shipping their tile directly.
@export var background_field_texture: Texture2D = null
@export var base_color: Color = Color(0.75, 0.75, 0.76, 1.0)
@export var crater_color: Color = Color(0.44, 0.44, 0.45, 1.0)
@export var highlight_color: Color = Color(0.89, 0.89, 0.9, 1.0)