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demo.tscn
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LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles
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2026-07-31 16:34:00 +10:00 |
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DemoDriver.gd
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LANE8: scales that swing, bags that don't open, and fruit you can throw
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2026-08-01 11:22:47 +10:00 |
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DemoDriver.gd.uid
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LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles
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2026-07-31 16:34:00 +10:00 |
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probe_arms.gd
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LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles
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2026-07-31 16:34:00 +10:00 |
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probe_arms.gd.uid
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LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles
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2026-07-31 16:34:00 +10:00 |
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probe_backrooms.gd
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LANE7: LEVEL 0 — the Backrooms, generated walls, and the dust mechanic
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2026-07-31 19:05:56 +10:00 |
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probe_backrooms.gd.uid
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LANE7: LEVEL 0 — the Backrooms, generated walls, and the dust mechanic
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2026-07-31 19:05:56 +10:00 |
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probe_bags.gd
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LANE8: scales that swing, bags that don't open, and fruit you can throw
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2026-08-01 11:22:47 +10:00 |
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probe_bags.gd.uid
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LANE8: scales that swing, bags that don't open, and fruit you can throw
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2026-08-01 11:22:47 +10:00 |
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probe_chair.gd
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LANE9: ride the office chair
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2026-08-04 00:25:32 +10:00 |
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probe_chair.gd.uid
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LANE9: ride the office chair
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2026-08-04 00:25:32 +10:00 |
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probe_death.gd
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LANE7: you can die in LEVEL 0, and how you died decides which death you get
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2026-07-31 19:44:26 +10:00 |
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probe_death.gd.uid
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LANE7: there are two of them, and the room changes one thing every loop
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2026-07-31 20:07:44 +10:00 |
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probe_gauntlet.gd
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LANE7: the Gauntlet, four modes, two more provocations, and ambient attrition
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2026-07-31 18:12:20 +10:00 |
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probe_gauntlet.gd.uid
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LANE7: the Gauntlet, four modes, two more provocations, and ambient attrition
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2026-07-31 18:12:20 +10:00 |
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probe_grocer.gd
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LANE8: scales that swing, bags that don't open, and fruit you can throw
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2026-08-01 11:22:47 +10:00 |
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probe_grocer.gd.uid
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LANE8: the greengrocer — soft stock, stacks that collapse, and litres
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2026-08-01 09:38:35 +10:00 |
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probe_horror.gd
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LANE7: LEVEL 0 gets an entity, a tape, and a loop
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2026-07-31 19:25:28 +10:00 |
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probe_horror.gd.uid
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LANE7: LEVEL 0 gets an entity, a tape, and a loop
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2026-07-31 19:25:28 +10:00 |
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probe_levels.gd
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LANE9: the grocer is still again — settle sweep + parked scale pans
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2026-08-03 23:57:25 +10:00 |
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probe_levels.gd.uid
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LANE7: the Gauntlet, four modes, two more provocations, and ambient attrition
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2026-07-31 18:12:20 +10:00 |
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probe_overlap.gd
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LANE8: scales that swing, bags that don't open, and fruit you can throw
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2026-08-01 11:22:47 +10:00 |
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probe_overlap.gd.uid
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LANE8: scales that swing, bags that don't open, and fruit you can throw
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2026-08-01 11:22:47 +10:00 |
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probe_receipt.gd
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LANE9: the incident report — HR itemizes your meltdown
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2026-08-04 00:05:33 +10:00 |
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probe_receipt.gd.uid
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LANE9: the incident report — HR itemizes your meltdown
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2026-08-04 00:05:33 +10:00 |
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probe_roomba.gd
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LANE9: the Roomba — company property that eats your evidence
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2026-08-04 00:00:58 +10:00 |
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probe_roomba.gd.uid
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LANE9: the incident report — HR itemizes your meltdown
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2026-08-04 00:05:33 +10:00 |
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probe_scale.gd
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LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles
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2026-07-31 16:34:00 +10:00 |
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probe_scale.gd.uid
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LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles
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2026-07-31 16:34:00 +10:00 |
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probe_scifi.gd
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game: sci-fi clip arms skin the fists slot — FAB Sci Fi Hands rig (Idle_Fight stance, Attack_01-04 punches, Walk/Run locomotion) shown instead of the procedural mixamo rig when bare hands equipped; other weapons unchanged. Headless probe: dev/probe_scifi.gd
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2026-08-30 12:27:23 +10:00 |
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probe_settle.gd
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LANE8: scales that swing, bags that don't open, and fruit you can throw
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2026-08-01 11:22:47 +10:00 |
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probe_settle.gd.uid
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LANE9: the Roomba — company property that eats your evidence
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2026-08-04 00:00:58 +10:00 |
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probe_store.gd
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LANE10: the whole shop — four rooms, stitched by its own portal graph
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2026-08-04 02:48:39 +10:00 |
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probe_two.gd
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LANE7: there are two of them, and the room changes one thing every loop
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2026-07-31 20:07:44 +10:00 |
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probe_two.gd.uid
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LANE7: there are two of them, and the room changes one thing every loop
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2026-07-31 20:07:44 +10:00 |
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probe_vm.gd
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LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles
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2026-07-31 16:34:00 +10:00 |
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probe_vm.gd.uid
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LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles
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2026-07-31 16:34:00 +10:00 |