diff --git a/README.md b/README.md index 3fad9dbb..178fb05e 100644 --- a/README.md +++ b/README.md @@ -30,17 +30,14 @@ Currently [my fork](https://github.com/Relintai/godot) of godot is used as a bas This contains a port of [TokageItLab's SkeletonEditor pr](https://github.com/godotengine/godot/pull/45699).\ The original godot source will likely work too if you want that for some reason. -Also the engine needs to have some engine modules built in. For example: +The engine needs to have some engine modules built in. For example: -Except for a few scripts, entities, spells and auras are handled by the +- Except for a few scripts, entities, spells and auras are handled by the [entity_spell_system](https://github.com/Relintai/entity_spell_system) -module c++ side. - -Threading is handled by [ThreadPool](https://github.com/Relintai/thread_pool). - -The terrain is handled by [Terraman](https://github.com/Relintai/terraman.git). - -Most of the models are imported as MeshDataResources, these are meshes that are meant to be merged. +module, on the c++ side. +- Threading is handled by [ThreadPool](https://github.com/Relintai/thread_pool). +- The terrain is handled by [Terraman](https://github.com/Relintai/terraman.git). +- Most of the models are imported as MeshDataResources, these are meshes that are meant to be merged. These come from the [MeshDataResource](https://github.com/Relintai/mesh_data_resource) module. Currently I'm working on the mesh_data_resource_editor addon that will enable these to be edited directly inside the editor.