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Relintai 2022-01-09 23:24:08 +01:00
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@ -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).\ 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. 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) [entity_spell_system](https://github.com/Relintai/entity_spell_system)
module c++ side. module, on the c++ side.
- Threading is handled by [ThreadPool](https://github.com/Relintai/thread_pool).
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.
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. 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. Currently I'm working on the mesh_data_resource_editor addon that will enable these to be edited directly inside the editor.