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Updated to pxlNav v0.0.19
_FieldEnvironment got some shader, texture, and general updates _See ChangLog.md of ProcStack/pxlNav to see changes from v0.0.18 to v0.0.19
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Build/pxlNav.esm.js

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Build/pxlNav.min.js

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docs/js/ProckStackGitio.js

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@@ -9,7 +9,7 @@
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// For `pxlNav` scripting, the entry-point is `./Source/js/pxlNavCore.js`
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//
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import { pxlNav, pxlNavVersion, pxlEnums, pxlOptions } from './pxlNav.esm.js';
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import { pxlNav, pxlNavVersion, pxlEnums, pxlUserSettings, pxlOptions } from './pxlNav.esm.js';
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import { ProcPages } from './ProcPages.js';
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import { PageMetaDataObjects } from './PageMetaData.js';
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import { BlogManager } from './BlogManager.js';
@@ -27,8 +27,13 @@ const projectTitle = "procstack.github.io";
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// pxlRoom folder path, available to change folder names or locations if desired
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const pxlRoomRootPath = "./pxlRooms";
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// Asset root path
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const pxlAssetRoot = "./pxlAssets";
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// Show the onboarding screen after the loading bar completes
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const showOnboarding = false;
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// Current possible rooms - "CampfireEnvironment", "SaltFlatsEnvironment"
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const startingRoom = "CampfireEnvironment";
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const bootRoomList = ["CampfireEnvironment", "SaltFlatsEnvironment"];
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// -- -- --
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// -- -- --
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// User settings for the default/initial pxlNav environment
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// These can be adjusted from your `pxlRoom` but easily set defaults here
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const userSettings = Object.assign({}, pxlUserSettings);
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userSettings['height']['standing'] = 1.75; // Standing height in units; any camera in your room's FBX will override this height once loaded
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userSettings['height']['stepSize'] = 5; // Max step height in units
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userSettings['movement']['scalar'] = 1.0; // Overall movement rate scalar
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userSettings['movement']['max'] = 10.0; // Max movement speed
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userSettings['movement']['easing'] = 0.55; // Easing rate between Step() calls
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userSettings['headBounce']['height'] = 0.3; // Bounce magnitude in units
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userSettings['headBounce']['rate'] = 0.025; // Bounce rate per Step()
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userSettings['headBounce']['easeIn'] = 0.03; // When move key is pressed, the ease into bounce; `bounce * ( boundInf + easeIn )`
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userSettings['headBounce']['easeOut'] = 0.95; // When move key is let go, the ease back to no bounce; `bounce * easeOut`
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userSettings['jump']['impulse'] = 0.75; // Jump impulse force applied to the player while holding the jump button
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userSettings['jump']['holdMax'] = 2.85; // Max influence of holding the jump button on current jump; in seconds
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userSettings['jump']['repeatDelay'] = 0.08; // Delay between jumps when holding the jump button
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userSettings['gravity']['UPS'] = 0.3; // Units per Step() per Step()
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userSettings['gravity']['Max'] = 15.5; // Max gravity rate
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// -- -- --
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// Target FPS (Frames Per Second)
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// Default is - PC = 30 -&- Movile = 30
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const targetFPS = {
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'PC' : 60,
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'Mobile' : 30
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};
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// Anti-aliasing level
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// Options are - NONE, LOW, MEDIUM, HIGH
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const antiAliasing = pxlEnums.ANTI_ALIASING.LOW;
@@ -65,7 +97,14 @@ const enableStaticCamera = true;
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// Options are - OFF, VAPOR
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const skyHaze = pxlEnums.SKY_HAZE.VAPOR;
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// Collision Detection Grid
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// Collision objects are split into a grid for faster collision detection
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// gridSize - The size of the grid
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// gridReference - Grid scene reference threshold to scale `gridSize`
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const collisionScale = {
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'gridSize' : 100,
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'gridReference' : 1000
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};
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// -- -- -- -- --
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let pxlNavOptions = Object.assign({},pxlOptions);
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pxlNavOptions.verbose = verbose;
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pxlNavOptions.fps = targetFPS;
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pxlNavOptions.userSettings = userSettings;
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pxlNavOptions.antiAliasing = antiAliasing;
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pxlNavOptions.staticCamera = enableStaticCamera;
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pxlNavOptions.collisionScale = collisionScale;
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pxlNavOptions.pxlRoomRoot = pxlRoomRootPath;
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pxlNavOptions.pxlAssetRoot = pxlAssetRoot;
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pxlNavOptions.showOnboarding = showOnboarding;
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pxlNavOptions.staticCamera = enableStaticCamera;
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pxlNavOptions.skyHaze = skyHaze;
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pxlNavOptions.shadowMapBiasing = shadowMapBiasing;
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pxlNavOptions.loaderPhrases = loaderPhrases;

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