Commit Graph

1118 Commits

Author SHA1 Message Date
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
ad8c9fb653 Work on the style. 2019-12-07 15:54:46 +01:00
3e0b247251 Experimented with the world scale and different sized textures, I want to make the world less like pixel art. Also changed map generation a bit, but it will need more changes, as I originally implemented the transvoxel algorithm differently, in order to have proper voxel type information. 2019-12-06 23:17:12 +01:00
d4d4cfaa8a Added the 3 elementalist spells to elementalist!s class. 2019-12-06 00:48:36 +01:00
5d01eddfee Started work on a new class, the elementalist. 2019-12-05 01:00:45 +01:00
d7b8315051 Removed Berserker for now. It didn't have any spells implemented anyway. 2019-12-04 00:27:42 +01:00
ff1cb6c0fa Doubled Naturalist's base stats. Also added stats for Berserker. 2019-12-03 23:51:56 +01:00
4ee06625ce Unitframes now display the actual health values. Also smaller improvements to them. 2019-12-03 23:22:35 +01:00
b58f5093da Converted most of the SpatialMaterials to ShaderMaterial. 2019-12-03 16:33:46 +01:00
ca8bdf9ce2 Now the characters and terrarin use the same material, and shader. 2019-12-03 15:22:45 +01:00
af1fd0bb12 Fix null reference exception. 2019-12-02 21:33:59 +01:00
2d34cff90d Added a default level override variable to the Entities autoload. Fixed a few issues with applying stats on level up. And HEADS (ESS) update. 2019-12-02 19:19:49 +01:00
633c380f08 ESS update, and gdscript compile fixes. 2019-12-02 00:43:24 +01:00
a9177a92e0 Added the MIT license text to all files, I previously marked as MIT. 2019-12-01 23:21:48 +01:00
2bf21a27b4 ESS update. 2019-12-01 23:21:17 +01:00
aa635c65f2 Update for ESS. 2019-12-01 18:54:12 +01:00
c88e61ad65 ManaResource setup. 2019-12-01 01:18:19 +01:00
58ba871622 Update ESS to latest. 2019-12-01 00:25:55 +01:00
4e76fb3c2f Implemented sorting for the spellbook, and the ability to hide spells that the player cannot learn. Also spells are now color-coded based on what the character knows. 2019-11-29 14:10:45 +01:00
ea654acf7f Item count support for the ui. 2019-11-29 10:18:17 +01:00
824fd02d0f Now the crafting window will show some text instead of looking broken when nothing is selected / the player has no recipes in the selected category. 2019-11-29 09:18:01 +01:00
4d1da296cd Removed forgotten utility ai resources. 2019-11-27 19:57:15 +01:00
8fd696c71a Update every module to the latest. 2019-11-27 11:22:04 +01:00
08971de608 The map button is hidden now, I'm not sure yet if it's a good idea for the game to have it. But even if it is, it will take a while for me to implement it. 2019-11-25 15:03:55 +01:00
6c42a45910 Main material now uses a simple custom shader. Updated modules to head. 2019-11-25 12:13:16 +01:00
865d97018e Found a better way to handle strafing. Also now animations are in place for both the left and right strafe. 2019-11-25 02:55:01 +01:00
cba3784f51 Small change to voxel texture's readme. 2019-11-24 19:10:51 +01:00
604d05d375 Improved the voxel textures. 2019-11-24 19:08:02 +01:00
49752d777e Swapped the grass and dirt textures. 2019-11-24 17:00:52 +01:00
71d16d8bfd Work on player animations. 2019-11-24 16:05:25 +01:00
894e45df31 Set force dungeon to off. 2019-11-22 18:07:16 +01:00
7ef7d66430 Fixed the project's name in the settings, added back in godot's icon for the project, and breserker now has the text "DO NOT USE", as the class will not work properly (at the moment). 2019-11-22 18:02:19 +01:00
fe610dbc7d Changed the license for some of the files, because I forgot about them yesterday. Sometimes I implement functionality in them, and then port it to the entity spell system module. FYI I'll clean this header up a bit later, the MIT license refers to the same one as in the aforementioned module. This is also true for voxelman related classes. 2019-11-21 13:10:00 +01:00
b3e02338ec Replaced the white character textures with actual textures from open game art. 2019-11-21 00:10:56 +01:00
bca7669b17 Added a few textures for the terrarin from open game art. They'll need to be color corrected a bit, but it's perfect for now. 2019-11-21 00:00:03 +01:00
da1d62ae12 Added some gorgeous icons from open game art. every folder contains a Readme.txt file crediting the author. I'll soon create a credits screen, where all of this info can be stored in a centralized matter. (Godot also requires this, I just haven't got around to do it yet). 2019-11-20 23:07:05 +01:00
9152a4d96f Moved the addons directory where it should've been. 2019-11-20 21:08:37 +01:00
77a0c97b29 Added the remaining files. 2019-11-20 15:19:47 +01:00
575d195217 Character textures. Made white the ones I just got from somewhere. 2019-11-20 14:47:10 +01:00
53136f7f1f Voxel textures. I made the all white, because they were just placeholders. 2019-11-20 14:44:56 +01:00
020b255481 Added export.cfg into .gitignore. 2019-11-20 14:38:46 +01:00
602873755b The voxel mesher. 2019-11-20 14:37:34 +01:00
8559193d21 The ui. 2019-11-20 14:30:34 +01:00
1715506d4a The scripts folder. 2019-11-20 14:19:41 +01:00
907988a7d0 More files. 2019-11-20 14:05:35 +01:00
72d9502698 Data Part 3. 2019-11-20 13:59:32 +01:00
7bbe78a1f7 Data part 2. 2019-11-20 13:55:27 +01:00
6311343de5 Data part 1. 2019-11-20 13:52:52 +01:00
1c62d995e8 Autoloads. 2019-11-20 13:51:26 +01:00
f6ded1fbde The game's .gitignore. 2019-11-20 13:44:58 +01:00