Commit Graph

180 Commits

Author SHA1 Message Date
2d46c1bb10 Update ESS, so CharacterSkeleton uses the bone id in VisualEntry properly. Remove the null entries from the test character visuals. Also fix left upper arm. 2020-06-16 11:42:10 +02:00
d0586063d1 Update the engine, and ESS, to get the Cooldown and CategoryCooldown removal change. 2020-06-13 21:53:10 +02:00
2dfba2bc97 Update Voxelman to the latest to get the mesher changes. 2020-06-12 19:55:37 +02:00
70b1b4badd Update ESS to get the TalentRowData changes. Also updated the engine. 2020-06-05 18:05:54 +02:00
6d330cb491 Re-enable threaded character model generation. 2020-05-23 22:09:40 +02:00
d4ccb9d743 Update Voxelman and the BS module, because ported the biome generation code to c++. Also now the voxel world only updates lods manually with gdscript. 2020-05-23 22:09:19 +02:00
08c0c69aa7 Now the CharacterSkeleton uses Arrays directly. 2020-05-23 19:56:03 +02:00
fbc1c056a1 Redone the seams for the character's model. 2020-05-23 19:29:32 +02:00
6b50033f29 Now the visibility/lod/wakeup check has a timer for mobs. 2020-05-23 18:49:06 +02:00
8bf46093e7 Increase the chunk despawn range by one. 2020-05-23 18:13:30 +02:00
c0f1b21788 Removed IKs from the blender model, also fixed a few more issues with it. In blender the animations look bad, but in godot they still work, they will be fixed later. Removed an old generated skin file, it seems like this caused all the old model import problems. Reoriented the meshes, now without the old skin. 2020-05-23 12:25:12 +02:00
ce23b724c9 Update ESS, to get the ModelVisualEntry rework. 2020-05-21 15:42:22 +02:00
e1d24dc838 Updated ESS to get the ModelVisual, and ModelVisualEntry changes. 2020-05-20 22:14:56 +02:00
794820e08c Update ESS. 2020-05-20 20:41:26 +02:00
9721a80086 Fix broken dependencies. 2020-05-20 01:42:02 +02:00
2302657002 Update ESS, to get the ItemVisual to ModelVisual rename. 2020-05-19 21:10:07 +02:00
a109c9070f Mostly reoriented the model's bodyparts. It's not perfect, but good enough for now. 2020-05-17 18:51:34 +02:00
e43cce888a Now all of the current character's bodyparts are in gltf. 2020-05-17 17:00:16 +02:00
6fe13fbaf3 The current character model has been ported to use procedural animations. Also from now on it's imported from gltf2. The mesh generation is broken for the time being, will fix soon. Also updated every module and the engine. 2020-05-17 16:28:31 +02:00
99f01c6c95 Update the engine, and Voxelman to the latest. 2020-05-09 21:25:45 +02:00
dce511474c Reduce the body visibility to 90 meters for the character I have. 2020-05-09 20:41:49 +02:00
52b89c9746 Only calculate texture for uv2 if it actually needs to happen. So far doing it like this seems faster. 2020-05-09 20:41:17 +02:00
0c1ac31224 Spawn the correct mob. 2020-05-06 21:50:15 +02:00
d12d58d61b Update ESS (and the engine) to the latest, to get the stat reworks. 2020-05-03 00:17:23 +02:00
0f4093fc44 Update ESS, so StatData is inside EntityData instead of EntityClassData. 2020-04-29 18:14:46 +02:00
c3deaf1403 Update ESS to the latest to get the baked in health and speed resources. 2020-04-29 01:10:10 +02:00
8e50bda8ef Updated ESS, now the Speed and Health ResourceData instantiates the c++ version. 2020-04-28 23:58:25 +02:00
3544cd88fc Health and Speed are now EntityResources. The Stat versions are now just flat modifiers to them. Added back the Mana stat as a flat mana modifier. Also updated ESS to get the changes necessary for this system. 2020-04-27 18:40:20 +02:00
7b76a90a8f Removed mana from stats. 2020-04-27 17:11:10 +02:00
74304c87e8 Fix .gitignore to only ignore the modules folder that is in the root of the project. This commit contains the missing files from #6ef0a84fbecf . 2020-04-26 15:43:07 +02:00