Commit Graph

199 Commits

Author SHA1 Message Date
26e20ee516 Update ESS. (Removed WorldSpell, because the same thing can be implemented into spells a lot simpler.) 2020-04-07 02:13:10 +02:00
fbcb328cb1 UPdate Voxelman to the latest to grab the bugfixes. Also chunks now generate faster. 2020-04-06 20:26:05 +02:00
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
7b2475be36 Removed a few unneeded files. 2020-04-06 01:21:52 +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
174ad7220d Only use 4 threads. 2020-03-30 23:22:41 +02:00
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
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
db5eacfe36 Turn on threaded builds again, the crashes are caused by deleting chunks while they are generating (e.g. clicking the load button too early for example). 2020-03-30 01:40:04 +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
15867a0889 More tweaks. 2020-03-25 01:40:25 +01:00
c8bcf48a1f More tweaks. 2020-03-25 01:32:43 +01:00
7a582c4e70 Tweak the touch control sizes a bit more. 2020-03-25 01:02:02 +01:00
0e453670ff Now the TurnPanel and TouchPad's size is a lot smaller, this makes tap targeting a lot simpler, and more intuitive. (Eventually I will probably go back to the original plan, revert the size but add clickthrough support.) 2020-03-25 00:53:53 +01:00
f1bd772b76 Fix CharacterEntry's toggle mode. 2020-03-24 17:44:02 +01:00
6c4a808baa Now the character's button in the menu will be selected by default. (Its still a button for now.) 2020-03-24 02:22:01 +01:00
e92890c61f Experimental automatic load, and renamed a few buttons. 2020-03-24 00:56:19 +01:00
832043c49e Reworked the menu a bit as an experiment, now a player can only have one character active at a time. (It is really hacky for now, it will show more characters if manually added.) 2020-03-23 22:23:12 +01:00
55c5791991 Now the spell book can hide not learned class spells. 2020-03-20 15:06:29 +01:00
a8868d81dc Rename retire to renounce. 2020-03-20 14:48:29 +01:00
fa5b987d0d Update ESS to get the automatic save fix for ProfileManager, and turn it on. 2020-03-20 14:47:11 +01:00
e02dbe69a7 Implemented profile based class levelling. Update HEADS to grab the changes from the ESS side. 2020-03-20 03:32:44 +01:00
78180afff0 Improved the character selection and creation menu a bit by giving more info. Also fixed a bug. 2020-03-19 21:15:07 +01:00
5f4a055a6e Experimented with the sky color. Also update HEADS to grab the VoxelStructure changes. 2020-03-19 13:11:43 +01:00
abd0e00056 Increased the world's voxel scale to 3 (again). 2020-03-19 01:36:21 +01:00
8106222585 Now the actionbars are profile-based. Also an update ESS to get the ProfileManager, and the levelling changes. 2020-03-18 03:08:37 +01:00
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
c9ffc5a821 Added 2 spells to Naturalist, implemented range, and started implementing mana. 2020-03-10 15:33:48 +01:00
cb6faf1120 Updated everything to get the improvements from ESS (spell scailng became a project wide setting.) Spell scaling is now off. Added back in ranks, as in the long run ranks will work better. 2020-03-10 13:30:40 +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
f4cfd4f897 Update everything to the latest, to grab the voxelman changes, as it got a lot faster, and not the TransvoxelMesher optimizes it's meshes, which usually means around 500 less vertex per chunk. Disabled threading for now. 2020-03-09 00:22:54 +01:00
ce8290329b Update Voxelman to the latest to grab the improvements. 2020-03-06 21:32:52 +01:00
9cab73125e Forgot to change it for the networked player scene. 2020-03-05 10:30:44 +01:00
e7b2014bee Reduce mob nameplate range to 50 meters. 2020-03-05 10:29:58 +01:00
2bb497f1d9 Grab the latest Voxelman for the VoxelMesher improvements. 2020-03-04 23:38:45 +01:00