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https://github.com/Relintai/broken_seals.git
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Update HEADS, and remove the code that got ported to Voxelman.
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HEADS
2
HEADS
@ -1 +1 @@
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{"engine": {"3.2": "34dc32aeb8b06947897f75399c15f3eb9c211d7b", "master": "8c73e813134001e575b6f59e3b0100471c007410"}, "world_generator": {"master": "a08917370cdef0884042bdb49fb80ece0b2e76ec"}, "entity_spell_system": {"master": "bff7b220c40216f625a028af144b174620106c59"}, "ui_extensions": {"master": "38acc650db260a831dc26ca96fe9d9a087230bdc"}, "voxelman": {"master": "080e8f2437f8cdfdd49ca9dacb705de2b4bbe538"}, "texture_packer": {"master": "b17c174906f84de93d84aa60d010ffe603efaa28"}, "fastnoise": {"master": "41b7ea05a1f7aa2b8ecddaa1fd739e64d6970f7e"}, "mesh_data_resource": {"master": "4bda19b12be2c2a79a6121de6d22e48f3934e726"}, "procedural_animations": {"master": "9b1868668de4242ccc0565cf3c6b5e1c375f1576"}, "ess_data": {"master": "3bd637fdd3304b64a18287a49a6b7387acf2f5de"}, "fast_quadratic_mesh_simplifier": {"master": "0007d4793ef76b1998586018b66382b0fc8a9c99"}}
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{"engine": {"3.2": "809dc1a12ae16c6665a837e1ae7e3359650aadb0", "master": "8c73e813134001e575b6f59e3b0100471c007410"}, "world_generator": {"master": "a08917370cdef0884042bdb49fb80ece0b2e76ec"}, "entity_spell_system": {"master": "3367f3bc96b1eac86bdbfffe007221636c0e2937"}, "ui_extensions": {"master": "38acc650db260a831dc26ca96fe9d9a087230bdc"}, "voxelman": {"master": "666695a220938190c91f201aa773dfa5a31e6a4d"}, "texture_packer": {"master": "b17c174906f84de93d84aa60d010ffe603efaa28"}, "fastnoise": {"master": "41b7ea05a1f7aa2b8ecddaa1fd739e64d6970f7e"}, "mesh_data_resource": {"master": "4bda19b12be2c2a79a6121de6d22e48f3934e726"}, "procedural_animations": {"master": "ec07898853d3d50c0ebd6e6ea8706084548901c2"}, "ess_data": {"master": "3bd637fdd3304b64a18287a49a6b7387acf2f5de"}, "fast_quadratic_mesh_simplifier": {"master": "0007d4793ef76b1998586018b66382b0fc8a9c99"}}
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@ -51,7 +51,6 @@ glow_intensity = 1.6
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glow_strength = 1.1
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glow_strength = 1.1
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glow_bloom = 0.1
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glow_bloom = 0.1
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glow_hdr_luminance_cap = 1.0
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glow_hdr_luminance_cap = 1.0
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adjustment_enabled = true
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[node name="World" type="VoxelWorld" groups=[
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[node name="World" type="VoxelWorld" groups=[
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"save",
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"save",
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@ -39,16 +39,10 @@ var lod_data : Array = [
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1 #CHUNK_INDEX_BACK
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1 #CHUNK_INDEX_BACK
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]
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]
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func _ready():
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connect("visibility_changed", self, "visibility_changed")
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set_notify_transform(true)
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#func _enter_tree():
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#func _enter_tree():
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# create_debug_immediate_geometry()
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# create_debug_immediate_geometry()
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func _create_meshers():
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func _create_meshers():
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var mesher : TVVoxelMesher = TVVoxelMesher.new()
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var mesher : TVVoxelMesher = TVVoxelMesher.new()
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mesher.base_light_value = 0.45
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mesher.base_light_value = 0.45
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@ -66,9 +60,6 @@ func _create_meshers():
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_prop_texture_packer.background_color = Color(0, 0, 0, 1)
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_prop_texture_packer.background_color = Color(0, 0, 0, 1)
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_prop_texture_packer.texture_flags = Texture.FLAG_MIPMAPS
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_prop_texture_packer.texture_flags = Texture.FLAG_MIPMAPS
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func _process_props():
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pass
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func spawn_prop_entities(parent_transform : Transform, prop : PropData):
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func spawn_prop_entities(parent_transform : Transform, prop : PropData):
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for i in range(prop.get_prop_count()):
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for i in range(prop.get_prop_count()):
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var p : PropDataEntry = prop.get_prop(i)
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var p : PropDataEntry = prop.get_prop(i)
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@ -285,10 +276,6 @@ func _build_phase(phase):
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# set_physics_process_internal(true)
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# set_physics_process_internal(true)
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active_build_phase_type = VoxelChunkDefault.BUILD_PHASE_TYPE_PHYSICS_PROCESS
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active_build_phase_type = VoxelChunkDefault.BUILD_PHASE_TYPE_PHYSICS_PROCESS
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return
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return
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elif phase == VoxelChunkDefault.BUILD_PHASE_FINALIZE:
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_notification(NOTIFICATION_TRANSFORM_CHANGED)
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._build_phase(phase)
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else:
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else:
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._build_phase(phase)
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._build_phase(phase)
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@ -332,28 +319,6 @@ func _build_phase_physics_process(phase):
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else:
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else:
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._build_phase_physics_process(phase)
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._build_phase_physics_process(phase)
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func visibility_changed() -> void:
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if get_mesh_instance_rid() != RID():
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VisualServer.instance_set_visible(get_mesh_instance_rid(), visible)
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if get_prop_mesh_instance_rid() != RID():
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VisualServer.instance_set_visible(get_prop_mesh_instance_rid(), visible)
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func _notification(what: int) -> void:
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if what == NOTIFICATION_TRANSFORM_CHANGED:
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if get_mesh_instance_rid() != RID():
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VisualServer.instance_set_transform(get_mesh_instance_rid(), transform)
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if get_prop_mesh_instance_rid() != RID():
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VisualServer.instance_set_transform(get_prop_mesh_instance_rid(), transform)
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if get_body_rid() != RID():
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PhysicsServer.body_set_state(get_body_rid(), PhysicsServer.BODY_STATE_TRANSFORM, transform)
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if get_prop_body_rid() != RID():
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PhysicsServer.body_set_state(get_prop_body_rid(), PhysicsServer.BODY_STATE_TRANSFORM, transform)
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#func _draw_debug_voxel_lights(debug_drawer):
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#func _draw_debug_voxel_lights(debug_drawer):
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# for light in _lightsarr:
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# for light in _lightsarr:
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# var pos_x = (light.get_world_position_x() - (size_x * position_x)) ;
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# var pos_x = (light.get_world_position_x() - (size_x * position_x)) ;
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