Commit Graph

527 Commits

Author SHA1 Message Date
8997fae8c2 Now the dungeon (mostly) properly gets written to chunks based on it's map's data. I implemented wall post processing with bit shifting, and since using bit shifting with scripting languages is not as common I threw in a few comments on how it works, hopefully someone will find it useful. Also fix 2 line's indentation level. 2020-07-20 15:03:57 +02:00
3e3b480ac3 Update the engine. 2020-07-20 01:35:53 +02:00
56deab2de7 Updated Voxelman to get the mesh data resource helper update. Also a bit of work on dungeon generation. 2020-07-20 01:17:47 +02:00
07107af461 Added mdr walls looking at every direction. Also added a test prop crypt entrance. 2020-07-19 15:03:51 +02:00
b147b81e01 Add range check to the new teleporter. 2020-07-18 22:50:10 +02:00
f96a66300b Implemented a teleporter, it has a test cube mesh with the brick texture for now, and made the dungeon spawn it. Also work on setting up the dungeon generation. 2020-07-18 22:42:50 +02:00
4084debdad Removed a few now unneeded classes/scenes, and moved some of the around. Small tweaks/fixes and comments. Also updated modules to grab a few smaller fixes/improvements. 2020-07-18 18:30:39 +02:00
5f8cfba661 Re-enabled batching, as after a scons cache clean I can't seem to be able to reproduce those crashes anymore. 2020-07-18 14:14:18 +02:00
69deb6002b Disable batching for now, it seems like it causes some crashes now. It might not be the root cause though. 2020-07-18 13:35:09 +02:00
ec8e8d0406 Now the level generator won't load planets from a folder, instead they are directly set from the editor, ands tarted porting the dungeon generator from the roguelike project. Also updated the world generator module to get the property type changes, this fixes some of the crashes. 2020-07-18 12:50:17 +02:00
c6429124fb Update the WorldGenerator module to get the instance() helpers. 2020-07-17 20:54:49 +02:00
630db200dc Fix signal handler argument count mismatch. 2020-07-17 19:36:28 +02:00
be6ebf48f3 Update ESS to get the aura damage calculation update. 2020-07-17 19:29:24 +02:00
1c4c3a5d55 Comment out the code that was implementing spell scaling in Aura. Also update ESS so auras continue to deal damage/heal even if the original caster's node is not available anymore. 2020-07-16 16:07:30 +02:00
dda00d0491 Moved the menu into a new folder. 2020-07-12 19:46:30 +02:00
c294b4a008 Fix a few settings for Nature's Switfness. And small tweaks. 2020-07-11 21:08:45 +02:00
8168adc914 Remove leftover print. 2020-07-11 18:39:46 +02:00
08ebbd24f8 Fix global cooldowns. 2020-07-11 18:37:41 +02:00
33ed628aa3 Attributions for the test character textures. 2020-07-11 15:30:39 +02:00
faae05e1a9 Removed the steering ai framework as it was not used. 2020-07-11 15:18:01 +02:00
e0d90b5925 Removed a few now unused textures. 2020-07-11 15:04:59 +02:00
647cf4e904 Convert the icon attributions to the new format. 2020-07-11 15:01:41 +02:00
69a68c52a1 Convert the font's license to the new format. 2020-07-11 14:38:12 +02:00
f352fc85c5 Convert the test weapons Attributions file to the new format. 2020-07-11 14:32:27 +02:00
5a529c8d07 Small improvements, and the implementation now also supports the File tag. 2020-07-11 14:32:06 +02:00
741c1542bd Implemented the third party attibutions tab. 2020-07-11 14:14:11 +02:00
5688f44ea2 Moe tweaks to the sky. 2020-07-11 01:12:41 +02:00
77c50691b6 Change the color of the sky to blue. 2020-07-11 01:03:27 +02:00
8a20ca0f3e Start mesh build job at the end of build in Skeleton. 2020-07-11 01:00:25 +02:00
2a2a6a555d Rename the continue button to load in the menu. 2020-07-10 21:56:59 +02:00
cd0ed54744 Fix parameters for signal handler. 2020-07-10 21:55:19 +02:00
7f79741267 Update logic. 2020-07-10 21:52:07 +02:00
19b158c877 Update ESS to get the XPData rework. 2020-07-10 17:18:03 +02:00
67e327f471 Update ESS to get the Entity level simplifications. 2020-07-10 15:25:32 +02:00
2e3e0d88f4 Restored the ability to have multiple characters, and also turned off class learning/xp. I'm not yet sure how to go about it, maybe class levels could give some xp boost, will experiment more when the project is more mature. 2020-07-10 11:16:02 +02:00
836949b205 The initial sheathing setup is also called as deferred now. 2020-07-10 10:34:25 +02:00
e986d8d488 build_model is now called as deferred. 2020-07-10 10:31:09 +02:00
d68d49b5de Reduce the amount of crashes. 2020-07-10 10:29:07 +02:00
149d7f4bb2 Update WorldGenerator to the latest. 2020-07-10 02:40:12 +02:00
1c584d9477 Increase the version to 0.3. The focus is mostly on the gameplay from now on (finally). 2020-07-09 00:47:33 +02:00
ea4514374b Update ESS, to get a bugfix. 2020-07-09 00:41:59 +02:00
94a90d989c Update the engine and Voxelman to grab the prop related changes. 2020-07-07 18:40:24 +02:00
3baf2addec Added in a few test props. 2020-07-06 22:40:44 +02:00
432d0bf312 Reduced the default entity visibility range. 2020-07-06 22:38:48 +02:00
f3169ccf82 Spawn mobs more sporadically. 2020-07-06 22:38:07 +02:00
90be9898d9 The current start tile will not draw a dungeon entrance for now, as I reduced the chunk size (which increases performance) and the code needs to be changed. 2020-07-06 22:37:54 +02:00
8fabc6159a Set levels to a few abilities. 2020-07-06 22:34:49 +02:00
3cacc01945 Update the game to go with the new modules. 2020-07-06 22:33:56 +02:00
c3171a00eb Remove the old PropTool test data. 2020-07-06 22:29:09 +02:00
d528010273 Moved around a few autoloads. 2020-07-04 20:30:42 +02:00
73d13bee12 The spell book will now show not yet learned class spell. 2020-06-23 21:59:23 +02:00
1f52100aaa Update Voxelman, and the engine to the latest and work on getting props to work again. Also brought back the test props. 2020-06-23 20:58:14 +02:00
b587a63f60 Brought back the old VoxelChunk prop spawning implementation. I only made it compile error free for now. 2020-06-23 01:23:35 +02:00
d3ad430b8b Fix naturalist's mana EntityResource reference. 2020-06-20 21:03:22 +02:00
153b15eb4d Update ESS to get the EntityResourceData removal update. Also update the Engine. 2020-06-20 16:15:24 +02:00
c707736c78 Increase the MessageQueue's max size, as Godot was complaining on import. 2020-06-20 16:12:41 +02:00
b9c7767b98 Update ESS to get the new crash related commits. Also update the engine. 2020-06-18 22:46:24 +02:00
65a95ece4e Added an about menu. Done every tab except for the third parties for this project, will finish it soon. 2020-06-16 20:40:09 +02:00
1e0a17b6cc Now weapons are added to the test player model via the ModelVisual. Also moved the sheath action's processing into PlayerGD. 2020-06-16 19:10:52 +02:00
b3b67de715 Add tool keyword to AttachPoint. 2020-06-16 18:52:30 +02:00
ad72ae4def Now sheathing works without reparenting nodes. 2020-06-16 18:50:49 +02:00
6626b8ed38 Initial weapon sheathing support. ALso updated ESS to get a few new constants. 2020-06-16 18:44:42 +02:00
7e7dc3b43e Update ESS to get the Attachment ModelVisualEntry implementation/changes. 2020-06-16 15:55:01 +02:00
2e1f1a1e84 Grab the CharacterSkeletonPoints enum removal change from ESS. 2020-06-16 13:53:12 +02:00
e9253466ef Update ESS again, so CharacterSkeleton3D also uses the enums from the project settings for it's model entries. 2020-06-16 13:47:10 +02:00
3f132e4828 Update ESS to the latest to get CharacterSkeleton3D's attach point rework. 2020-06-16 13:40:16 +02:00
2d46c1bb10 Update ESS, so CharacterSkeleton uses the bone id in VisualEntry properly. Remove the null entries from the test character visuals. Also fix left upper arm. 2020-06-16 11:42:10 +02:00
2b0c4821e2 Added AdaptiveTheme, it modifies the margins in the ui's theme. Removed AdaptiveButton. 2020-06-15 19:27:49 +02:00
483c50dfac Added a touchscreen mode setting, and an AdaptiveButton that will set it's own min size if the setting is enabled. I did not replace all buttons yet, just made sure everything looks consistent. Also smaller theme improvements. 2020-06-15 18:37:51 +02:00
b9ecd4248d Reworked castbar, now it will always be properly centered. 2020-06-15 17:49:14 +02:00
7d4291190a Also color the castbar. 2020-06-15 17:40:52 +02:00
7c08311b75 Color health, mana, and xp bars. 2020-06-15 17:39:47 +02:00
4ceb9f134c Fix "Cannot get ratio when minimum and maximum value are equal." Errors, and small tweaks to Nameplates. 2020-06-15 15:23:47 +02:00
3ad461adb5 Fix initial value for the nameplates. 2020-06-15 15:10:10 +02:00
d0586063d1 Update the engine, and ESS, to get the Cooldown and CategoryCooldown removal change. 2020-06-13 21:53:10 +02:00
dc6aab9a2d Update ProfileManager call. 2020-06-13 15:36:21 +02:00
315df2a10a Now entities will be snapped to the terrarin after they spawn. 2020-06-13 15:30:49 +02:00
bb955630fc Fix class doesn't exist error. 2020-06-13 15:19:41 +02:00
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