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26e20ee516
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Update ESS. (Removed WorldSpell, because the same thing can be implemented into spells a lot simpler.)
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2020-04-07 02:13:10 +02:00 |
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fbcb328cb1
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UPdate Voxelman to the latest to grab the bugfixes. Also chunks now generate faster.
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2020-04-06 20:26:05 +02:00 |
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68157fa433
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Update Voxelman to the latest.
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2020-04-06 14:53:27 +02:00 |
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590238216c
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Update Voxelman to the latest.
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2020-04-06 14:40:14 +02:00 |
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7b2475be36
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Removed a few unneeded files.
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2020-04-06 01:21:52 +02:00 |
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c992c0e545
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Update to the latest Voxelman.
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2020-04-06 01:12:07 +02:00 |
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156d24bee7
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Update Voxelman to the latest to grab the new improvements.
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2020-04-05 02:27:39 +02:00 |
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768af776e4
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Update every module, to get the prop refactors.
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2020-04-04 17:29:23 +02:00 |
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7b763a8f8b
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Remove nonexistent function call.
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2020-04-03 00:44:03 +02:00 |
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8b53d559b6
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Update every module, to grab recent improvements/fixes. Update everything to work with the latest Voxelman.
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2020-04-02 21:40:08 +02:00 |
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33ea27207e
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Fix running the game.
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2020-03-31 13:43:01 +02:00 |
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df960a8ce5
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Make chunk lod selection linear.
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2020-03-30 23:33:15 +02:00 |
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174ad7220d
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Only use 4 threads.
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2020-03-30 23:22:41 +02:00 |
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c18409a2f2
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Implemented lod for mobs. Also Updated HEADS to grab a crash fix from Voxelman, and the update to Skeleton3D from ESS.
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2020-03-30 23:18:28 +02:00 |
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874891cbe9
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Removed lod code from TVVoxelChunk as it got ported to Voxelman. Update HEADS to get the new version.
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2020-03-30 19:48:41 +02:00 |
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29e61139a8
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Update Voxelman to grab the mesh storage generalization. This simplifies the lod code a bit.
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2020-03-30 18:35:52 +02:00 |
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7c9b916a61
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Ported bake_mesh_array_uv and bake_mesh_array_uv into VoxelChunk.
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2020-03-30 14:58:57 +02:00 |
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db5eacfe36
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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).
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2020-03-30 01:40:04 +02:00 |
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e16524ff9d
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Chunks should start at lod level 0.
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2020-03-30 01:38:14 +02:00 |
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205abe67a7
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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.
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2020-03-30 01:22:25 +02:00 |
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066c43b48a
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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.
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2020-03-29 21:30:40 +02:00 |
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15867a0889
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More tweaks.
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2020-03-25 01:40:25 +01:00 |
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c8bcf48a1f
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More tweaks.
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2020-03-25 01:32:43 +01:00 |
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7a582c4e70
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Tweak the touch control sizes a bit more.
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2020-03-25 01:02:02 +01:00 |
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0e453670ff
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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.)
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2020-03-25 00:53:53 +01:00 |
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f1bd772b76
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Fix CharacterEntry's toggle mode.
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2020-03-24 17:44:02 +01:00 |
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6c4a808baa
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Now the character's button in the menu will be selected by default. (Its still a button for now.)
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2020-03-24 02:22:01 +01:00 |
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e92890c61f
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Experimental automatic load, and renamed a few buttons.
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2020-03-24 00:56:19 +01:00 |
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832043c49e
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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.)
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2020-03-23 22:23:12 +01:00 |
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55c5791991
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Now the spell book can hide not learned class spells.
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2020-03-20 15:06:29 +01:00 |
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a8868d81dc
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Rename retire to renounce.
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2020-03-20 14:48:29 +01:00 |
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fa5b987d0d
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Update ESS to get the automatic save fix for ProfileManager, and turn it on.
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2020-03-20 14:47:11 +01:00 |
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e02dbe69a7
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Implemented profile based class levelling. Update HEADS to grab the changes from the ESS side.
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2020-03-20 03:32:44 +01:00 |
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78180afff0
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Improved the character selection and creation menu a bit by giving more info. Also fixed a bug.
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2020-03-19 21:15:07 +01:00 |
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5f4a055a6e
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Experimented with the sky color. Also update HEADS to grab the VoxelStructure changes.
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2020-03-19 13:11:43 +01:00 |
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abd0e00056
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Increased the world's voxel scale to 3 (again).
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2020-03-19 01:36:21 +01:00 |
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8106222585
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Now the actionbars are profile-based. Also an update ESS to get the ProfileManager, and the levelling changes.
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2020-03-18 03:08:37 +01:00 |
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0c99bd0d35
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Update HEADS, and remove the code that got ported to Voxelman.
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2020-03-15 19:36:35 +01:00 |
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16d4c9ae2e
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Update to the latest Voxelman, to get the VoxelChunk->VoxelChunk,VoxelChunkDefault refactor.
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2020-03-12 23:26:19 +01:00 |
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ae0d64a069
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Few small fixes/cleanups. Also updated heads to get an uninitialized variable fix from ESS. This fixed player spawning issues.
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2020-03-12 13:50:14 +01:00 |
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c00ae9b9bb
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Implemented mana. Also updated HEADS, as ESS had lots of changes for EntityResources so this can work.
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2020-03-11 16:38:01 +01:00 |
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c9ffc5a821
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Added 2 spells to Naturalist, implemented range, and started implementing mana.
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2020-03-10 15:33:48 +01:00 |
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cb6faf1120
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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.
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2020-03-10 13:30:40 +01:00 |
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704aa85e93
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This is part of the debug code aswell.
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2020-03-10 12:16:41 +01:00 |
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2717880233
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text code for the mesh simplifier. It is commented out.
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2020-03-10 10:59:16 +01:00 |
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f4cfd4f897
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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.
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2020-03-09 00:22:54 +01:00 |
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ce8290329b
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Update Voxelman to the latest to grab the improvements.
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2020-03-06 21:32:52 +01:00 |
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9cab73125e
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Forgot to change it for the networked player scene.
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2020-03-05 10:30:44 +01:00 |
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e7b2014bee
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Reduce mob nameplate range to 50 meters.
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2020-03-05 10:29:58 +01:00 |
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2bb497f1d9
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Grab the latest Voxelman for the VoxelMesher improvements.
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2020-03-04 23:38:45 +01:00 |
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