c0280ce6f3
Don't spawn mobs at all during world generation on a client.
2021-08-29 23:38:15 +02:00
f8803b99ab
Fix update_visibility in PlayerGDBase. Also fix spawn_for in the entity spawner.
2021-08-29 23:32:54 +02:00
3dd4f4592a
Fix setting up network_owner in the spawner.
2021-08-29 21:39:51 +02:00
fcf4e520e9
Now the generated terrain and dungeons are actually seeded.
2021-08-29 19:38:58 +02:00
715e4f209f
Don't spawn trees in the 0,0 chunk.
2021-08-29 11:43:27 +02:00
026652931b
Physics bodies (the dungeon teleporters) on windows and even wine doesn't receive the mouse click events properly. So temporarily added a different way to detect clicks on them for windows.
2021-08-28 12:06:10 +02:00
3b3650c851
Bump version.
2021-08-28 10:36:58 +02:00
6b36577aa3
Spawn mobs into the dungeons.
2021-08-28 00:55:59 +02:00
12e7618cd3
Now the dungeons will delete themselves when their teleporter goes out of range in the world. (The world is disabled while in a dungeon, so they won't despawn while the player is inside.)
2021-08-28 00:29:24 +02:00
c6ae7518c0
Deactivate / activate the world on teleporting to a dungeon.
2021-08-28 00:09:05 +02:00
9a8d658643
Now dungeons and teleporters get spawned in the world. They use placeholder graphics for now.
2021-08-27 23:07:58 +02:00
4b5f6253db
The dungeon will now spawn plugs.
2021-08-27 19:30:27 +02:00
99bab47f9f
Implemented room overlap checks for the building. It's only 2d for now.
2021-08-27 01:05:03 +02:00
78c08c4f28
Re-generate room points for all the test rooms, and also re-export them to props.
2021-08-26 20:54:10 +02:00
7ee9a14b01
Small changes to the test dungeon.
2021-08-26 00:18:39 +02:00
4f02de36d9
Material cache support for the character.
2021-08-26 00:15:30 +02:00
1d5fff0f06
Figured out room transforms.
2021-08-25 01:03:27 +02:00
2b2d175a66
Initial Building implementation. The room transforms are still broken, will figure them out later.
2021-08-24 21:10:32 +02:00
1b492b863f
Added more test rooms and started working on the dungeon class.
2021-08-20 23:53:09 +02:00
861676531b
Exported the test rooms into props.
2021-08-18 19:02:32 +02:00
65fba11bcd
Remade the test rooms with TiledWalls. Also committing the rest of the test stuff I made during the last few days to test the portal system.
2021-08-18 17:54:43 +02:00
f83e53b0a1
Added a test room to help with implementing portal and room support to the prop system.
2021-08-12 20:53:13 +02:00
583fadae70
Updated the props module to get the automatic lod change support to PropInstanceMerger.
2021-08-12 18:47:07 +02:00
70a1ebef4c
Updated the props module. Now when the scene to prop conversion tool re-converts props the editor will pick up the changes without a restart.
2021-08-11 20:36:24 +02:00
60e7d4af78
Updated the props module, I reimplemented vertex color lights + rao for PropInstanceMerger. Also updated mesh_utils, MeshMerger did not use vector write proxies.
2021-08-11 19:20:26 +02:00
94681037ff
Added a few more small test prop scenes.
2021-08-10 19:10:01 +02:00
364dea8159
Disabled the mesh data resource editor addon.
2021-08-10 19:09:40 +02:00
c16bb42ea1
Updated the props module to get the PropCache singleton rework. Set up the project settings for it.
2021-08-09 22:13:18 +02:00
d1cfc79887
Bump version to 0.3.5.
2021-08-08 21:13:21 +02:00
fae48b30cf
Updated Terraman to get the new prop texture merging/caching support and texture packer as I added const and const references to it's api wherever possible.
2021-08-08 14:11:14 +02:00
5228fbe0d2
Created a prop with the other tree texture.
2021-08-07 17:58:19 +02:00
d56b96bf24
Turn on collision for the tree.
2021-08-07 14:41:43 +02:00
7476d08ed2
Updated Terraman (and the engine) to get JobSteps support for PropJob. This also fixes the error spam during mesh generation.
2021-08-07 13:56:24 +02:00
86511cdd26
Temporarily set the tree's texture to the prop material, and also added prop materials to the library.
2021-08-07 11:33:14 +02:00
522242182c
Let TerraWorld apply voxel scale to the tree. Also now the tree's scale's random range is a lot smaller.
2021-08-07 11:32:23 +02:00
f29445bdf6
Now the trees are spawned with terraman's prop system. It does need some fixes though.
2021-08-07 10:14:17 +02:00
885ba9e4d4
Removed one of the two tree meshes as they are the same.
2021-08-07 10:07:41 +02:00
254fb23d98
Now trees will spawn on grass. Currently it's done with nodes/mesh instances for testing. It actually looks a lot better that I anticipated, so I'll soon port it to use terraman's prop system (Which also needs to have material caches implemented).
2021-08-06 22:33:50 +02:00
c7938caaa8
increased the height for the stone texture.
2021-08-06 21:53:15 +02:00
29a41a8077
Rescaled one of the tree and added a collision shape to it.
2021-08-06 21:51:22 +02:00
abc1d53813
Added 2 trees from https://opengameart.org/content/rpg-item-collection-3 .
2021-08-06 21:42:44 +02:00
41fba2bec7
The test/simple biome now gets generated by summing 2 noises. I made the main elevation noise scaled out more.
2021-08-06 20:38:47 +02:00
1697167975
Changed the simple biome's generator to FastNoise from OpenSimplexNoise. Also scaled it out more.
2021-08-06 19:24:13 +02:00
bf40b5c12f
Updated ess to the latest. Replaced the range checks with the newly added helper calls.
2021-08-05 23:01:31 +02:00
2e15d3f74e
Same logic for the vendor window.
2021-08-05 22:07:34 +02:00
78af5acc8a
The trainer window will now close itself if the player gets too far.
2021-08-05 22:04:37 +02:00
6c7f8625b5
Added interaction range check.
2021-08-05 21:55:33 +02:00
124c163212
Added a new library based on TerramanLibraryMergerPCM, and set the main world to use it.
2021-08-03 01:13:25 +02:00
523d5e478b
Added the multirun addon to the project. (Disabled by default)
2021-08-01 15:44:24 +02:00
b3c7c142c5
Now tab containers are also navigable with keys in the menu.
2021-07-31 15:46:59 +02:00
dca4ea1cb4
Keyboard/controller navigation for the main menu.
2021-07-31 15:09:54 +02:00
e34e005890
Update the engine tot he latest.
2021-07-26 09:59:46 +02:00
cea803979c
Fix property deprecation warnings.
2021-07-20 22:12:50 +02:00
8e2a6d96e7
Increased the jump height a bit.
2021-07-20 22:05:48 +02:00
bebf321c7c
Changed the physics engine to GodotPhysics. So far it seems like everything is working with it. After the recent improvements it actually feels better now than bullet.
2021-07-20 22:03:25 +02:00
0c849a6c8a
Brought in the player's movement controller implementation from the tower. This also means jumping is now possible. (I don't yet have animations for it though.)
2021-07-20 21:58:32 +02:00
596bb64db8
Changed the procedural animations back to normal Animations.
2021-07-20 19:57:16 +02:00
560df5b16f
Added a few audio buses.
2021-07-19 20:09:47 +02:00
8aa89457e4
Update mesh data resource to the latest to get the new mesh optimization settings. Reimported the character's meshes with the remove doubles interpolate normals setting. This reduced the character's vertex count from 1850 to 617 without any visual change.
2021-07-19 18:56:59 +02:00
4aa2a21d4f
Created a new material for the test shield.
2021-07-19 15:54:22 +02:00
8f60d2a87e
Updated the engine and modules. Had to add a new class to the broken seals module to be able to call 2 protected functions in MeshInstance , to have gpu skinning for my merged characters again. Not yet sure whether it's a regression or not.
2021-07-19 15:47:47 +02:00
fd189d0d26
Optimized the character's meshes. The head will need some more tweaks, but I think it's mostly going to work. Also apparently the meshes get imported with broken up triangles, so they have way too high vertex count (1800 per character). I'll fix that in the mdr importer.
2021-07-19 15:01:20 +02:00
4c63763c75
Increased the world's scale to 3.
2021-06-08 15:40:53 +02:00
364d181e35
Update the engine and modules to get the PropInstance improvements / implementation.
2021-04-27 18:04:16 +02:00
0b2e4616ad
Bump version to 0.3.4.
2021-04-24 09:16:32 +02:00
225c086286
Player type should be networked.
2021-04-21 22:00:06 +02:00
00711977d4
Work on fixing networking. Fixed hosting, and character uploading.
2021-04-21 21:55:15 +02:00
71d2cf0358
Turn off chunk generation in the menu, as the chunks are saved.
2021-04-21 21:53:46 +02:00
a8d6a69e4e
Added an exit button to the menu. It will hide itself on the web and mobile platforms.
2021-04-21 20:10:32 +02:00
7c99802509
Update Terraman to get the android chunk generation fix.
2021-04-21 12:05:09 +02:00
21e1f3af23
Don't generate lods in the menu.
2021-04-21 10:49:49 +02:00
7e272029d1
Updated WorldGenerator to the latest. I removed Dungeon, DungeonRoom adn DungeonCorridor, and added a Building class (it's a cleaned up version of Dungeon right now, it will work differently later.).
2021-04-19 22:30:51 +02:00
a3634380ed
Updated Terraman and added the new chunk_lod_first_falloff parameter to the ingame settings.
2021-04-19 18:39:43 +02:00
b20303a24e
Re-enable lods. The simple lod seams still need work. Also updated Terraman for a the fixes.
2021-04-19 18:19:19 +02:00
a8ec0ec501
Fix in editor level generation.
2021-04-19 17:33:57 +02:00
e582f4d6e5
Removed the voxelman specific code/resources from the project.
2021-04-19 10:41:41 +02:00
3e07631361
Now the planet generator uses Terraman. Also updated the modules, as I fixed a vmethod.
2021-04-18 23:56:44 +02:00
a4e54f048a
Updated the modules. I added lots of getters and setters to WorldGenerator.
2021-04-18 23:16:33 +02:00
81f2bacec9
Replaced voxelman in the menu aswell.
2021-04-18 20:03:03 +02:00
148cee772b
Now the game uses terraman instead of voxelman ingame.
2021-04-18 19:55:34 +02:00
287e7af447
The level generator will now also use a third cell type.
2021-04-18 19:41:56 +02:00
a4459a949d
Now the test terrain generator will set a few cells to a different type.
2021-04-18 19:39:12 +02:00
ccb6070bd8
Updated Terraman to get the lighting generation fixes, and crash fixes.
2021-04-18 19:38:17 +02:00
e16aa1c73f
Updated terraman to the latest.
2021-04-17 19:31:23 +02:00
9e9a0e62c0
The level generator will now get noise values in world coordinates. Also updated Terraman.
2021-04-17 19:21:48 +02:00
1dac12d28e
Updated terraman. Now it uses JobSteps.
2021-04-17 19:07:35 +02:00
02548015ea
Updated the engine and modules. TerraMesherBlocky now only supports having one mesher and one liquid mesher.
2021-04-17 16:03:14 +02:00
0621a5da3b
Fix error spam on test generation.
2021-04-17 12:27:47 +02:00
13fff7b64c
Updated the modules, and added a few test scripts/scenes for terraman.
2021-04-17 00:45:08 +02:00
3d7b24ff5a
Update copyright headers.
2021-04-15 11:52:32 +02:00
d87694cb03
Renamed a few methods in the mesh data resource editor.
2021-03-24 19:09:02 +01:00
382d1079f6
Started work on a uv editor.
2021-03-23 19:03:32 +01:00
131369ed71
Mesh data resource editor's gizmo now properly uses indices.
2021-03-23 18:18:07 +01:00
1e20ac43a4
Clean up the buttons on the mesh data editor's panel. Also added buttons for face manipulation.
2021-03-23 15:27:37 +01:00
ef47ab6b63
Now the mesh data resource editor will update the mesh aswell.
2021-03-23 11:24:44 +01:00
76265b54a8
Fix editor world generation.
2021-03-22 23:41:58 +01:00
dceba985b4
Implemented vertex scaling mode for mesh data resource editor.
2021-03-16 12:24:24 +01:00
79733aa63a
Mesh data editor's vertex translation should work properly with any rotation of the editor's camera.
2021-03-15 15:25:19 +01:00
5d9651253c
In mesh data editor now the selected vertices are draggable with the handles, instead of blender like commands. Also now axis constraints are togglable per axis.
2021-03-15 15:02:25 +01:00
c05519244d
Added events for mesh data resource. Also simple half-baked vertex translation implementation.
2021-03-02 21:41:24 +01:00
696887b44c
Added arlez80's bone editor from the asset lib as an alternative to the patch.
2021-03-02 13:10:46 +01:00
ec558d1a16
More work/experimentation on the mesh data resource editor.
2021-03-02 13:03:02 +01:00
4e071994f6
More initial work / experiments on the mesh data resource editor plugin.
2021-02-28 00:18:38 +01:00
8fe94c3ca4
Removed gdpose, as its no longer needed.
2021-02-23 01:34:02 +01:00
70654ec3d2
Updated the engine, and modules (ThreadPool had a compile fix after a few changes in the 3.2 branch.). Also now plugins are handled a bit differently, so committed project.godot aswell.
2021-02-20 22:47:13 +01:00
0abef7af9f
Starter experimenting with writing a continent generator.
2021-02-20 19:53:28 +01:00
7cdf7f2f61
Work on the mesh data resource editor plugin.
2021-02-09 01:40:13 +01:00
06912c320e
Created/added a new mesh_data_resource_editor plugin.
2021-02-08 08:24:40 +01:00
cda3fe3638
Moved species_human.tres to the folder it should have been.
2021-02-07 17:18:55 +01:00
570922ba14
Enable gdpose.
2021-02-07 17:18:06 +01:00
847640d35b
Also added gdpose and godot-plugin-refresher addons.
2021-02-07 16:37:39 +01:00
32648325e0
Added godoxel from https://github.com/aaronfranke/GraphicsEditor .
2021-02-07 15:15:13 +01:00
ef061631d2
Updated ESS, also added support for the new modelpart transforms on the gdscript side.
2021-01-29 16:33:27 +01:00
e31c58e1d6
Set world's chunk size back to 16. It looks better. Will add a runtime setting for it later, as 8x8x8 is better for weaker devices with low chunk spawn ranges.
2020-12-15 00:50:43 +01:00
af047e49f6
Updated the engine. Also moved the camera and character in the menu.
2020-11-29 00:06:51 +01:00
0f6adb6f06
Update Voxelman to the latest. (More method renames.)
2020-10-27 19:17:39 +01:00
f3d5a4d88d
Update Voxelman. Now VoxelChunk can also store VoxelStructures, and method renames.
2020-10-26 18:31:57 +01:00
fa079cd120
Update Voxelman to the latest. Mostly editor-related fixes.
2020-10-25 01:26:08 +02:00
c18ecacd5a
Update Voxelman and the mesh_utils module. Now lods over 4 is supported for terrarins.
2020-10-20 17:07:05 +02:00
9a07052455
Implement button index support for the in-game menu buttons.
2020-10-19 13:09:08 +02:00
901c275912
The character, crafting, spellbook and talent windows will properly ignore the mouse now.
2020-10-19 12:39:09 +02:00
c154b678af
Updated ESS to get the changes/cleanups to EntityData.
2020-10-19 12:23:00 +02:00
7a1c698c6e
Fix error in the CubicVoxelMesher script.
2020-10-19 12:21:42 +02:00
61fef54f5c
Update ESS. I moved the stats from EntityData to EntityClassData.
2020-10-18 23:16:29 +02:00
6358d0237d
Udpate ESS, I moved a few properties from EntityData to EntityClassData. Also update Voxelman it only had editor related changes.
2020-10-18 18:07:24 +02:00
a765f68a0e
Re-enable the loading screen for the world.
2020-10-06 21:10:35 +02:00
8888814101
Update the engine.
2020-10-06 21:10:15 +02:00
bfd41efd2e
Updated voxelman to the latest. Mesher/job creation now have to be handled by the world's _create_chunk.
2020-10-06 20:10:30 +02:00
e9ade41995
Small cleanups and updated Voxelman to the latest, to get the prop job fixes.
2020-10-06 19:26:13 +02:00
3e687befd0
Update Voxelman to the latest.
2020-10-06 00:09:25 +02:00
24d0573c13
The voxel scale is 2 now, and the texture scale is 3.
2020-10-01 13:47:58 +02:00
a76f474758
The texture scale for the world is now 2.
2020-09-27 05:17:20 +02:00
05d553c5b1
Fix error.
2020-09-26 01:24:24 +02:00
48476d1f7a
Removed a few now unnecessary scenes, and moved a few.
2020-09-24 17:06:02 +02:00
93097ada5e
Same for the trainer window.
2020-09-24 17:03:47 +02:00
2e14445d8d
Same for the vendor window.
2020-09-24 16:58:39 +02:00
ed417cf2c1
The loot window is now also a module.
2020-09-24 16:54:10 +02:00
91656e1060
Fix a path for the item tooltip inside the inventory ui.
2020-09-24 16:23:41 +02:00
1cc886593e
Same treatment for the inventory.
2020-09-24 11:11:50 +02:00
084aa107b9
The crafting window is a module now aswell.
2020-09-24 10:55:50 +02:00
2bab93e6c7
The TalentWindow is a module now aswell.
2020-09-24 10:39:34 +02:00
020f744e78
The SpellBook is now a module aswell.
2020-09-24 10:32:00 +02:00
6bcb37b339
Same treatment for the unitframes.
2020-09-22 16:52:12 +02:00
dcc0d1d83d
Same treatment for the CastBar.
2020-09-22 16:49:27 +02:00
96a32aa928
AuraFrame is also a module now.
2020-09-22 16:47:09 +02:00
c292704eb2
Now player_ui will automatically call set_player on the childs of gui_base. Removed the set_player calls from GUI.gd.
2020-09-22 16:43:05 +02:00
a1810628e9
Actionbars are also a module now.
2020-09-22 16:37:03 +02:00
56385cd5e9
Removed the minimap and the error frame from the player ui, as they were just placeholders at the moment.
2020-09-22 16:34:08 +02:00
4ea4478158
The touch controls are also a module now.
2020-09-22 16:32:21 +02:00
c6e4c8f4f0
Added index export to the ui windows module.
2020-09-22 16:27:44 +02:00
392cca545b
Now modules can be disabled. Also now player ui will automatically call set_player on windows (if the method exists).
2020-09-22 15:23:13 +02:00
e7334f483b
Changes to player_ui to support modularization, and now the CharacterWindow is a module, and it's added to the UI dynamically.
2020-09-22 15:10:34 +02:00
4c902fe7a7
Moved the module initialization code to a new DataManager autoload. Also added a new on_request_instance method to GameModule, and also added a request_instance method to the new DataManager. player_ui is requested through this new api.
2020-09-22 14:28:41 +02:00
2a0f36a03f
Update ESS. The EntitySpawner is inherited from Node now.
2020-09-22 14:00:57 +02:00
c520e9037a
Fix de-equipping items, and now the inventory will be properly refreshed after equipping/de-equipping. Also update ESS to get the backend equipping related fixes.
2020-09-15 17:01:53 +02:00
3368ab132b
Implemented texture layering for character clothing.
2020-09-15 11:36:08 +02:00
8ce19070ae
Fix items overriding textures for characters.
2020-09-15 10:54:50 +02:00
8648d5556c
Implemented buying from a vendor. Also fixed opening the spellbook from the last commit. Updated ESS to get backend support for buying items.
2020-09-15 01:18:00 +02:00
f68e3e1054
Implemented the vendor window (buying items are not yet implemented). Also added and spawned a test vendor. Updated ESS to get the required enum value.
2020-09-13 17:08:52 +02:00
980725ccd3
Hide the trainer window by default.
2020-09-13 00:22:37 +02:00
bf15090942
Resized and repositioned the trainer window.
2020-09-13 00:20:28 +02:00
7bf9fab465
Implement level requirement, and cost for the trainer window. Also update ESS to get support for it at the c++ side.
2020-09-13 00:08:32 +02:00
cddda7d5e2
Added interface options to the ingame menu. These are the character specific. Added an option to save a character's actionbars as the default.
2020-09-12 23:23:54 +02:00
e5d127c079
Update ESS so every character can have it's own actionbar profile. Remove now unneeded signal handler.
2020-09-12 23:02:43 +02:00
49d53b054d
Now the actionbar will grey out spells that are not known.
2020-09-12 20:00:29 +02:00
ab01405c5a
Implemented a trainer window, and trainer entities. Also updated ESS to get the support structure for them. Also added a naturalist trainer, and made the level spawn it in.
2020-09-12 01:01:43 +02:00
13fa745f16
Unlearned class spells are not shown in the spellbook anymore.
2020-09-10 10:48:46 +02:00
6a70b36e04
Spell points are off now, as I think trainers will work better for this game. Made the spell book window handle it properly.
2020-09-10 10:46:49 +02:00
6fb1f1ca9b
Implement and use the voxelman blocky style dungeon. Work on proper player pacement into it (will be fixed later). Also update voxelman to get the ensure_channel_allocated method.
2020-09-05 22:38:24 +02:00
93e370fb77
Update the procedural animations module to get the custom method call track support.
2020-09-02 00:32:54 +02:00
2d15234eb8
Little work on the vman dungeon.
2020-09-01 23:37:36 +02:00
f0ff24b2a7
Added a new voxelman based dungeon class. (Just the skeleton for now.)
2020-08-26 00:21:01 +02:00
97710f2b56
Updated Voxelman to get the blocky mesher changes. Now the second mesher in the VoxelChunk is a blocky mesher.
2020-08-26 00:20:35 +02:00
29177a4f83
Update voxelman to get the mesher channel customizations. Added an another mesher to TVVoxelChunk, it's using the alt type and isolevel channels (if they are not allocated it won't do anything).
2020-08-21 20:18:16 +02:00
664258b666
Revert "Found a really cool dungeon tileset on OpenGameArt ( https://opengameart.org/content/3d-walls-props ) and added it as a module."
...
Will take an another direction. If I add it back, It will probably end up in it's own repo as a module, as big (lfs) repos are usually a pain to deal with.
This reverts commit 5da696a64c
.
2020-08-21 13:13:07 +02:00
5da696a64c
Found a really cool dungeon tileset on OpenGameArt ( https://opengameart.org/content/3d-walls-props ) and added it as a module.
2020-08-18 21:25:24 +02:00
e138746d36
As a hackfix reduced the spawn height temporarily, so the dungeon loads in properly.
2020-08-16 18:21:39 +02:00
988abb7849
Set the world's voxel scale to 2.6.
2020-08-14 14:33:20 +02:00
6342dccbf4
The LootWindow now closes when the player moves.
2020-08-12 15:54:40 +02:00
8a46084f00
The character creation menu's anchors is now properly set to right wide.
2020-08-12 14:59:45 +02:00
0f907d9c90
Fixed the model's animations in the blender file, and re exported everything. Also fixed the death animation.
2020-08-11 21:38:50 +02:00
02b647471b
Implemented the character window. Also fixed a typo with stats.
2020-08-04 20:10:01 +02:00
a37e8f5976
Added weapon damage stats. Also work on the character window.
2020-08-04 19:30:17 +02:00
819371fd73
Now the mob level will be also be set properly to match player's on load.
2020-08-03 22:05:35 +02:00
1299b928b2
The target unit frame will now show the target's level.
2020-08-03 21:58:38 +02:00
adad0c0778
Now spawned mobs will match the player's level. (For testing.)
2020-08-03 21:51:09 +02:00
d37e190c2f
Entities now raycast from above for their initial placement. (Temporarily.)
2020-08-03 19:17:13 +02:00
4e3e9d4bbf
Added chunk spawn range, and chunk lod falloff (this is where lod level 0 changes to lod level 1) to the settings, and increased spawn height so mountains are not cut off anymore, and a few small tweaks. Also updated Voxelman to get the lod falloff property.
2020-08-03 19:13:17 +02:00
1e264ec9c8
Now the game will remember it's window position and size.
2020-08-03 14:51:06 +02:00
3405bb21fe
The inventory window is now a bit smaller.
2020-08-03 13:34:29 +02:00
e12f3b1c08
Anchor the character selection menu as "Right Wide" so it scales properly.
2020-08-03 13:31:36 +02:00
e5fc8314f5
Added a ui_scale, and ui_scale_touch setting. The default for ui_scale is 1.3, which makes every ui element smaller when not in touchscreen mode.
2020-08-03 13:29:45 +02:00
b05eec6bf0
Revert the editor to an earlier commit as the exports doesn't seem to work for me on head, and converted the icons from svg to png.
2020-07-31 02:12:23 +02:00
c9d53f5801
Implement keybindings.
2020-07-31 01:15:13 +02:00
39f80386e8
Added missing icons to the in-game menubar, relocated it to the bottom left of the screen, and made it smaller. Also small tweaks/fixes to the adaptive theme.
2020-07-29 22:46:52 +02:00
68794c63ae
Update ESS to get the Damage and heal Info cleanups, also added a five rank talent to Strike.
2020-07-29 18:29:31 +02:00
3be8851297
Tweaked the values of the naturalist's spells, and added 3 talents for regrow.
2020-07-29 17:01:13 +02:00
92c7bd803e
Update ESS to get the body_changed signal. NamePlates now automatically hide themselves when an entity's body gets hidden.
2020-07-29 15:35:48 +02:00
485d2c3124
Update the engine, and ESS to get the backend support for EntityResource mods. Reimplemented speed changing aura, and consequently fixed Nature's Swiftness.
2020-07-29 14:38:53 +02:00
555d2e1878
Let's not call update_lods() in a loop. This fixes the framerate drops on weaker devices, like phones. Also increase the chunk despawn range by one.
2020-07-28 22:15:29 +02:00