Commit Graph

15 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
6d330cb491 Re-enable threaded character model generation. 2020-05-23 22:09:40 +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
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
dce511474c Reduce the body visibility to 90 meters for the character I have. 2020-05-09 20:41:49 +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