Commit Graph

817 Commits

Author SHA1 Message Date
b55487d6df Added a vector2 slot to MMGraphNode. 2021-10-04 18:29:11 +02:00
54003493f2 Fix errors. 2021-10-04 15:14:41 +02:00
e8a3874cfb Added universal slot type. 2021-10-04 15:10:38 +02:00
679e992ef8 Add step as a parameter to add_slot_float. 2021-10-04 15:00:00 +02:00
ef784088b4 Implemented int and float slots. 2021-10-04 14:58:15 +02:00
634d28b713 Added slot color support. 2021-10-04 13:28:00 +02:00
2eb6f789dd Added a SlotTypes Enum. 2021-10-04 13:27:29 +02:00
a13908fcec Also pass the seed to get_value for, and cleaned up perlin.gd. 2021-10-04 13:15:18 +02:00
0943dc32f8 Aldo pass slot_idx to get_value_for. 2021-10-04 13:11:08 +02:00
4b334a6ad6 Initial slot api for MMGraphNode. Already supports images. Also implemented the image generation helper methods for MMMaterial and MMNode. 2021-10-04 13:09:43 +02:00
537d44bc63 Now the editor loads and created nodes from MMNodes, and also implemented MMNode and graphnode creating logic for the add button/dialog. 2021-10-04 11:55:47 +02:00
1374df2b59 Not mat maker nodes inherit fromMMNode instead of TextureRect. 2021-10-04 11:54:52 +02:00
c5621036b2 Added an Add button to the mat maker's editor. 2021-10-04 11:27:35 +02:00
0c099d3325 Added a new MMGraphNode script. 2021-10-04 11:24:47 +02:00
137fd29f35 Also add MMMaterial as a custom type. 2021-10-04 11:24:02 +02:00
5bb4822164 MMNode now has a class_name declaration. 2021-10-04 11:23:43 +02:00
96e07af946 Removed the test scenes from mat_maker_gd. 2021-10-04 10:12:47 +02:00
059cabc48b Main nodes for mat_maker_gd and Initial setup for an editor plugin. 2021-10-03 19:56:35 +02:00
46dae7373b Moved color related methods to a new colors.gd file. 2021-10-03 17:12:13 +02:00
44bdbeb56d Moved shapes to a new shapes.gd file. 2021-10-03 17:04:54 +02:00
55f85a9b2d Moved the rest of the gradient related code to gradients.gd. 2021-10-03 17:02:07 +02:00
0fc71e0f2c Moved circular gradient calculations to gradients.gd. This time the logic had to be changed extensively and the new logic still has bugs. It will be fixed later. 2021-10-03 13:41:31 +02:00
b3604ffebc Same change to sdf3d. 2021-10-03 10:10:56 +02:00
2f521f2998 Moved sdf2d stuff to a new sdf2d script. 2021-10-03 01:07:39 +02:00
743e92ad55 Finished patterns. 2021-10-03 00:23:55 +02:00
cb7fd0a873 Moving pattern related things to a central patterns.gd. 2021-10-02 19:48:45 +02:00
5129cda7f1 Same change to perlin related calculations. 2021-10-02 18:45:29 +02:00
735b1f67cd Moved every voronoi related calculations to a new class. 2021-10-02 17:20:26 +02:00
fdac5e5e85 Moved all fbm related calculations to a new noise_fbm class. 2021-10-02 16:59:50 +02:00
1d6a95d578 Moved even more things to commons.gd. 2021-10-02 15:38:12 +02:00
01fd374344 Moved a lot more things to Commons.gd. 2021-10-02 10:39:30 +02:00
e4eccdc034 Simple nodes are using Commons.gd aswell. 2021-10-01 23:37:14 +02:00
f3504fd634 SDF3d also uses Commons.gs now. 2021-10-01 23:32:11 +02:00
15971442d0 Sdf also uses Commons.gd. 2021-10-01 23:30:23 +02:00
0869d1096b Patterns now also use Commons.gd. 2021-10-01 23:24:08 +02:00
bb338ea1aa Nises now also use Commons.gd. 2021-10-01 23:07:05 +02:00
1e621a8278 Filter nodes now use the common methods from Common.gd. 2021-10-01 22:41:03 +02:00
50b7575ef9 Added Commons.gd to store common static methods for mat_maker_gd. 2021-10-01 22:39:22 +02:00
69767cd08b Reorganize mat_maker_gd. 2021-10-01 22:04:09 +02:00
88caf0d31f Added the color-palette plugin from the AssetLib. 2021-10-01 10:17:08 +02:00
bc1c8b2718 Created an addon from https://github.com/Relintai/mat_maker_gd . (Only the ported stuff). Also took the nodes from the newest https://github.com/RodZill4/material-maker . 2021-10-01 00:54:13 +02:00
96fff0331e Mesh data resource editor now uses MeshUtils to uv unwrap meshes. Removed my half-finished unwrapping code. 2021-09-29 11:27:42 +02:00
321302e9c5 Committing image .import files as they get a new property stored on reimport. 2021-09-29 11:24:07 +02:00
410161831f Bit more experimentation. 2021-09-28 14:54:26 +02:00
626b02dc94 Bit more work on uv unwrapping. 2021-09-28 14:38:51 +02:00
a6caaadb38 A bit more work on uv unwrapping. 2021-09-27 19:27:12 +02:00
1260374274 Bit more work on uv unwrapping. 2021-09-27 18:24:16 +02:00
3a13c1e21b Added uv normalization to the unwrap algorithm. Also now it sets the new uvs to the mesh data resource. Doesn't work properly yet though. 2021-09-27 14:43:57 +02:00
e5de63c421 Initial uv layout implementation. 2021-09-27 14:15:17 +02:00
660933915b More work on uv unwrapping. 2021-09-27 12:52:33 +02:00
a2208d0489 More work on the uv unwrapping algorithm. 2021-09-27 12:38:57 +02:00
2c266711a3 I think I figured out a way to uv unwrap meshes for the mesh data resource editor. Started implementing it. Mesh partitioning is done. 2021-09-26 23:02:51 +02:00
ed3c6eb19d Use the forward_spatial_gui_input variant which has the index parameter in mesh data resource editor by default. 2021-09-26 20:04:42 +02:00
eee70dac69 Removed the bone_editor addon, as now the engine has a skeleton editor built in. 2021-09-26 17:23:00 +02:00
6062255177 Updated the engine to the latest. Also removed "as" casts after get_node_or_null-s, as now when they return null you get an error. 2021-09-22 00:11:19 +02:00
8e0e86ef39 Work on the mesh data resource editor plugin. Also updated the mesh data resource module to the latest. 2021-09-13 18:47:56 +02:00
74b35246c8 Now the mesh data resource addon actually shows uvs in the uv editor. 2021-09-13 12:32:33 +02:00
de97b132a2 Fixed the set rest pose implementation. 2021-09-13 11:27:20 +02:00
878f045f92 Added my seketon editor test scene. 2021-09-12 23:18:26 +02:00
d9e0ed3741 Initial set rest pose implementation for the bone editor. Doesn't work properly yet. 2021-09-12 23:18:05 +02:00
242321fd7a Bone hierarchy editing support. 2021-09-12 15:52:22 +02:00
6c32deb131 Now the bone editor addon can create bones. 2021-09-12 15:28:40 +02:00
b181be5ddf Fix error spam due to missing method. 2021-09-06 12:26:31 +02:00
9fb8e01314 Fix error printed to the console on clients. 2021-08-31 02:00:49 +02:00
4f7cb3c904 Fixed networked movement. 2021-08-31 01:57:32 +02:00
9ba79d9dc4 More work on fixing networking. Also updated ESS to get the fixes from it too. 2021-08-31 00:40:45 +02:00
288eaabe18 Updated ESS to get the Entity controller property rework. 2021-08-30 20:18:29 +02:00
e6d21cbb8a Remove the nameplate if the entity gets controlled by the player and it wasn't before. 2021-08-30 17:45:40 +02:00
67b3ce48f5 Work on fixing networking. 2021-08-30 00:35:27 +02:00
c0280ce6f3 Don't spawn mobs at all during world generation on a client. 2021-08-29 23:38:15 +02:00
f8803b99ab Fix update_visibility in PlayerGDBase. Also fix spawn_for in the entity spawner. 2021-08-29 23:32:54 +02:00
3dd4f4592a Fix setting up network_owner in the spawner. 2021-08-29 21:39:51 +02:00
fcf4e520e9 Now the generated terrain and dungeons are actually seeded. 2021-08-29 19:38:58 +02:00
715e4f209f Don't spawn trees in the 0,0 chunk. 2021-08-29 11:43:27 +02:00
026652931b 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. 2021-08-28 12:06:10 +02:00
3b3650c851 Bump version. 2021-08-28 10:36:58 +02:00
6b36577aa3 Spawn mobs into the dungeons. 2021-08-28 00:55:59 +02:00
12e7618cd3 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.) 2021-08-28 00:29:24 +02:00
c6ae7518c0 Deactivate / activate the world on teleporting to a dungeon. 2021-08-28 00:09:05 +02:00
9a8d658643 Now dungeons and teleporters get spawned in the world. They use placeholder graphics for now. 2021-08-27 23:07:58 +02:00
4b5f6253db The dungeon will now spawn plugs. 2021-08-27 19:30:27 +02:00
99bab47f9f Implemented room overlap checks for the building. It's only 2d for now. 2021-08-27 01:05:03 +02:00
78c08c4f28 Re-generate room points for all the test rooms, and also re-export them to props. 2021-08-26 20:54:10 +02:00
7ee9a14b01 Small changes to the test dungeon. 2021-08-26 00:18:39 +02:00
4f02de36d9 Material cache support for the character. 2021-08-26 00:15:30 +02:00
1d5fff0f06 Figured out room transforms. 2021-08-25 01:03:27 +02:00
2b2d175a66 Initial Building implementation. The room transforms are still broken, will figure them out later. 2021-08-24 21:10:32 +02:00
1b492b863f Added more test rooms and started working on the dungeon class. 2021-08-20 23:53:09 +02:00
861676531b Exported the test rooms into props. 2021-08-18 19:02:32 +02:00
65fba11bcd Remade the test rooms with TiledWalls. Also committing the rest of the test stuff I made during the last few days to test the portal system. 2021-08-18 17:54:43 +02:00
f83e53b0a1 Added a test room to help with implementing portal and room support to the prop system. 2021-08-12 20:53:13 +02:00
583fadae70 Updated the props module to get the automatic lod change support to PropInstanceMerger. 2021-08-12 18:47:07 +02:00
70a1ebef4c Updated the props module. Now when the scene to prop conversion tool re-converts props the editor will pick up the changes without a restart. 2021-08-11 20:36:24 +02:00
60e7d4af78 Updated the props module, I reimplemented vertex color lights + rao for PropInstanceMerger. Also updated mesh_utils, MeshMerger did not use vector write proxies. 2021-08-11 19:20:26 +02:00
94681037ff Added a few more small test prop scenes. 2021-08-10 19:10:01 +02:00
364dea8159 Disabled the mesh data resource editor addon. 2021-08-10 19:09:40 +02:00
c16bb42ea1 Updated the props module to get the PropCache singleton rework. Set up the project settings for it. 2021-08-09 22:13:18 +02:00
d1cfc79887 Bump version to 0.3.5. 2021-08-08 21:13:21 +02:00
fae48b30cf 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. 2021-08-08 14:11:14 +02:00
5228fbe0d2 Created a prop with the other tree texture. 2021-08-07 17:58:19 +02:00
d56b96bf24 Turn on collision for the tree. 2021-08-07 14:41:43 +02:00
7476d08ed2 Updated Terraman (and the engine) to get JobSteps support for PropJob. This also fixes the error spam during mesh generation. 2021-08-07 13:56:24 +02:00
86511cdd26 Temporarily set the tree's texture to the prop material, and also added prop materials to the library. 2021-08-07 11:33:14 +02:00
522242182c Let TerraWorld apply voxel scale to the tree. Also now the tree's scale's random range is a lot smaller. 2021-08-07 11:32:23 +02:00
f29445bdf6 Now the trees are spawned with terraman's prop system. It does need some fixes though. 2021-08-07 10:14:17 +02:00
885ba9e4d4 Removed one of the two tree meshes as they are the same. 2021-08-07 10:07:41 +02:00
254fb23d98 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). 2021-08-06 22:33:50 +02:00
c7938caaa8 increased the height for the stone texture. 2021-08-06 21:53:15 +02:00
29a41a8077 Rescaled one of the tree and added a collision shape to it. 2021-08-06 21:51:22 +02:00
abc1d53813 Added 2 trees from https://opengameart.org/content/rpg-item-collection-3 . 2021-08-06 21:42:44 +02:00
41fba2bec7 The test/simple biome now gets generated by summing 2 noises. I made the main elevation noise scaled out more. 2021-08-06 20:38:47 +02:00
1697167975 Changed the simple biome's generator to FastNoise from OpenSimplexNoise. Also scaled it out more. 2021-08-06 19:24:13 +02:00
bf40b5c12f Updated ess to the latest. Replaced the range checks with the newly added helper calls. 2021-08-05 23:01:31 +02:00
2e15d3f74e Same logic for the vendor window. 2021-08-05 22:07:34 +02:00
78af5acc8a The trainer window will now close itself if the player gets too far. 2021-08-05 22:04:37 +02:00
6c7f8625b5 Added interaction range check. 2021-08-05 21:55:33 +02:00
124c163212 Added a new library based on TerramanLibraryMergerPCM, and set the main world to use it. 2021-08-03 01:13:25 +02:00
523d5e478b Added the multirun addon to the project. (Disabled by default) 2021-08-01 15:44:24 +02:00
b3c7c142c5 Now tab containers are also navigable with keys in the menu. 2021-07-31 15:46:59 +02:00
dca4ea1cb4 Keyboard/controller navigation for the main menu. 2021-07-31 15:09:54 +02:00
e34e005890 Update the engine tot he latest. 2021-07-26 09:59:46 +02:00
cea803979c Fix property deprecation warnings. 2021-07-20 22:12:50 +02:00
8e2a6d96e7 Increased the jump height a bit. 2021-07-20 22:05:48 +02:00
bebf321c7c Changed the physics engine to GodotPhysics. So far it seems like everything is working with it. After the recent improvements it actually feels better now than bullet. 2021-07-20 22:03:25 +02:00
0c849a6c8a Brought in the player's movement controller implementation from the tower. This also means jumping is now possible. (I don't yet have animations for it though.) 2021-07-20 21:58:32 +02:00
596bb64db8 Changed the procedural animations back to normal Animations. 2021-07-20 19:57:16 +02:00
560df5b16f Added a few audio buses. 2021-07-19 20:09:47 +02:00
8aa89457e4 Update mesh data resource to the latest to get the new mesh optimization settings. Reimported the character's meshes with the remove doubles interpolate normals setting. This reduced the character's vertex count from 1850 to 617 without any visual change. 2021-07-19 18:56:59 +02:00
4aa2a21d4f Created a new material for the test shield. 2021-07-19 15:54:22 +02:00
8f60d2a87e Updated the engine and modules. Had to add a new class to the broken seals module to be able to call 2 protected functions in MeshInstance , to have gpu skinning for my merged characters again. Not yet sure whether it's a regression or not. 2021-07-19 15:47:47 +02:00
fd189d0d26 Optimized the character's meshes. The head will need some more tweaks, but I think it's mostly going to work. Also apparently the meshes get imported with broken up triangles, so they have way too high vertex count (1800 per character). I'll fix that in the mdr importer. 2021-07-19 15:01:20 +02:00
4c63763c75 Increased the world's scale to 3. 2021-06-08 15:40:53 +02:00
364d181e35 Update the engine and modules to get the PropInstance improvements / implementation. 2021-04-27 18:04:16 +02:00
0b2e4616ad Bump version to 0.3.4. 2021-04-24 09:16:32 +02:00
225c086286 Player type should be networked. 2021-04-21 22:00:06 +02:00
00711977d4 Work on fixing networking. Fixed hosting, and character uploading. 2021-04-21 21:55:15 +02:00
71d2cf0358 Turn off chunk generation in the menu, as the chunks are saved. 2021-04-21 21:53:46 +02:00
a8d6a69e4e Added an exit button to the menu. It will hide itself on the web and mobile platforms. 2021-04-21 20:10:32 +02:00
7c99802509 Update Terraman to get the android chunk generation fix. 2021-04-21 12:05:09 +02:00
21e1f3af23 Don't generate lods in the menu. 2021-04-21 10:49:49 +02:00
7e272029d1 Updated WorldGenerator to the latest. I removed Dungeon, DungeonRoom adn DungeonCorridor, and added a Building class (it's a cleaned up version of Dungeon right now, it will work differently later.). 2021-04-19 22:30:51 +02:00
a3634380ed Updated Terraman and added the new chunk_lod_first_falloff parameter to the ingame settings. 2021-04-19 18:39:43 +02:00
b20303a24e Re-enable lods. The simple lod seams still need work. Also updated Terraman for a the fixes. 2021-04-19 18:19:19 +02:00
a8ec0ec501 Fix in editor level generation. 2021-04-19 17:33:57 +02:00
e582f4d6e5 Removed the voxelman specific code/resources from the project. 2021-04-19 10:41:41 +02:00
3e07631361 Now the planet generator uses Terraman. Also updated the modules, as I fixed a vmethod. 2021-04-18 23:56:44 +02:00
a4e54f048a Updated the modules. I added lots of getters and setters to WorldGenerator. 2021-04-18 23:16:33 +02:00
81f2bacec9 Replaced voxelman in the menu aswell. 2021-04-18 20:03:03 +02:00
148cee772b Now the game uses terraman instead of voxelman ingame. 2021-04-18 19:55:34 +02:00
287e7af447 The level generator will now also use a third cell type. 2021-04-18 19:41:56 +02:00
a4459a949d Now the test terrain generator will set a few cells to a different type. 2021-04-18 19:39:12 +02:00
ccb6070bd8 Updated Terraman to get the lighting generation fixes, and crash fixes. 2021-04-18 19:38:17 +02:00
e16aa1c73f Updated terraman to the latest. 2021-04-17 19:31:23 +02:00
9e9a0e62c0 The level generator will now get noise values in world coordinates. Also updated Terraman. 2021-04-17 19:21:48 +02:00
1dac12d28e Updated terraman. Now it uses JobSteps. 2021-04-17 19:07:35 +02:00
02548015ea Updated the engine and modules. TerraMesherBlocky now only supports having one mesher and one liquid mesher. 2021-04-17 16:03:14 +02:00
0621a5da3b Fix error spam on test generation. 2021-04-17 12:27:47 +02:00
13fff7b64c Updated the modules, and added a few test scripts/scenes for terraman. 2021-04-17 00:45:08 +02:00
3d7b24ff5a Update copyright headers. 2021-04-15 11:52:32 +02:00
d87694cb03 Renamed a few methods in the mesh data resource editor. 2021-03-24 19:09:02 +01:00
382d1079f6 Started work on a uv editor. 2021-03-23 19:03:32 +01:00
131369ed71 Mesh data resource editor's gizmo now properly uses indices. 2021-03-23 18:18:07 +01:00
1e20ac43a4 Clean up the buttons on the mesh data editor's panel. Also added buttons for face manipulation. 2021-03-23 15:27:37 +01:00
ef47ab6b63 Now the mesh data resource editor will update the mesh aswell. 2021-03-23 11:24:44 +01:00
76265b54a8 Fix editor world generation. 2021-03-22 23:41:58 +01:00
dceba985b4 Implemented vertex scaling mode for mesh data resource editor. 2021-03-16 12:24:24 +01:00
79733aa63a Mesh data editor's vertex translation should work properly with any rotation of the editor's camera. 2021-03-15 15:25:19 +01:00
5d9651253c In mesh data editor now the selected vertices are draggable with the handles, instead of blender like commands. Also now axis constraints are togglable per axis. 2021-03-15 15:02:25 +01:00
c05519244d Added events for mesh data resource. Also simple half-baked vertex translation implementation. 2021-03-02 21:41:24 +01:00
696887b44c Added arlez80's bone editor from the asset lib as an alternative to the patch. 2021-03-02 13:10:46 +01:00
ec558d1a16 More work/experimentation on the mesh data resource editor. 2021-03-02 13:03:02 +01:00
4e071994f6 More initial work / experiments on the mesh data resource editor plugin. 2021-02-28 00:18:38 +01:00
8fe94c3ca4 Removed gdpose, as its no longer needed. 2021-02-23 01:34:02 +01:00
70654ec3d2 Updated the engine, and modules (ThreadPool had a compile fix after a few changes in the 3.2 branch.). Also now plugins are handled a bit differently, so committed project.godot aswell. 2021-02-20 22:47:13 +01:00
0abef7af9f Starter experimenting with writing a continent generator. 2021-02-20 19:53:28 +01:00
7cdf7f2f61 Work on the mesh data resource editor plugin. 2021-02-09 01:40:13 +01:00
06912c320e Created/added a new mesh_data_resource_editor plugin. 2021-02-08 08:24:40 +01:00
cda3fe3638 Moved species_human.tres to the folder it should have been. 2021-02-07 17:18:55 +01:00
570922ba14 Enable gdpose. 2021-02-07 17:18:06 +01:00
847640d35b Also added gdpose and godot-plugin-refresher addons. 2021-02-07 16:37:39 +01:00
32648325e0 Added godoxel from https://github.com/aaronfranke/GraphicsEditor . 2021-02-07 15:15:13 +01:00
ef061631d2 Updated ESS, also added support for the new modelpart transforms on the gdscript side. 2021-01-29 16:33:27 +01:00
e31c58e1d6 Set world's chunk size back to 16. It looks better. Will add a runtime setting for it later, as 8x8x8 is better for weaker devices with low chunk spawn ranges. 2020-12-15 00:50:43 +01:00
af047e49f6 Updated the engine. Also moved the camera and character in the menu. 2020-11-29 00:06:51 +01:00
0f6adb6f06 Update Voxelman to the latest. (More method renames.) 2020-10-27 19:17:39 +01:00
f3d5a4d88d Update Voxelman. Now VoxelChunk can also store VoxelStructures, and method renames. 2020-10-26 18:31:57 +01:00
fa079cd120 Update Voxelman to the latest. Mostly editor-related fixes. 2020-10-25 01:26:08 +02:00
c18ecacd5a Update Voxelman and the mesh_utils module. Now lods over 4 is supported for terrarins. 2020-10-20 17:07:05 +02:00
9a07052455 Implement button index support for the in-game menu buttons. 2020-10-19 13:09:08 +02:00
901c275912 The character, crafting, spellbook and talent windows will properly ignore the mouse now. 2020-10-19 12:39:09 +02:00
c154b678af Updated ESS to get the changes/cleanups to EntityData. 2020-10-19 12:23:00 +02:00
7a1c698c6e Fix error in the CubicVoxelMesher script. 2020-10-19 12:21:42 +02:00
61fef54f5c Update ESS. I moved the stats from EntityData to EntityClassData. 2020-10-18 23:16:29 +02:00
6358d0237d Udpate ESS, I moved a few properties from EntityData to EntityClassData. Also update Voxelman it only had editor related changes. 2020-10-18 18:07:24 +02:00
a765f68a0e Re-enable the loading screen for the world. 2020-10-06 21:10:35 +02:00
8888814101 Update the engine. 2020-10-06 21:10:15 +02:00
bfd41efd2e Updated voxelman to the latest. Mesher/job creation now have to be handled by the world's _create_chunk. 2020-10-06 20:10:30 +02:00
e9ade41995 Small cleanups and updated Voxelman to the latest, to get the prop job fixes. 2020-10-06 19:26:13 +02:00
3e687befd0 Update Voxelman to the latest. 2020-10-06 00:09:25 +02:00
24d0573c13 The voxel scale is 2 now, and the texture scale is 3. 2020-10-01 13:47:58 +02:00