Commit Graph

61 Commits

Author SHA1 Message Date
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
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
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
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
0c99bd0d35 Update HEADS, and remove the code that got ported to Voxelman. 2020-03-15 19:36:35 +01:00
16d4c9ae2e Update to the latest Voxelman, to get the VoxelChunk->VoxelChunk,VoxelChunkDefault refactor. 2020-03-12 23:26:19 +01:00
ae0d64a069 Few small fixes/cleanups. Also updated heads to get an uninitialized variable fix from ESS. This fixed player spawning issues. 2020-03-12 13:50:14 +01:00
c00ae9b9bb Implemented mana. Also updated HEADS, as ESS had lots of changes for EntityResources so this can work. 2020-03-11 16:38:01 +01:00
704aa85e93 This is part of the debug code aswell. 2020-03-10 12:16:41 +01:00
2717880233 text code for the mesh simplifier. It is commented out. 2020-03-10 10:59:16 +01:00
ce8290329b Update Voxelman to the latest to grab the improvements. 2020-03-06 21:32:52 +01:00
2bb497f1d9 Grab the latest Voxelman for the VoxelMesher improvements. 2020-03-04 23:38:45 +01:00
afac386180 Only disable build step limit when not in editor. ALso update Voxelman to the latest to grab a fix. 2020-03-04 21:02:02 +01:00
fc46791887 Smaller improvements for the initial world generation. 2020-03-04 19:47:31 +01:00
f2ac08f7bc Now mobs actually won't move/fall when outside of the loaded and meshed area. Fix to mob spawning coordinates in simple biome. Also update Voxelman to grab the is_position_walkable fix. 2020-03-04 18:42:49 +01:00
69666f37c6 Fix editor freeze on loading saved chunks. 2020-02-26 12:19:55 +01:00
84668b4153 Grab the latest Voxelman, and small amounts of test code. 2020-02-26 01:16:19 +01:00
3e68b820b5 Commented out the terrarin mesh build phase for now, the c++ version is ok if I'm not experimenting. 2020-02-26 01:14:42 +01:00
2321f2630e Removed the fast quadratic mesh simplifier module, because as it turns out, it won't work with the kind of meshes this project has. 2020-02-21 17:57:00 +01:00
c34a194c82 Few debug lines for the mesh simplifier. 2020-02-21 14:10:49 +01:00
59003f89f2 Added a few lines to test the mesh simplifier (they are commented out). Also update everything to the latest. 2020-02-20 14:28:00 +01:00
a796c54454 Temporarily ported BUILD_PHASE_TERRARIN_MESH to gdscript, so I can test/develop the mesh simplifier easier. 2020-02-20 14:01:39 +01:00
cf0242ead6 Update to the latest Voxelman to get the api updates. 2020-02-20 13:48:52 +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
1213360c58 Went back to using the voxel textures I created, but set them to be 256x256. 2020-02-15 15:42:40 +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
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
b41f0a8f00 Update to the latest Voxelman, and improvements to the .vscode files. 2020-02-10 23:42:13 +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
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
4df7af7e8e Small tweaks. 2020-01-17 23:57:00 +01:00
094081c34c Tweaks. 2020-01-15 16:20:43 +01:00