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
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
3044cb8275
Update the license for 2020.
2020-01-31 20:01:34 +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
2b9960056d
Disabled texture filters for the character, and the terrarin.
2019-12-11 14:59:44 +01:00
ad8c9fb653
Work on the style.
2019-12-07 15:54:46 +01:00
ca8bdf9ce2
Now the characters and terrarin use the same material, and shader.
2019-12-03 15:22:45 +01:00
a9177a92e0
Added the MIT license text to all files, I previously marked as MIT.
2019-12-01 23:21:48 +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
907988a7d0
More files.
2019-11-20 14:05:35 +01:00