Merge branch 'master' of https://git.alanocull.com/triple-aaa-games/assets
This commit is contained in:
commit
7e2d2a989f
3
.gitignore
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3
.gitignore
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@ -15,3 +15,6 @@ exports/
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# Ignore Krita and Blender backups
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*.*~
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# Ignore development files
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pipeline/blender_autocomplete/
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8
.vscode/extensions.json
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8
.vscode/extensions.json
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{
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"recommendations": [
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"jacqueslucke.blender-development",
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"blenderfreetimeprojects.blender-python-code-templates",
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"ms-python.vscode-pylance",
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"ms-python.python"
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]
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}
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19
.vscode/settings.json
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.vscode/settings.json
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{
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"python.autoComplete.extraPaths": [
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"pipeline/blender_autocomplete/3.6"
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],
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"python.linting.pylintArgs": [
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"--init-hook",
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"import sys; sys.path.append('pipeline/blender_autocomplete/3.6')"
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],
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"python.analysis.extraPaths": [
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"pipeline/blender_autocomplete/3.6"
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],
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"blender.addon.moduleName": "BoneJuice",
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"blender.addon.loadDirectory": "pipeline",
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"blender.addon.reloadOnSave": true,
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"blender.addon.sourceDirectory": "pipeline",
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"python.analysis.diagnosticSeverityOverrides": {
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"reportInvalidTypeForm": "none"
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}
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}
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@ -63,5 +63,7 @@ If you need results from an automated process, see the `pipeline` directory. Eac
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For animations, please include the `pipeline/export_anims.py` script in your Blender file. This allows one-click exporting of FBX animations (may be fully automated with a script later).
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See [automation docs](docs/automation.md)
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## Questions
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If there are any questions or feedback on these guidelines and conventions, please poke Alan with a sharp, pointy stick.
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BIN
animations/infantry/Shelby/anims-shelby.blend
(Stored with Git LFS)
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animations/infantry/Shelby/anims-shelby.blend
(Stored with Git LFS)
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animations/infantry/anims-alan.blend
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animations/infantry/anims-alan.blend
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animations/infantry/anims-shelby.blend
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animations/infantry/anims-shelby.blend
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BIN
animations/insurrectionist/anims-shelby.blend
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animations/insurrectionist/anims-shelby.blend
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characters/infantry/cfg_ironpress.json
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characters/infantry/cfg_ironpress.json
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{
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"out": "..\\..\\export\\infantry\\textures",
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"in": "textures",
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"flip_normals": false,
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"materials": {
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"mat_cleave": {
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"res_out": 1024,
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"channels": [
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"basecolor",
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"arm",
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"normal"
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]
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}
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}
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}
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BIN
characters/infantry/models/body/cleave.fbx
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characters/infantry/models/body/cleave.fbx
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characters/infantry/p10-rigging.blend
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characters/infantry/p10-rigging.blend
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characters/infantry/textures/mat_cleave_arm.png
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characters/infantry/textures/mat_cleave_arm.png
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characters/infantry/textures/mat_cleave_basecolor.png
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characters/infantry/textures/mat_cleave_basecolor.png
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BIN
characters/infantry/textures/mat_cleave_normal.png
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characters/infantry/textures/mat_cleave_normal.png
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docs/automation.md
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docs/automation.md
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# Automation
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## Setup
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- Ensure you have Blender 3.6 installed (hopefully at the location: `C:\Program Files\Blender Foundation\Blender 3.6`)
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- Run the script located at `pipeline/export_all_anims.cmd`
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## Editing
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- Ensure Python is installed on your machine
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- Ensure you have Visual Studio Code installed
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- Open this directory in VS Code and install the recommended plugins
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- Open terminal, `cd` into `pipeline`, and run the following command: `$ git clone https://github.com/Korchy/blender_autocomplete.git`
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- Your workspace is now set up!
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## Resources
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- [Blender as a Python Module](https://pypi.org/project/bpy/)
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pipeline/export_all_anims.cmd
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pipeline/export_all_anims.cmd
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set PATH=%PATH%;"C:\Program Files\Blender Foundation\Blender 3.6"
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REM Insurrectionist Animations
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blender ..\animations\insurrectionist\anims-alan.blend --background --python export_anims.py
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blender ..\animations\insurrectionist\anims-shelby.blend --background --python export_anims.py
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REM Infantry Animations
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blender ..\animations\infantry\anims-alan.blend --background --python export_anims.py
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blender ..\animations\infantry\anims-shelby.blend --background --python export_anims.py
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@ -1,4 +1,58 @@
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import bpy
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from bpy.types import LayerCollection, Object, NlaTrack
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# Enter object mode
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bpy.ops.object.mode_set(mode='OBJECT')
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# FIRST, toggle collections
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collections_exportable = [
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"insurrectionist", "infantry", "rigging", "geometry", "grapple", "baton", "helmet", "gun", "jetpack"
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]
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def toggle_collection(coll: LayerCollection):
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# Iterate over all child LayerCollections
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for child in coll.children.values():
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c: LayerCollection = child
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# Force include/exclude character-related collections so they're included/excluded from export
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c.exclude = not (c.name in collections_exportable)
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if c.name == "insurrectionist" or c.name == "infantry":
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bpy.context.view_layer.active_layer_collection = c
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toggle_collection(bpy.context.view_layer.layer_collection)
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# Find rig to make it active, and select all objects
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for objBase in bpy.context.scene.objects:
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obj: Object = objBase
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if obj.type == 'ARMATURE':
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bpy.context.view_layer.objects.active = obj
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if obj.visible_get():
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obj.select_set(True)
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# EXTREMELY UGLY HACK TO EXIT TWEAK MODE
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# see: https://blender.stackexchange.com/questions/316547/how-to-override-context-area-using-script-when-running-blender-using-command-lin
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# and https://blender.stackexchange.com/questions/6101/poll-failed-context-incorrect-example-bpy-ops-view3d-background-image-add
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def get_view_nla(): # Get any window
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for window_manager in bpy.data.window_managers:
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for window in window_manager.windows:
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for area in window.screen.areas:
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area.type = 'NLA_EDITOR'
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for region in area.regions:
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if region.type == 'WINDOW':
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return dict(window=window, workspace=window.workspace, screen=window.screen, area=area, region=region)
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raise Exception('NLA context not found.')
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# Forcibly override context to a window so we can access NLA editor
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with bpy.context.temp_override(**get_view_nla()):
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if bpy.context.scene.is_nla_tweakmode:
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bpy.ops.nla.tweakmode_exit() # Exit tweakmode
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# Go through all NLA tracks, unstar them and mute them
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bpy.context.active_object.animation_data.nla_tracks.active = None # Make track inactive
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for trackBase in bpy.context.active_object.animation_data.nla_tracks:
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track: NlaTrack = trackBase
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track.mute = True # Mute all tracks
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track.is_solo = False # Disable solo view for all tracks
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# Get export directory
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path: str = bpy.data.filepath.replace('\\Shelby', '').replace('\\Tommy', '')
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@ -74,22 +128,4 @@ bpy.ops.pose.transforms_clear() # Clear all transforms
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bpy.ops.object.mode_set(mode='OBJECT')
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## FOR DEBUGGING, see https://blender.stackexchange.com/questions/93728/blender-script-run-print-to-console
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# from bpy import context
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# import builtins as __builtin__
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# def console_print(*args, **kwargs):
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# for a in context.screen.areas:
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# if a.type == 'CONSOLE':
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# c = {}
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# c['area'] = a
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# c['space_data'] = a.spaces.active
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# c['region'] = a.regions[-1]
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# c['window'] = context.window
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# c['screen'] = context.screen
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# s = " ".join([str(arg) for arg in args])
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# for line in s.split("\n"):
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# bpy.ops.console.scrollback_append(c, text=line)
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# def print(*args, **kwargs):
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# """Console print() function."""
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# console_print(*args, **kwargs) # to py consoles
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# __builtin__.print(*args, **kwargs) # to system console
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# exit()
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3
pipeline/pipeline_infantry.cmd
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3
pipeline/pipeline_infantry.cmd
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REM Insurrectionist textures
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ironpress.exe ..\characters\infantry\cfg_ironpress.json
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pause > nul
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BIN
promotional/itch/cover1.png
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promotional/itch/cover1.png
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promotional/itch/cover1_bright.png
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promotional/itch/cover1_bright.png
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BIN
props/OldPc/Monitor.fbx
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props/OldPc/Monitor.fbx
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props/OldPc/Textures/mat_Monitor_Emissive.png
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props/OldPc/Textures/mat_Monitor_Emissive.png
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props/OldPc/Textures/mat_Monitor_basecolor.png
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props/OldPc/Textures/mat_Monitor_basecolor.png
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props/button/mesh_button.fbx
(Stored with Git LFS)
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props/button/mesh_button.fbx
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props/button/texture/mat_button_arm.png
(Stored with Git LFS)
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props/button/texture/mat_button_arm.png
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props/button/texture/mat_button_basecolor.png
(Stored with Git LFS)
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props/button/texture/mat_button_basecolor.png
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props/button/texture/mat_button_emissive.png
(Stored with Git LFS)
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props/button/texture/mat_button_emissive.png
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props/button/texture/mat_button_normal.png
(Stored with Git LFS)
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props/button/texture/mat_button_normal.png
(Stored with Git LFS)
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BIN
ui/T_BossHealthBar_Mask.png
(Stored with Git LFS)
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ui/T_BossHealthBar_Mask.png
(Stored with Git LFS)
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