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
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
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
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
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
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
3d7b24ff5a
Update copyright headers.
2021-04-15 11:52:32 +02:00
76265b54a8
Fix editor world generation.
2021-03-22 23:41:58 +01:00
cda3fe3638
Moved species_human.tres to the folder it should have been.
2021-02-07 17:18:55 +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
c18ecacd5a
Update Voxelman and the mesh_utils module. Now lods over 4 is supported for terrarins.
2020-10-20 17:07:05 +02:00
c154b678af
Updated ESS to get the changes/cleanups to EntityData.
2020-10-19 12:23:00 +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
e9ade41995
Small cleanups and updated Voxelman to the latest, to get the prop job fixes.
2020-10-06 19:26:13 +02:00
91656e1060
Fix a path for the item tooltip inside the inventory ui.
2020-09-24 16:23:41 +02:00
e7334f483b
Changes to player_ui to support modularization, and now the CharacterWindow is a module, and it's added to the UI dynamically.
2020-09-22 15:10:34 +02:00
4c902fe7a7
Moved the module initialization code to a new DataManager autoload. Also added a new on_request_instance method to GameModule, and also added a request_instance method to the new DataManager. player_ui is requested through this new api.
2020-09-22 14:28:41 +02:00
c520e9037a
Fix de-equipping items, and now the inventory will be properly refreshed after equipping/de-equipping. Also update ESS to get the backend equipping related fixes.
2020-09-15 17:01:53 +02:00
3368ab132b
Implemented texture layering for character clothing.
2020-09-15 11:36:08 +02:00
8ce19070ae
Fix items overriding textures for characters.
2020-09-15 10:54:50 +02:00
8648d5556c
Implemented buying from a vendor. Also fixed opening the spellbook from the last commit. Updated ESS to get backend support for buying items.
2020-09-15 01:18:00 +02:00
f68e3e1054
Implemented the vendor window (buying items are not yet implemented). Also added and spawned a test vendor. Updated ESS to get the required enum value.
2020-09-13 17:08:52 +02:00
980725ccd3
Hide the trainer window by default.
2020-09-13 00:22:37 +02:00
ab01405c5a
Implemented a trainer window, and trainer entities. Also updated ESS to get the support structure for them. Also added a naturalist trainer, and made the level spawn it in.
2020-09-12 01:01:43 +02:00
6fb1f1ca9b
Implement and use the voxelman blocky style dungeon. Work on proper player pacement into it (will be fixed later). Also update voxelman to get the ensure_channel_allocated method.
2020-09-05 22:38:24 +02:00
93e370fb77
Update the procedural animations module to get the custom method call track support.
2020-09-02 00:32:54 +02:00
2d15234eb8
Little work on the vman dungeon.
2020-09-01 23:37:36 +02:00
f0ff24b2a7
Added a new voxelman based dungeon class. (Just the skeleton for now.)
2020-08-26 00:21:01 +02:00
664258b666
Revert "Found a really cool dungeon tileset on OpenGameArt ( https://opengameart.org/content/3d-walls-props ) and added it as a module."
...
Will take an another direction. If I add it back, It will probably end up in it's own repo as a module, as big (lfs) repos are usually a pain to deal with.
This reverts commit 5da696a64c
.
2020-08-21 13:13:07 +02:00
5da696a64c
Found a really cool dungeon tileset on OpenGameArt ( https://opengameart.org/content/3d-walls-props ) and added it as a module.
2020-08-18 21:25:24 +02:00
988abb7849
Set the world's voxel scale to 2.6.
2020-08-14 14:33:20 +02:00
0f907d9c90
Fixed the model's animations in the blender file, and re exported everything. Also fixed the death animation.
2020-08-11 21:38:50 +02:00
adad0c0778
Now spawned mobs will match the player's level. (For testing.)
2020-08-03 21:51:09 +02:00