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5185d29150
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Fix triangle winding order issues.
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2022-01-15 01:01:40 +01:00 |
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2a93318ff8
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Implemented ad triangle at command for mdr_ed. It still has issues determining the proper winding order though.
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2022-01-14 23:21:50 +01:00 |
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50074bf677
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Added an another helper method.
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2022-01-14 16:22:40 +01:00 |
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bdb0b956a7
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Moved the new helper to the bottom of the mesh utils. Also the reflect helpers will reflect v2 instead of v1.
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2022-01-14 15:50:54 +01:00 |
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8e546e113f
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Added add quad at and add triangle at options to mdr's gui, adn set up call paths for them.
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2022-01-14 15:24:59 +01:00 |
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7b0d382f57
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Split up the operations into a per vertex/edge/face panel and one that's permanent.
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2022-01-14 15:16:06 +01:00 |
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7fcafe7ac0
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Added more helper methods.
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2022-01-14 14:29:36 +01:00 |
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5a0cfe213d
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Renamed mesh_add_utils to mdred_mesh_utils.
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2022-01-14 13:17:31 +01:00 |
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6dfb97cb39
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Added a few helper methods to mesh add utils.
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2022-01-14 13:03:11 +01:00 |
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cfeee3b5b3
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Added naturalist's talents back to the resource db. This fixes them.
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2022-01-12 21:06:26 +01:00 |
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c512ec3875
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Removed the remaining auras.
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2022-01-12 20:44:27 +01:00 |
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915f8ce4bc
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Merged the existing aura's data into the spells. Removed all that I could.
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2022-01-12 19:52:11 +01:00 |
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36f7565cc6
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Merged spell_script_gd and aura_script.
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2022-01-12 19:35:37 +01:00 |
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9d0feb2379
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Fix method call.
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2022-01-12 19:30:22 +01:00 |
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197dbcc1e3
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aura_script now inherits from gs_spell_script. Also updated spell script's handle_effect, to the new style.
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2022-01-12 19:14:10 +01:00 |
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7d57bbbd56
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aura_script.gd now overrides the proper (new) methods.
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2022-01-12 17:43:58 +01:00 |
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ffafdbcef0
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Added the naturalis's aura spells to it's resource db. This makes them work again.
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2022-01-12 17:39:53 +01:00 |
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2a08f5de05
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Updated ESS, to get the Aura and Spell merge. Still a few smaller isuues linger around. They will be fixed in a few hours.
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2022-01-12 15:55:18 +01:00 |
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d2a5be02d4
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Udpated ESS to the latest to get the new property changes.
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2022-01-12 14:19:23 +01:00 |
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2d5e17b5be
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Fix more issues after the aura property renames. Also updated ESS to get property grouping improvements.
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2022-01-12 12:06:00 +01:00 |
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55fb9b2994
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text_name property in Auras shouldn't have been prefixed.
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2022-01-12 11:53:09 +01:00 |
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b70976e98b
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Update aura script.gd.
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2022-01-12 11:29:20 +01:00 |
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ad2215a66b
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Started merging auras and spells. As a first step aura's properties got an aura prefix. Updated ESS, and added this prefix to all aura resources.
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2022-01-12 11:26:33 +01:00 |
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c9dce50315
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Implemented connect for the vertex selection mode.
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2022-01-03 18:05:19 +01:00 |
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dbbad9871d
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Set up call paths to the connect, disconnect, and merge, split buttons.
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2022-01-03 17:33:34 +01:00 |
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0bb573a2ee
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Implemented add box and add quad.
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2022-01-03 16:54:28 +01:00 |
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b66331f8ab
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Cleanups for mesh add utils.
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2022-01-03 16:44:11 +01:00 |
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535f55d54c
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Change the sidebar's operations and add containers to vboxcontainer.
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2022-01-03 14:47:24 +01:00 |
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847fbd35dd
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Added more buttons to the mesh data editor's sidebar.
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2022-01-03 14:45:40 +01:00 |
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e2a43ac587
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Changed up the keybinds.
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2021-12-31 14:48:25 +01:00 |
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57a58a58ab
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Fix typo in edge map generation code. This should just make it more optimal by not not adding vertices multiple times to a single edge vertex map.
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2021-12-31 14:39:17 +01:00 |
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8a2da58680
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Implemented face selection mode.
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2021-12-31 14:37:07 +01:00 |
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17bc926810
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Don't process the current events in the mesh data resource editor if a key modifier is pressed.
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2021-12-31 13:52:23 +01:00 |
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6629fa503c
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Implemented outline for face selection. (Face selection itself is not yet implemented though.)
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2021-12-31 08:54:12 +01:00 |
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6733787c46
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Fix get_handle_edge_to_vertex_map.
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2021-12-31 08:42:19 +01:00 |
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4303e94617
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Implemented a different outline for the edge select mode.
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2021-12-31 08:41:25 +01:00 |
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2067291890
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Implemented switching selection modes through the ui.
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2021-12-31 08:18:56 +01:00 |
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34f080e03e
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The ui will now reflect axis constaint state.
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2021-12-31 08:08:02 +01:00 |
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81bfa4b6bd
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Fix axis constraint logic.
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2021-12-31 08:07:13 +01:00 |
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9962ef777a
|
Set up the edit mode buttons to actually reflect state.
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2021-12-31 07:51:23 +01:00 |
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f25e9aa3ad
|
Switched back to GodotPhysics from Bullet.
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2021-12-31 07:33:34 +01:00 |
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6fe4eaa7fa
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Fix regression with the vertex selection mode.
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2021-12-31 00:54:14 +01:00 |
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1e71822982
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Add in missing return. Also removed now obsolete comment.
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2021-12-31 00:53:21 +01:00 |
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881528f77b
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Now the mesh data resource plugin's gizmo will watch for changes in the edited mesh data resource when it's not messing with it.
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2021-12-31 00:52:39 +01:00 |
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71662367ae
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Small tweaks to the mesh outline generator.
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2021-12-31 00:47:08 +01:00 |
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5e63f45f0d
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The mesh outline generator now won't connect to the mdr's changed event.
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2021-12-31 00:44:01 +01:00 |
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5db3ff2eb3
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Initial edge select mode implementation. It's still a bit buggy, that will be fixed later.
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2021-12-31 00:12:02 +01:00 |
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ae56bf8b56
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Fix error on plugin reload.
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2021-12-30 01:23:54 +01:00 |
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4ef5881ad4
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Clear the test spatial.
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2021-12-30 01:21:56 +01:00 |
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bed06568e4
|
Handle more edge cases in recalculate_handle_points.
|
2021-12-30 01:21:38 +01:00 |
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2bffe4dc68
|
Fix visual server array len == 0 errors.
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2021-12-30 01:18:03 +01:00 |
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e0db0b0379
|
Fix an error, remove a now unneeded comment, and an apply call.
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2021-12-30 01:14:05 +01:00 |
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2217c1d4dc
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Remove commented line.
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2021-12-30 00:13:53 +01:00 |
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7565993faa
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Copy the required data in recalculate_handle_points, so the original mesh doesn't get modified as a side effect.
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2021-12-29 23:42:19 +01:00 |
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cf6da736c2
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Fix handle point ofsetting, and multiplications.
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2021-12-29 23:34:54 +01:00 |
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9e939eff64
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Move around some class variables, and prefix some of them with an underscore.
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2021-12-29 23:30:08 +01:00 |
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1bf7d50cf0
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Now the MDR edit gizmo uses the new generated handle points.
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2021-12-29 23:23:50 +01:00 |
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ec0b477291
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Implemented generating handle points.
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2021-12-29 22:01:52 +01:00 |
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e7110b5314
|
Renamed the entries in the EditMode enum.
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2021-12-29 21:38:57 +01:00 |
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|
0c923500f7
|
Small improvements.
|
2021-12-29 21:26:56 +01:00 |
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|
02da1a0780
|
Moved more code around.
|
2021-12-29 21:24:27 +01:00 |
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98e50d4a64
|
Now the mesh data resource editor's gizmo just stored the editoed mesh data resource. Also smaller changes / comments.
|
2021-12-29 21:21:23 +01:00 |
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21b7b3da0b
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Fix apply and redraw order.
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2021-12-29 17:54:44 +01:00 |
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612ee7936a
|
Moved around more code in mesh data resource editor's gizmo.
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2021-12-29 17:48:27 +01:00 |
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ef7ed3848b
|
Started refactoring mesh data resource editor's gizmo.
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2021-12-29 17:10:58 +01:00 |
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b3edaa7bd7
|
Fixed uvs and normals for the box.
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2021-12-29 00:07:37 +01:00 |
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6337d16a54
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Implemented the Add Box button for the mesh data resource editor.
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2021-12-29 00:00:28 +01:00 |
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290f8e39f1
|
Properly handle horizontal minimum in the flex grid container.
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2021-12-28 21:14:46 +01:00 |
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b0613182d0
|
Reworked mesh_data_resource_editor's side panel.
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2021-12-28 15:05:43 +01:00 |
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3d8493bd01
|
Added the FlexGridContainer from godot-color-palette, to the mesh_data_resource_editor.
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2021-12-28 14:30:11 +01:00 |
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f90d4e8858
|
Revert accidentally comitted change.
|
2021-12-28 14:23:30 +01:00 |
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d48894aa90
|
Updated the color palette addon.
|
2021-12-28 14:22:28 +01:00 |
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31ad20843f
|
Remove a hseparator.
|
2021-12-27 22:26:08 +01:00 |
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ef03b30dfe
|
Now HSeparators can also be added to the property inspector.
|
2021-12-27 22:25:37 +01:00 |
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cae4735ae2
|
Added separators to the property inspector. Also moved the content up above the new properties.
|
2021-12-27 22:22:07 +01:00 |
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e13be6f3f5
|
Added a class and script property by default to the property inspector.
|
2021-12-27 22:20:09 +01:00 |
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cfc3bc5ff7
|
Added the resource properties to the inspector wherever they were needed.
|
2021-12-27 22:06:43 +01:00 |
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f9662ed967
|
Added a resource property.
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2021-12-27 22:05:57 +01:00 |
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1dd6aa25f4
|
Add the locked property to the property inspector.
|
2021-12-27 22:05:08 +01:00 |
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e0cb83ffe2
|
Fix signal already connected errors.
|
2021-12-27 18:00:10 +01:00 |
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ff2579bd04
|
Now RectView will also change / zoom the margins.
|
2021-12-27 17:58:33 +01:00 |
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b45e197d69
|
Now RectView's zoom will resize everything, instead of just setting rect_scale.
|
2021-12-27 17:56:44 +01:00 |
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|
69b7cbb388
|
Removed the World Generator engine module.
|
2021-12-27 17:13:29 +01:00 |
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|
da3109f98f
|
Also remove the MainTPlanetGenerator.
|
2021-12-27 16:55:51 +01:00 |
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|
0ed5e814b8
|
Removed most of the old world generator. only kept a few classes around, these now inherit from resource.
|
2021-12-27 16:38:46 +01:00 |
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|
3ef478074f
|
Spawn the test vendor and trainer to the proper place.
|
2021-12-27 16:15:11 +01:00 |
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|
1cb11ca32a
|
Fix hit stack calculation.
|
2021-12-27 14:27:33 +01:00 |
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|
9fad900a51
|
The world generator now will look up the a spawner node, and get the starting coordinates from it.
|
2021-12-27 03:50:11 +01:00 |
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fbd232df1b
|
Added the village npc spawner code to the current spawner resource.
|
2021-12-27 03:49:37 +01:00 |
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82435d4c59
|
Added parent pos setup to the world generator resources.
|
2021-12-27 03:48:55 +01:00 |
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|
a44e362e31
|
Switched back from godot physics to bullet for now.
|
2021-12-27 03:47:59 +01:00 |
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|
808c8e97d3
|
Now terra chunks are actually properly generated by placing chunks on the world generator's grid.
|
2021-12-27 02:38:05 +01:00 |
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|
0cbf540e30
|
RectViewNodes now convert between yup and ydown coordinate systems to store rect.position.ys.
|
2021-12-27 02:36:52 +01:00 |
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|
0c96328005
|
Ported the current world generator to the new addon. Now the world in-game uses the new world generator's resource to generate the terrain.
|
2021-12-26 21:14:41 +01:00 |
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|
3adfad40a2
|
Added a seed parameter to the world generation methods.
|
2021-12-26 19:08:45 +01:00 |
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|
47c49b56ab
|
Added the needed methods for terrain generation.
|
2021-12-26 19:05:48 +01:00 |
|
|
8453518e8b
|
Added a class selector to the world editor on add.
|
2021-12-26 18:52:23 +01:00 |
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|
4ff14380a1
|
Added a new WorldGeneratorSettings resource which can store and load in world generator related classes from folders.
|
2021-12-26 18:51:46 +01:00 |
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|
9cac983ff5
|
Added a new get_editor_class to the WoirldGeneratorBaseResource, and now the RectViewNode will also render it if it's not an empty string.
|
2021-12-26 18:50:09 +01:00 |
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|
f739cca1f4
|
Now the added resource's rect gets recalculated on add_content() instead in create_content()
|
2021-12-26 18:48:29 +01:00 |
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