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0bae2dcf7c
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Remove the original files.
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2022-02-11 19:13:04 +01:00 |
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2b7ebebfcc
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Save the core models also as tres, and replace every instance of them to the tres variant.
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2022-02-11 19:09:08 +01:00 |
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232aae5726
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Updated the modules to the latest. I changed the Terra and Terraman class prefixes to Terrain.
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2022-02-08 14:44:37 +01:00 |
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cfeee3b5b3
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Added naturalist's talents back to the resource db. This fixes them.
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2022-01-12 21:06:26 +01:00 |
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c512ec3875
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Removed the remaining auras.
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2022-01-12 20:44:27 +01:00 |
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915f8ce4bc
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Merged the existing aura's data into the spells. Removed all that I could.
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2022-01-12 19:52:11 +01:00 |
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36f7565cc6
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Merged spell_script_gd and aura_script.
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2022-01-12 19:35:37 +01:00 |
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9d0feb2379
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Fix method call.
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2022-01-12 19:30:22 +01:00 |
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197dbcc1e3
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aura_script now inherits from gs_spell_script. Also updated spell script's handle_effect, to the new style.
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2022-01-12 19:14:10 +01:00 |
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7d57bbbd56
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aura_script.gd now overrides the proper (new) methods.
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2022-01-12 17:43:58 +01:00 |
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ffafdbcef0
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Added the naturalis's aura spells to it's resource db. This makes them work again.
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2022-01-12 17:39:53 +01:00 |
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2a08f5de05
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Updated ESS, to get the Aura and Spell merge. Still a few smaller isuues linger around. They will be fixed in a few hours.
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2022-01-12 15:55:18 +01:00 |
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d2a5be02d4
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Udpated ESS to the latest to get the new property changes.
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2022-01-12 14:19:23 +01:00 |
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55fb9b2994
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text_name property in Auras shouldn't have been prefixed.
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2022-01-12 11:53:09 +01:00 |
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ad2215a66b
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Started merging auras and spells. As a first step aura's properties got an aura prefix. Updated ESS, and added this prefix to all aura resources.
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2022-01-12 11:26:33 +01:00 |
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b45e197d69
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Now RectView's zoom will resize everything, instead of just setting rect_scale.
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2021-12-27 17:56:44 +01:00 |
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69b7cbb388
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Removed the World Generator engine module.
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2021-12-27 17:13:29 +01:00 |
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0ed5e814b8
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Removed most of the old world generator. only kept a few classes around, these now inherit from resource.
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2021-12-27 16:38:46 +01:00 |
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1cb11ca32a
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Fix hit stack calculation.
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2021-12-27 14:27:33 +01:00 |
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fbd232df1b
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Added the village npc spawner code to the current spawner resource.
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2021-12-27 03:49:37 +01:00 |
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808c8e97d3
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Now terra chunks are actually properly generated by placing chunks on the world generator's grid.
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2021-12-27 02:38:05 +01:00 |
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0cbf540e30
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RectViewNodes now convert between yup and ydown coordinate systems to store rect.position.ys.
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2021-12-27 02:36:52 +01:00 |
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0c96328005
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Ported the current world generator to the new addon. Now the world in-game uses the new world generator's resource to generate the terrain.
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2021-12-26 21:14:41 +01:00 |
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56866e65ba
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Updated mat_maker_gd.
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2021-12-18 20:44:28 +01:00 |
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c5c75a4d40
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Removed the ptex files.
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2021-10-24 13:39:16 +02:00 |
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783532fe93
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Recreated the rest of the textures which was made with material maker wityh mat_maker_gd.
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2021-10-24 13:38:49 +02:00 |
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23fd87a294
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Recreated the grass texture in mat_maker_gd.
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2021-10-24 13:14:49 +02:00 |
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b609b3caa4
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Fixed the alpha of the dirt texture with the new fill channel node.
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2021-10-24 11:59:38 +02:00 |
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daf42e692c
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Apparently the blend node handles transparency properly, the original dirt texture had the same transparency issue. (I'll fix that later.) So added a make_tileable node to it, and made it export the texture.
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2021-10-24 02:42:03 +02:00 |
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dfa3b7ed51
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Reworked the colorize node, this fixes it's output via connections.
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2021-10-24 01:59:20 +02:00 |
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baa30dd3f5
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Recreated the dirt texture with mat_maker_gd.
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2021-10-24 01:18:40 +02:00 |
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88caf0d31f
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Added the color-palette plugin from the AssetLib.
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2021-10-01 10:17:08 +02:00 |
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321302e9c5
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Committing image .import files as they get a new property stored on reimport.
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2021-09-29 11:24:07 +02:00 |
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c0280ce6f3
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Don't spawn mobs at all during world generation on a client.
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2021-08-29 23:38:15 +02:00 |
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fcf4e520e9
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Now the generated terrain and dungeons are actually seeded.
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2021-08-29 19:38:58 +02:00 |
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715e4f209f
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Don't spawn trees in the 0,0 chunk.
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2021-08-29 11:43:27 +02:00 |
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026652931b
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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.
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2021-08-28 12:06:10 +02:00 |
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6b36577aa3
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Spawn mobs into the dungeons.
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2021-08-28 00:55:59 +02:00 |
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12e7618cd3
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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.)
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2021-08-28 00:29:24 +02:00 |
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c6ae7518c0
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Deactivate / activate the world on teleporting to a dungeon.
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2021-08-28 00:09:05 +02:00 |
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9a8d658643
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Now dungeons and teleporters get spawned in the world. They use placeholder graphics for now.
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2021-08-27 23:07:58 +02:00 |
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4f02de36d9
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Material cache support for the character.
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2021-08-26 00:15:30 +02:00 |
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fae48b30cf
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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.
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2021-08-08 14:11:14 +02:00 |
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5228fbe0d2
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Created a prop with the other tree texture.
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2021-08-07 17:58:19 +02:00 |
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d56b96bf24
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Turn on collision for the tree.
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2021-08-07 14:41:43 +02:00 |
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86511cdd26
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Temporarily set the tree's texture to the prop material, and also added prop materials to the library.
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2021-08-07 11:33:14 +02:00 |
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522242182c
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Let TerraWorld apply voxel scale to the tree. Also now the tree's scale's random range is a lot smaller.
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2021-08-07 11:32:23 +02:00 |
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f29445bdf6
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Now the trees are spawned with terraman's prop system. It does need some fixes though.
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2021-08-07 10:14:17 +02:00 |
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885ba9e4d4
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Removed one of the two tree meshes as they are the same.
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2021-08-07 10:07:41 +02:00 |
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254fb23d98
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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).
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2021-08-06 22:33:50 +02:00 |
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