feat: Add initial lobby and main scenes, along with various tile meshes and holographic textures.
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@@ -0,0 +1,43 @@
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[gd_resource type="ArrayMesh" load_steps=4 format=4 uid="uid://hwj23u2j561a"]
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[sub_resource type="CompressedTexture2D" id="CompressedTexture2D_mwj80"]
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load_path = "res://.godot/imported/tile_diamond_holo.png-e0c28a726d94831c5180dcc0376d012c.s3tc.ctex"
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_2kxvc"]
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resource_name = "boost"
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transparency = 1
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cull_mode = 2
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albedo_color = Color(0.905882, 0.905882, 0.905882, 0.45098)
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albedo_texture = SubResource("CompressedTexture2D_mwj80")
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[sub_resource type="ArrayMesh" id="ArrayMesh_ggb2g"]
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_surfaces = [{
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"aabb": AABB(-0.282176, -0.000324821, -0.282176, 0.564351, 0.050792, 0.564351),
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"format": 34896613377,
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"index_count": 36,
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"index_data": PackedByteArray("AAABAAIAAAADAAEABAABAAMABQADAAAABQAEAAMAAgAFAAAABAAGAAEAAgABAAYABgAEAAUAAgAHAAUABgAFAAcAAgAGAAcA"),
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"name": "boost",
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"primitive": 3,
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"uv_scale": Vector4(0, 0, 0, 0),
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"vertex_count": 8,
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"vertex_data": PackedByteArray("AAAAAAAAAAD//wAA//8AAP//AAAAAAAAAAAAAP//AAAAAP////8AAAAA/v8AAAAA////////AAD///7/AAAAAA==")
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}]
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blend_shape_mode = 0
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[resource]
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resource_name = "tile_tile_coin_002"
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_surfaces = [{
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"aabb": AABB(-0.282176, -0.000324821, -0.282176, 0.564351, 0.050792, 0.564351),
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"attribute_data": PackedByteArray("zuS25MX6sfrF+rbkzuSx+szkQOSr9qfkzOSn5Kv2QOSw+yzlSvvl70r7LOWw++XvSvu0+rD7+u9K+/rvsPu0+pHeot5tIVwhkd5cIW0hot47+6/61PrQ6NT6r/o7+9Do"),
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"format": 34896613399,
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"index_count": 36,
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"index_data": PackedByteArray("AAABAAIAAAADAAEABAAFAAYABAAHAAUACAAJAAoACAALAAkADAANAA4ADAAPAA0AEAARABIAEAATABEAFAAVABYAFAAXABUA"),
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"material": SubResource("StandardMaterial3D_2kxvc"),
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"name": "tile_diamond_holo",
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"primitive": 3,
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"uv_scale": Vector4(0, 0, 0, 0),
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"vertex_count": 24,
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"vertex_data": PackedByteArray("AAAAAAAA/z///wAA////P///AAAAAP8/AAAAAP///z///wAAAAD////////////////+/wAA/////wAA/////wAA//////+///8AAP///78AAAAA////v/////////+///8AAAAAAAAAAP7/AAAAAAAAAAAAAAAA///+/wAAAAD/////////vwAA/v8AAP+////+/wAA/78AAP//////vwAA/v8AAKoqAAAAAP//qioAAAAAAACqKgAA/////6oqAAD/fwAA/38AAP9/AAD/f/+//3//v/9//7//f/+//3///////////////////////7//v/+//7//v/+//7//v////3////9/////f////39U1VTVVNVU1VTVVNVU1VTV")
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}]
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blend_shape_mode = 0
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shadow_mesh = SubResource("ArrayMesh_ggb2g")
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