* player.gd added static method to create a random 2D vector function, and fixedKenneyNL/Starter-Kit-FPS#18
* weapons/blaster-repeater.tres and blaster.tres add min_knockback and max_knockback properties
The project has been upgraded to Godot 4.5. The visuals have been tweaked slightly, a new skybox has been added and the readme now has basic instructions
Instead of hard-coding the jumping mechanic to solely 2 jumps, i.e. double-jump, allow for any number of jumps. By default this is still set to 2, but more are possible if required.
Fix crash when you're shooting when you die or when you start the game.
Since weapon is nil (waiting for anim to finish before assigning it),
the game crashes trying on Audio.play(weapon.sound_shoot).
Used gdformat from godot-gdscript-toolkit to automatically clean up
formatting to be consistent across the project.
One exception: there's a long line in player.gd that it split across
multiple lines that seemed worse than before.
Fix camera moves 180 degrees every frame when using gamepad.
Store a rotation delta and use rotate_toward to move with a max speed
instead of a lerp. Has the same general feel with mouse, but now gamepad
feels reasonable.