2dfba2bc97
Update Voxelman to the latest to get the mesher changes.
2020-06-12 19:55:37 +02:00
ea6daeb5d4
Update ESS to get the aura trigger and stat attribute reworks.
2020-06-06 17:01:08 +02:00
bb56fb05c5
Update ESS tot he latest to get the getter/setter renames. Also fix an unrelated error.
2020-06-05 19:45:42 +02:00
70b1b4badd
Update ESS to get the TalentRowData changes. Also updated the engine.
2020-06-05 18:05:54 +02:00
68dd994e56
A little cleanup to the player ui. Also removed the trainer window, and disabled the craft window's button.
2020-06-04 11:21:03 +02:00
662055e4bf
Fix skeleton mesh generation in single threaded mode. Also update ThreadPool to get the it's single thread mode fixes.
2020-05-30 23:23:38 +02:00
2c5518095f
Renamed the model manager module to module manager (Typo lol). Also disabled it, as it needs to be updated.
2020-05-30 19:30:35 +02:00
e2869c7b89
CharacterSkeleton now uses the ThreadPool module to generate meshes. Also updated MeshTools to get the 2 functions I added to the singleton.
2020-05-30 19:25:32 +02:00
8f71e087e7
Update mesh utils to get the MeshMerger, and the engine. The CharacterSkeletonGD now uses it.
2020-05-30 14:04:37 +02:00
f943749a47
A few tweaks.
2020-05-26 17:45:58 +02:00
510272bc3b
Added a simple stub Character Window (with 2 culomns), and the talent window now also has 2 culomns, one will be physical (character level) talents, and one will be astral (class).
2020-05-26 17:41:05 +02:00
23dac4b5bc
Re-enabled class xp, and class learning, as I found a better
...
(and a lot more unique) way to bring the game.
2020-05-26 17:38:08 +02:00
048bb06eea
Added a trainer window. It's functionality has not been implemented yet.
2020-05-25 12:44:03 +02:00
3a8784b7aa
Increase the world threads to 8.
2020-05-23 22:09:53 +02:00
6d330cb491
Re-enable threaded character model generation.
2020-05-23 22:09:40 +02:00
d4ccb9d743
Update Voxelman and the BS module, because ported the biome generation code to c++. Also now the voxel world only updates lods manually with gdscript.
2020-05-23 22:09:19 +02:00
08c0c69aa7
Now the CharacterSkeleton uses Arrays directly.
2020-05-23 19:56:03 +02:00
fbc1c056a1
Redone the seams for the character's model.
2020-05-23 19:29:32 +02:00
6b50033f29
Now the visibility/lod/wakeup check has a timer for mobs.
2020-05-23 18:49:06 +02:00
b4867ec012
Revert the despawn range.
2020-05-23 18:24:25 +02:00
8bf46093e7
Increase the chunk despawn range by one.
2020-05-23 18:13:30 +02:00
43a768de17
Hide mesh while the animation tree is disabled.
2020-05-23 18:12:53 +02:00
c0f1b21788
Removed IKs from the blender model, also fixed a few more issues with it. In blender the animations look bad, but in godot they still work, they will be fixed later. Removed an old generated skin file, it seems like this caused all the old model import problems. Reoriented the meshes, now without the old skin.
2020-05-23 12:25:12 +02:00
ce23b724c9
Update ESS, to get the ModelVisualEntry rework.
2020-05-21 15:42:22 +02:00
e1d24dc838
Updated ESS to get the ModelVisual, and ModelVisualEntry changes.
2020-05-20 22:14:56 +02:00
794820e08c
Update ESS.
2020-05-20 20:41:26 +02:00
9721a80086
Fix broken dependencies.
2020-05-20 01:42:02 +02:00
2302657002
Update ESS, to get the ItemVisual to ModelVisual rename.
2020-05-19 21:10:07 +02:00
94b76f5635
Update HEADS to get the new customizable EquipSlots from ESS, and to get a bugfix from Voxelman.
2020-05-19 18:59:30 +02:00
7c1f365503
Turned off class xp, and class spell and recipe learning. After a lot of thinking I don't think a metagame like this will work for what I'm trying to achieve.
2020-05-17 18:58:11 +02:00
a109c9070f
Mostly reoriented the model's bodyparts. It's not perfect, but good enough for now.
2020-05-17 18:51:34 +02:00
e43cce888a
Now all of the current character's bodyparts are in gltf.
2020-05-17 17:00:16 +02:00
6fe13fbaf3
The current character model has been ported to use procedural animations. Also from now on it's imported from gltf2. The mesh generation is broken for the time being, will fix soon. Also updated every module and the engine.
2020-05-17 16:28:31 +02:00
c6b4dffc66
Reduced chunk's texture scale to 3.
2020-05-12 16:51:07 +02:00
99f01c6c95
Update the engine, and Voxelman to the latest.
2020-05-09 21:25:45 +02:00
dce511474c
Reduce the body visibility to 90 meters for the character I have.
2020-05-09 20:41:49 +02:00
52b89c9746
Only calculate texture for uv2 if it actually needs to happen. So far doing it like this seems faster.
2020-05-09 20:41:17 +02:00
b3418a8c84
Don't set the interaction type to loot if an entity doesn't have a lootdb.
2020-05-06 21:58:58 +02:00
39827852b3
Fix clientside spell cast events. (cast success will need to be sent to clients later.)
2020-05-06 21:51:47 +02:00
0c1ac31224
Spawn the correct mob.
2020-05-06 21:50:15 +02:00
d12d58d61b
Update ESS (and the engine) to the latest, to get the stat reworks.
2020-05-03 00:17:23 +02:00
0f4093fc44
Update ESS, so StatData is inside EntityData instead of EntityClassData.
2020-04-29 18:14:46 +02:00
c3deaf1403
Update ESS to the latest to get the baked in health and speed resources.
2020-04-29 01:10:10 +02:00
8e50bda8ef
Updated ESS, now the Speed and Health ResourceData instantiates the c++ version.
2020-04-28 23:58:25 +02:00
73bbe9bbca
Update ESS to get the event handler renames.
2020-04-28 20:49:03 +02:00
3efc211e52
Update ESS to the latest, to get all the Entity method renames.
2020-04-28 19:09:06 +02:00
cbe4e31d3a
Update ESS to get the equipment method name update.
2020-04-28 12:34:28 +02:00
84e341bcc6
Update ESS to get the clientside notification api changes.
2020-04-28 11:46:56 +02:00
2bc4fff27d
Update ESS to the latest to get the changes for the serverside events.
2020-04-27 21:32:52 +02:00
3544cd88fc
Health and Speed are now EntityResources. The Stat versions are now just flat modifiers to them. Added back the Mana stat as a flat mana modifier. Also updated ESS to get the changes necessary for this system.
2020-04-27 18:40:20 +02:00
7b76a90a8f
Removed mana from stats.
2020-04-27 17:11:10 +02:00
688be51b56
new project.godot after I removed the addon I was testing the .gitignore with.
2020-04-26 15:50:39 +02:00
9d1f4128f8
Removed ess_data as a dependency from the setup script, but added it into this repo and renamed it to module manager.
2020-04-26 15:47:21 +02:00
74304c87e8
Fix .gitignore to only ignore the modules folder that is in the root of the project. This commit contains the missing files from #6ef0a84fbecf .
2020-04-26 15:43:07 +02:00
89f67dcf30
Removed the settings from ess_data.json, as the data plugin will need to be reworked to be useful again.
2020-04-26 13:38:11 +02:00
6ef0a84fbe
Renamed the data directory into modules.
2020-04-26 13:36:10 +02:00
0670f0eaf1
Moved the fonts out from data.
2020-04-26 13:32:24 +02:00
7e1b654a83
Moved shaders into the core module aswell.
2020-04-26 13:31:03 +02:00
dd4fb4fd0b
Moved the xp data into core aswell, and removed the data module. Also updated HEADS to get the xp_data property fix from ESS.
2020-04-26 13:30:31 +02:00
37acb59dba
Moved materials into the core module aswell.
2020-04-26 13:26:02 +02:00
7723a03def
Moved a few things into a new core module. Also updated HEADS to get a typo fix for ESS.
2020-04-26 13:25:29 +02:00
6842b7cd65
Organized/cleaned up the rest of the spells.
2020-04-26 13:14:51 +02:00
94e151cecb
Moved the environment into the planet folder.
2020-04-26 13:06:25 +02:00
e9423709c8
Removed some unneeded files.
2020-04-26 13:05:28 +02:00
2bbed83601
Grouped character species related data into a new folder.
2020-04-26 13:04:35 +02:00
599034c568
Comment out a few print statements.
2020-04-26 13:02:34 +02:00
0bef0a2339
Moved the naturalist based mob into naturalist's folder.
2020-04-26 12:55:55 +02:00
57849c4cf7
Moved cursors out from data.
2020-04-26 12:34:12 +02:00
93be3fb81b
Remove a folder from the base resourcedb.
2020-04-26 12:33:25 +02:00
53b6b34dd0
Also move the spell effects of naturalist into it's folder.
2020-04-26 12:30:42 +02:00
d89c5b0188
Moved Naturalist into into it's own module. Also updated ESS to get a few typo fixes that are needed.
2020-04-26 12:28:40 +02:00
77ccce7d74
Moved the camera out of data.
2020-04-26 11:26:42 +02:00
b0874ebbb6
Renamed voxel_libraries to voxel_library and moved in into the test planet's folder. (Note that the library is at the moment used by World scene, this will be changed later.)
2020-04-26 11:12:20 +02:00
42ab2960cc
Moved voxel textures and surfaces into the voxel libraries folder.
2020-04-26 11:09:31 +02:00
fee3ba9137
Grouped the files of my current test planet together, and made the planet loading code use the new folder structure.
2020-04-26 10:59:22 +02:00
238f0f2946
Moved a few more things, and deleted an unneeded folder.
2020-04-26 10:17:55 +02:00
162f9c3bd2
Moved around a few folders.
2020-04-26 10:10:07 +02:00
cb987df446
Fix turn panel.
2020-04-26 00:57:32 +02:00
1b16cbf376
Fix running desktop export.
2020-04-26 00:29:43 +02:00
04da48826e
Update HEADS to get the customizable stats for ESS.
2020-04-25 21:41:42 +02:00
4b23a059ce
Removed the Mob, Player and NetworkedPlayer scenes.
2020-04-24 14:41:31 +02:00
2d5f4d9d88
Clear a few now unneeded nodepaths.
2020-04-24 14:34:05 +02:00
39e28c2035
Now the player ui and the nameplates are dynamically allocated aswell.
2020-04-24 14:32:04 +02:00
dee366cbf7
Now entities create their own bodies when they are missing. Also update ESS to the latest to get the body-related changes.
2020-04-24 13:48:54 +02:00
2382f9d3c1
Now the camera gets instantiated when needed automatically by the body script.
2020-04-24 09:45:16 +02:00
1d7a428987
Mob and NetworkedPlayer now also uses the body script and fixed a nullreference error. Also updated HEADS to get a fix for Voxelman.
2020-04-24 09:19:41 +02:00
b30a02f7b8
Moved movement handling code from Player.gd to a new gdscript that is on the player's body. Also update everything to the latest to grab the changes to ESS.
2020-04-24 00:49:51 +02:00
1e3e65bd73
Update ESS so saving spells and recipes work with paths aswell. Re-enable static resource db with id remapping.
2020-04-19 18:43:46 +02:00
a2933a2b7b
Update ESS to the latest to get the id to resource path changes.
2020-04-19 18:27:38 +02:00
1a04066f4c
Update ESS to grab the new database class. Main Scene now uses it, instead of the static db.
2020-04-18 22:51:17 +02:00
6a5cd7a9a2
Update HEADS to grab the profile defaults fix from ESS.
2020-04-18 21:27:22 +02:00
1de820dfcc
Now the game pretty much supports modding. MainScene will now look through the project opening all files named game_module.tres and in alphabetic order of their resource_path if exist it calls load_module on them. ESS's resourcedb is now created by MainScene, and it's the static type, with id remapping on. Append your resourcedbs into it. See game_module.gd. Also updated HEADS to grab the latest ESS.
2020-04-18 20:58:43 +02:00
dada397e92
Update HEADS to get the new ESS changes. Because of these changes the Entities autoload is now removed, it's code/functionality has been brought into a new bs_entity_spawner resource.
2020-04-18 14:35:28 +02:00
b776f0cf2f
Update HEADS, to grab the latest voxelman. Also smaller doc-related fixes to the other modules.
2020-04-18 02:55:13 +02:00
b15c97b099
Update HEADS. Removed the air block, as it's no longer needed.
2020-04-17 00:39:46 +02:00
d7d67d97eb
Update ESS.
2020-04-15 00:25:25 +02:00
2202b75ddb
Update HEADS, mainly to grab the latest ESS changes.
2020-04-14 17:04:59 +02:00
16ac08ea66
Update all modules.
2020-04-09 16:12:02 +02:00
371cb1abbc
Update Voxelman to grab the mesher optimizations.
2020-04-07 14:41:35 +02:00
a9601ad077
Update ESS to the latest.
2020-04-07 13:13:07 +02:00
26e20ee516
Update ESS. (Removed WorldSpell, because the same thing can be implemented into spells a lot simpler.)
2020-04-07 02:13:10 +02:00
fbcb328cb1
UPdate Voxelman to the latest to grab the bugfixes. Also chunks now generate faster.
2020-04-06 20:26:05 +02:00
68157fa433
Update Voxelman to the latest.
2020-04-06 14:53:27 +02:00
590238216c
Update Voxelman to the latest.
2020-04-06 14:40:14 +02:00
7b2475be36
Removed a few unneeded files.
2020-04-06 01:21:52 +02:00
c992c0e545
Update to the latest Voxelman.
2020-04-06 01:12:07 +02:00
156d24bee7
Update Voxelman to the latest to grab the new improvements.
2020-04-05 02:27:39 +02:00
768af776e4
Update every module, to get the prop refactors.
2020-04-04 17:29:23 +02:00
7b763a8f8b
Remove nonexistent function call.
2020-04-03 00:44:03 +02:00
8b53d559b6
Update every module, to grab recent improvements/fixes. Update everything to work with the latest Voxelman.
2020-04-02 21:40:08 +02:00
33ea27207e
Fix running the game.
2020-03-31 13:43:01 +02:00
df960a8ce5
Make chunk lod selection linear.
2020-03-30 23:33:15 +02:00
174ad7220d
Only use 4 threads.
2020-03-30 23:22:41 +02:00
c18409a2f2
Implemented lod for mobs. Also Updated HEADS to grab a crash fix from Voxelman, and the update to Skeleton3D from ESS.
2020-03-30 23:18:28 +02:00
874891cbe9
Removed lod code from TVVoxelChunk as it got ported to Voxelman. Update HEADS to get the new version.
2020-03-30 19:48:41 +02:00
29e61139a8
Update Voxelman to grab the mesh storage generalization. This simplifies the lod code a bit.
2020-03-30 18:35:52 +02:00
7c9b916a61
Ported bake_mesh_array_uv and bake_mesh_array_uv into VoxelChunk.
2020-03-30 14:58:57 +02:00
db5eacfe36
Turn on threaded builds again, the crashes are caused by deleting chunks while they are generating (e.g. clicking the load button too early for example).
2020-03-30 01:40:04 +02:00
e16524ff9d
Chunks should start at lod level 0.
2020-03-30 01:38:14 +02:00
205abe67a7
Fully implemented lod. Lod level 1 just drops the uv2 channel, lod level 2 merges together the meshes, lod level 3 drops the uv channel by sampling the textures into vertex color. Updated HEADS to grab a voxelman change. Also temporarily disabled threaded chunk builds because I introduced (or made manifest) a crash.
2020-03-30 01:22:25 +02:00
066c43b48a
Started implementing lod for the world. The current idea is for Lod level 1 to not use uv2. For lod level 2+ the meshes will be combined and the texture mapping will be converted to only vertex colors, and these will be simplified. Also update the modules to get all the new features needed.
2020-03-29 21:30:40 +02:00
15867a0889
More tweaks.
2020-03-25 01:40:25 +01:00
c8bcf48a1f
More tweaks.
2020-03-25 01:32:43 +01:00
7a582c4e70
Tweak the touch control sizes a bit more.
2020-03-25 01:02:02 +01:00
0e453670ff
Now the TurnPanel and TouchPad's size is a lot smaller, this makes tap targeting a lot simpler, and more intuitive. (Eventually I will probably go back to the original plan, revert the size but add clickthrough support.)
2020-03-25 00:53:53 +01:00
f1bd772b76
Fix CharacterEntry's toggle mode.
2020-03-24 17:44:02 +01:00
6c4a808baa
Now the character's button in the menu will be selected by default. (Its still a button for now.)
2020-03-24 02:22:01 +01:00
e92890c61f
Experimental automatic load, and renamed a few buttons.
2020-03-24 00:56:19 +01:00
832043c49e
Reworked the menu a bit as an experiment, now a player can only have one character active at a time. (It is really hacky for now, it will show more characters if manually added.)
2020-03-23 22:23:12 +01:00
55c5791991
Now the spell book can hide not learned class spells.
2020-03-20 15:06:29 +01:00
a8868d81dc
Rename retire to renounce.
2020-03-20 14:48:29 +01:00
fa5b987d0d
Update ESS to get the automatic save fix for ProfileManager, and turn it on.
2020-03-20 14:47:11 +01:00
e02dbe69a7
Implemented profile based class levelling. Update HEADS to grab the changes from the ESS side.
2020-03-20 03:32:44 +01:00
78180afff0
Improved the character selection and creation menu a bit by giving more info. Also fixed a bug.
2020-03-19 21:15:07 +01:00
5f4a055a6e
Experimented with the sky color. Also update HEADS to grab the VoxelStructure changes.
2020-03-19 13:11:43 +01:00
abd0e00056
Increased the world's voxel scale to 3 (again).
2020-03-19 01:36:21 +01:00
8106222585
Now the actionbars are profile-based. Also an update ESS to get the ProfileManager, and the levelling changes.
2020-03-18 03:08:37 +01:00
0c99bd0d35
Update HEADS, and remove the code that got ported to Voxelman.
2020-03-15 19:36:35 +01:00
16d4c9ae2e
Update to the latest Voxelman, to get the VoxelChunk->VoxelChunk,VoxelChunkDefault refactor.
2020-03-12 23:26:19 +01:00
ae0d64a069
Few small fixes/cleanups. Also updated heads to get an uninitialized variable fix from ESS. This fixed player spawning issues.
2020-03-12 13:50:14 +01:00
c00ae9b9bb
Implemented mana. Also updated HEADS, as ESS had lots of changes for EntityResources so this can work.
2020-03-11 16:38:01 +01:00
c9ffc5a821
Added 2 spells to Naturalist, implemented range, and started implementing mana.
2020-03-10 15:33:48 +01:00
cb6faf1120
Updated everything to get the improvements from ESS (spell scailng became a project wide setting.) Spell scaling is now off. Added back in ranks, as in the long run ranks will work better.
2020-03-10 13:30:40 +01:00
704aa85e93
This is part of the debug code aswell.
2020-03-10 12:16:41 +01:00
2717880233
text code for the mesh simplifier. It is commented out.
2020-03-10 10:59:16 +01:00
f4cfd4f897
Update everything to the latest, to grab the voxelman changes, as it got a lot faster, and not the TransvoxelMesher optimizes it's meshes, which usually means around 500 less vertex per chunk. Disabled threading for now.
2020-03-09 00:22:54 +01:00
ce8290329b
Update Voxelman to the latest to grab the improvements.
2020-03-06 21:32:52 +01:00
9cab73125e
Forgot to change it for the networked player scene.
2020-03-05 10:30:44 +01:00
e7b2014bee
Reduce mob nameplate range to 50 meters.
2020-03-05 10:29:58 +01:00
2bb497f1d9
Grab the latest Voxelman for the VoxelMesher improvements.
2020-03-04 23:38:45 +01:00
afac386180
Only disable build step limit when not in editor. ALso update Voxelman to the latest to grab a fix.
2020-03-04 21:02:02 +01:00
fc46791887
Smaller improvements for the initial world generation.
2020-03-04 19:47:31 +01:00
3081388a79
Actual contents of f2ac08f7
. Not sure how I managed to mess up like this.
2020-03-04 18:47:20 +01:00
f2ac08f7bc
Now mobs actually won't move/fall when outside of the loaded and meshed area. Fix to mob spawning coordinates in simple biome. Also update Voxelman to grab the is_position_walkable fix.
2020-03-04 18:42:49 +01:00
0258425ef3
Update everything to get the latest Voxelman. Removed PropTool addon, as it's now it's in Voxelman by default. Ignore the temporary folder.
2020-02-29 16:52:00 +01:00
f4da6f0dd4
Now the windows are properly togglable.
2020-02-27 12:27:55 +01:00
67d412abfb
Update to the latest ESS, to get bugfixes, and the getter style upgrade.
2020-02-26 21:22:30 +01:00
89eb0940fd
Update ESS to get the LootDataBase changes.
2020-02-26 21:07:28 +01:00
73f2cfb31f
Update to the latest ESS, to get the description/translation api changes.
2020-02-26 17:26:07 +01:00
69666f37c6
Fix editor freeze on loading saved chunks.
2020-02-26 12:19:55 +01:00
08e19a9011
Updated CharacterSkeleton to CharacterSkeleton3D in ess_data.json.
2020-02-26 12:05:28 +01:00
84668b4153
Grab the latest Voxelman, and small amounts of test code.
2020-02-26 01:16:19 +01:00
3e68b820b5
Commented out the terrarin mesh build phase for now, the c++ version is ok if I'm not experimenting.
2020-02-26 01:14:42 +01:00
a4aecfb9cd
Actionbar now supports items aswell.
2020-02-25 15:04:40 +01:00
766610586f
Item spell support.
2020-02-25 14:01:54 +01:00
2321f2630e
Removed the fast quadratic mesh simplifier module, because as it turns out, it won't work with the kind of meshes this project has.
2020-02-21 17:57:00 +01:00
a729c93dac
Disabled spell learning for the ui aswell.
2020-02-21 14:20:16 +01:00
c34a194c82
Few debug lines for the mesh simplifier.
2020-02-21 14:10:49 +01:00
f23ec89a58
Implemented spell target relations.
2020-02-21 14:10:09 +01:00
8ac869ac1f
AIs now wont go on top of their target.
2020-02-21 14:09:43 +01:00
59003f89f2
Added a few lines to test the mesh simplifier (they are commented out). Also update everything to the latest.
2020-02-20 14:28:00 +01:00
a796c54454
Temporarily ported BUILD_PHASE_TERRARIN_MESH to gdscript, so I can test/develop the mesh simplifier easier.
2020-02-20 14:01:39 +01:00
cf0242ead6
Update to the latest Voxelman to get the api updates.
2020-02-20 13:48:52 +01:00
5185e97d65
Update to the latest ESS, to get the update to class and character level separation.
2020-02-20 12:21:31 +01:00
882a0ef6de
Implement handling needs_target property to spell.
2020-02-19 17:00:57 +01:00
4f5d49a977
Implement scaling for aura damage, and heal.
2020-02-19 16:55:01 +01:00
b016c95f7c
Added missing copyright header.
2020-02-19 16:50:55 +01:00
fa013e2360
Experiments with the icon creation tool.
2020-02-19 16:45:26 +01:00
f26d7fd02d
Brought back the gdscript versions of spell and aura script.
2020-02-19 13:42:11 +01:00
b14866b143
Added GDQuest's steering framework.
2020-02-19 13:06:40 +01:00
a1fd74a34a
Update to the latest ESS. (Separated level into class and character levels.)
2020-02-19 12:19:28 +01:00
c45c7eaa9a
The new tool can now save, also improved it's code, and fixed a few bugs.
2020-02-17 20:51:49 +01:00
7d66723e19
Added a new tool (LayeredTextureMaker). I'm hoping to simplify icon creation with it.
2020-02-17 17:55:34 +01:00
e826266b7a
-CharacterSkeleton now uses _enter_tree() instead of _init() to set itself up, also it will duplicate the character material here, instead of durgin generation. This fixed a threading related crash.
...
-TVVoxelChunk will now just use the library's prop material instead of creating one.
Also update HEADS for a threading fix in Voxelman, and the deferred spawning requests.
2020-02-16 16:23:45 +01:00
f3f9de391a
Update HEADS to get the new prop related changes from Voxelman, and the WorldGenerator. Changed the voxel scale in the menu aswell.
2020-02-16 02:57:24 +01:00
1213360c58
Went back to using the voxel textures I created, but set them to be 256x256.
2020-02-15 15:42:40 +01:00
546832d10b
Experimented more with the world's scale. Now it's set to 1.6.
2020-02-15 14:55:54 +01:00
7c429e21a4
Fixed the remaining errors during generation, and disabled the cubic mesher for now. Also updated voxelman.
2020-02-14 20:26:55 +01:00
d0a0d6ec39
Update HEADS to get the indexing/Cubic Mesher improvements from Voxelman. Updated most of the level generation logic. (A few errors still get printed to the console though.) Right now (temporarily) only the Cubic Mesher's mesh is visible.
2020-02-14 03:25:41 +01:00
c77dfd8350
Removed a few more now unused classes, and reorganized the Voxelman folder.
2020-02-13 14:06:56 +01:00
7de251a0cf
Update HEADS to grab Voxelman with the transvoxel mesher port. Also removed a few experimental meshers.
2020-02-13 14:00:19 +01:00
d30e33a122
Now the transvoxel mesher bakes alternative uv coordinates into uv2 so it can inetrpolate between different voxel surfaces near seams (based on COLOR.a).
2020-02-13 03:31:42 +01:00
17973cb2bd
Actually enable threaded world generation.
2020-02-12 14:31:36 +01:00
0610cf0704
Update everything, to grab the multithreading fixes from Voxelman.
2020-02-12 14:20:26 +01:00
87c8c286ce
Re-enabled prop mesh building. Also small cleanups to materials.
2020-02-11 01:27:39 +01:00
fad9e70f48
Set max_concurrent_generations in World back to one, as a quick and dirty crash fix.
2020-02-11 00:09:37 +01:00
b41f0a8f00
Update to the latest Voxelman, and improvements to the .vscode files.
2020-02-10 23:42:13 +01:00
373bebe335
Update everything.
2020-02-10 19:00:33 +01:00
62536cf2e5
Work on the procedurally generated textures.
2020-02-09 18:48:28 +01:00
0f88eb8e80
Update to the latest ess. (Spawning rework).
2020-02-03 18:37:11 +01:00
2e212083e1
Update to the latest ESS, and fix a few errors in the console.
2020-02-02 02:45:47 +01:00
5150dccf9e
Update to the latest ESS.
2020-02-01 15:44:22 +01:00
ae09b0194e
ESS update.
2020-02-01 11:20:05 +01:00
3cce5a2b3e
Update everything to the latest.
2020-02-01 02:45:36 +01:00
3044cb8275
Update the license for 2020.
2020-01-31 20:01:34 +01:00
2cbc037e92
Updated HEADS, changed world scale to 1, and texture scale to 4.
2020-01-31 20:00:27 +01:00
4805bb8e81
Increased the world scale back to 3, also increased the chunk spawn range by one on the y axis.
2020-01-30 16:50:50 +01:00
27979df911
Update HEADS, and small chaneg to player's script.
2020-01-25 22:12:45 +01:00
4ca69552c4
Added my new Procedural Animations as a dependency. Also full HEADS update. And fixed a smaller gdscript error.
2020-01-24 16:30:52 +01:00
855002f8e2
Update HEADS.
2020-01-20 17:32:19 +01:00
057d3d6acd
Added a few weapon models from OGA, to test the style with.
2020-01-19 02:43:55 +01:00
4df7af7e8e
Small tweaks.
2020-01-17 23:57:00 +01:00
094081c34c
Tweaks.
2020-01-15 16:20:43 +01:00
6aa08476e1
Work on the style. Now the transvoxel mesher will scale the textures (like standard terrarin engines). Update to HEADS.
2020-01-14 23:15:46 +01:00
eab9d82d0c
Fix matrix multiplication order for the display player, and small tweaks to the menu.
2020-01-14 13:40:38 +01:00
afa9701728
Changed back the way biome handles isolevel, because this helps to hide the banding(?) at the side of the mountains with the transvoxel mesher.
2020-01-14 13:26:15 +01:00
f909042c09
Updated voxelman to the latest. Also experimented with meshing.
2020-01-13 00:43:45 +01:00
7adabed50a
Started reworking the graphics to a more usual colorful painterly style, because after lots of experimenting now I think that is the only style that will support the gameplay I want to create. The textures I added are from cc0textures.com. Will add proper attributions when everything settles.
2020-01-12 14:33:17 +01:00
c75b1387ed
Changed the voxel scale to 3.
2020-01-10 11:51:34 +01:00
2e1cb09da2
Increased voxel scale to 4 again. Also updated HEADS.
2020-01-10 01:35:58 +01:00
f49c2ac20c
More work on the style/textures.
2020-01-09 23:28:34 +01:00
e718374c19
More work on the textures.
2020-01-09 17:50:34 +01:00
49151412bf
Corrected the color of the textures by hand, and removed the color correction workaround with contrast.
2020-01-07 13:26:07 +01:00
c4c5d9fe82
Added an easy build option for the setup script. Also changed the contrast a bit.
2020-01-06 16:59:54 +01:00
afcfcea3ba
Removed spell ranks, I don't have enough time, and resources to create 20 different spell ranks. Spell will just scale from now on.
2020-01-06 11:50:16 +01:00
382749220c
Update for the latest ESS.
2020-01-02 23:02:45 +01:00
8ff112bde6
Update everything.
2020-01-02 00:19:33 +01:00
6cc3f7dd04
Better style for the generated terrarin. Also removed the planet without the dungeon. ALso HEADS update.
2019-12-28 17:55:10 +01:00
ff0c2f362c
Implemented different row scenes for the options menu, and exposed/implemented a few video-related options.
2019-12-25 01:36:34 +01:00
4d02ca12d1
Fix all warnings, and an error.
2019-12-24 10:22:56 +01:00
78458b2d91
Lots of work on the character model. Also now the character skeleton only have 1 levels of inheritance. (Armature.dae->model instead of armature.dae->armature.tscn->model). This fixes quite a few issues, but some changes were necessary to scripts.
2019-12-24 03:10:29 +01:00
f2e4858685
Removed one of the lights. Also increased the strength of the remaining.
2019-12-23 22:58:52 +01:00
2f39cde662
Removed the old voxel textures. Also cleaned up voxel libraries.
2019-12-23 22:53:51 +01:00
8b153238c9
Created a grass texture, and a dirt texture. Modified my old textures. Now the world's textures are 64x64, and the voxel scale is 2.
2019-12-23 22:45:29 +01:00
f0a85e99ef
Update everything.
2019-12-22 22:14:58 +01:00
e9515bef2c
Changed the license to MIT.
2019-12-22 19:20:38 +01:00
dadcdbb66d
Added ess_data.json. HEADS will be updated later.
2019-12-21 02:50:44 +01:00
58f7b65e63
Work on the character model.
2019-12-18 20:52:38 +01:00
2eaecddfa8
Started reworking the current model's skeleton.
2019-12-17 23:16:10 +01:00
f12e3ede7c
Update everything to the latest.
2019-12-13 09:39:43 +01:00
c75e309ab8
ESS update.
2019-12-12 19:01:10 +01:00
2b9960056d
Disabled texture filters for the character, and the terrarin.
2019-12-11 14:59:44 +01:00
90badb366e
Update ESS.
2019-12-10 13:14:15 +01:00
ab51e06585
Update HEADS, and fix errors.
2019-12-10 11:09:02 +01:00
919cea2ba9
Now the castbar won't show the percent.
2019-12-08 20:01:45 +01:00
25f3e98f43
Created 3 textures using godot-procedural-textures ( https://github.com/RodZill4/godot-procedural-textures ). Also the test dungeon start room now generates a little ruined structure outside as the entrace.
2019-12-08 19:44:08 +01:00
582f2298f2
Actionbars are now using built in control functionality for layout. Also Vsync is on now.
2019-12-07 19:01:34 +01:00
0755ceb74d
Shadows are disabled again (for now), so it's easier to test on low end hardware, before I implement a setting for it.
2019-12-07 17:15:08 +01:00
3587693a99
Turns out my main monitor's color balance was set differently, changed the settings so the style would work with the proper defaults
2019-12-07 17:00:32 +01:00
054bb18cd3
Improved the menu a bit.
2019-12-07 16:12:27 +01:00