Commit Graph

129 Commits

Author SHA1 Message Date
2e3e0d88f4 Restored the ability to have multiple characters, and also turned off class learning/xp. I'm not yet sure how to go about it, maybe class levels could give some xp boost, will experiment more when the project is more mature. 2020-07-10 11:16:02 +02:00
ea4514374b Update ESS, to get a bugfix. 2020-07-09 00:41:59 +02:00
94a90d989c Update the engine and Voxelman to grab the prop related changes. 2020-07-07 18:40:24 +02:00
3cacc01945 Update the game to go with the new modules. 2020-07-06 22:33:56 +02:00
65a95ece4e Added an about menu. Done every tab except for the third parties for this project, will finish it soon. 2020-06-16 20:40:09 +02:00
2b0c4821e2 Added AdaptiveTheme, it modifies the margins in the ui's theme. Removed AdaptiveButton. 2020-06-15 19:27:49 +02:00
483c50dfac Added a touchscreen mode setting, and an AdaptiveButton that will set it's own min size if the setting is enabled. I did not replace all buttons yet, just made sure everything looks consistent. Also smaller theme improvements. 2020-06-15 18:37:51 +02:00
3a8784b7aa Increase the world threads to 8. 2020-05-23 22:09:53 +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
6ef0a84fbe Renamed the data directory into modules. 2020-04-26 13:36:10 +02:00
b0874ebbb6 Renamed voxel_libraries to voxel_library and moved in into the test planet's folder. (Note that the library is at the moment used by World scene, this will be changed later.) 2020-04-26 11:12:20 +02:00
fee3ba9137 Grouped the files of my current test planet together, and made the planet loading code use the new folder structure. 2020-04-26 10:59:22 +02:00
162f9c3bd2 Moved around a few folders. 2020-04-26 10:10:07 +02:00
1b16cbf376 Fix running desktop export. 2020-04-26 00:29:43 +02:00
04da48826e Update HEADS to get the customizable stats for ESS. 2020-04-25 21:41:42 +02:00
1e3e65bd73 Update ESS so saving spells and recipes work with paths aswell. Re-enable static resource db with id remapping. 2020-04-19 18:43:46 +02:00
a2933a2b7b Update ESS to the latest to get the id to resource path changes. 2020-04-19 18:27:38 +02:00
1a04066f4c Update ESS to grab the new database class. Main Scene now uses it, instead of the static db. 2020-04-18 22:51:17 +02:00
1de820dfcc Now the game pretty much supports modding. MainScene will now look through the project opening all files named game_module.tres and in alphabetic order of their resource_path if exist it calls load_module on them. ESS's resourcedb is now created by MainScene, and it's the static type, with id remapping on. Append your resourcedbs into it. See game_module.gd. Also updated HEADS to grab the latest ESS. 2020-04-18 20:58:43 +02:00
dada397e92 Update HEADS to get the new ESS changes. Because of these changes the Entities autoload is now removed, it's code/functionality has been brought into a new bs_entity_spawner resource. 2020-04-18 14:35:28 +02:00
b776f0cf2f Update HEADS, to grab the latest voxelman. Also smaller doc-related fixes to the other modules. 2020-04-18 02:55:13 +02:00
2202b75ddb Update HEADS, mainly to grab the latest ESS changes. 2020-04-14 17:04:59 +02:00
590238216c Update Voxelman to the latest. 2020-04-06 14:40:14 +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
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
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
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
a8868d81dc Rename retire to renounce. 2020-03-20 14:48:29 +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
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
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
f2ac08f7bc Now mobs actually won't move/fall when outside of the loaded and meshed area. Fix to mob spawning coordinates in simple biome. Also update Voxelman to grab the is_position_walkable fix. 2020-03-04 18:42:49 +01:00
84668b4153 Grab the latest Voxelman, and small amounts of test code. 2020-02-26 01:16:19 +01:00
2321f2630e Removed the fast quadratic mesh simplifier module, because as it turns out, it won't work with the kind of meshes this project has. 2020-02-21 17:57:00 +01:00
5185e97d65 Update to the latest ESS, to get the update to class and character level separation. 2020-02-20 12:21:31 +01:00
e826266b7a -CharacterSkeleton now uses _enter_tree() instead of _init() to set itself up, also it will duplicate the character material here, instead of durgin generation. This fixed a threading related crash.
-TVVoxelChunk will now just use the library's prop material instead of creating one.
Also update HEADS for a threading fix in Voxelman, and the deferred spawning requests.
2020-02-16 16:23:45 +01:00
f3f9de391a Update HEADS to get the new prop related changes from Voxelman, and the WorldGenerator. Changed the voxel scale in the menu aswell. 2020-02-16 02:57:24 +01:00
546832d10b Experimented more with the world's scale. Now it's set to 1.6. 2020-02-15 14:55:54 +01:00
d0a0d6ec39 Update HEADS to get the indexing/Cubic Mesher improvements from Voxelman. Updated most of the level generation logic. (A few errors still get printed to the console though.) Right now (temporarily) only the Cubic Mesher's mesh is visible. 2020-02-14 03:25:41 +01:00
c77dfd8350 Removed a few more now unused classes, and reorganized the Voxelman folder. 2020-02-13 14:06:56 +01:00
d30e33a122 Now the transvoxel mesher bakes alternative uv coordinates into uv2 so it can inetrpolate between different voxel surfaces near seams (based on COLOR.a). 2020-02-13 03:31:42 +01:00
17973cb2bd Actually enable threaded world generation. 2020-02-12 14:31:36 +01:00
fad9e70f48 Set max_concurrent_generations in World back to one, as a quick and dirty crash fix. 2020-02-11 00:09:37 +01:00
b41f0a8f00 Update to the latest Voxelman, and improvements to the .vscode files. 2020-02-10 23:42:13 +01:00
0f88eb8e80 Update to the latest ess. (Spawning rework). 2020-02-03 18:37:11 +01:00
ae09b0194e ESS update. 2020-02-01 11:20:05 +01:00
3044cb8275 Update the license for 2020. 2020-01-31 20:01:34 +01:00
2cbc037e92 Updated HEADS, changed world scale to 1, and texture scale to 4. 2020-01-31 20:00:27 +01:00
4805bb8e81 Increased the world scale back to 3, also increased the chunk spawn range by one on the y axis. 2020-01-30 16:50:50 +01:00
094081c34c Tweaks. 2020-01-15 16:20:43 +01:00
6aa08476e1 Work on the style. Now the transvoxel mesher will scale the textures (like standard terrarin engines). Update to HEADS. 2020-01-14 23:15:46 +01:00
eab9d82d0c Fix matrix multiplication order for the display player, and small tweaks to the menu. 2020-01-14 13:40:38 +01:00
c75b1387ed Changed the voxel scale to 3. 2020-01-10 11:51:34 +01:00
2e1cb09da2 Increased voxel scale to 4 again. Also updated HEADS. 2020-01-10 01:35:58 +01:00
49151412bf Corrected the color of the textures by hand, and removed the color correction workaround with contrast. 2020-01-07 13:26:07 +01:00
c4c5d9fe82 Added an easy build option for the setup script. Also changed the contrast a bit. 2020-01-06 16:59:54 +01:00
382749220c Update for the latest ESS. 2020-01-02 23:02:45 +01:00
f2e4858685 Removed one of the lights. Also increased the strength of the remaining. 2019-12-23 22:58:52 +01:00
2f39cde662 Removed the old voxel textures. Also cleaned up voxel libraries. 2019-12-23 22:53:51 +01:00
8b153238c9 Created a grass texture, and a dirt texture. Modified my old textures. Now the world's textures are 64x64, and the voxel scale is 2. 2019-12-23 22:45:29 +01:00
e9515bef2c Changed the license to MIT. 2019-12-22 19:20:38 +01:00
0755ceb74d Shadows are disabled again (for now), so it's easier to test on low end hardware, before I implement a setting for it. 2019-12-07 17:15:08 +01:00
3587693a99 Turns out my main monitor's color balance was set differently, changed the settings so the style would work with the proper defaults 2019-12-07 17:00:32 +01:00
054bb18cd3 Improved the menu a bit. 2019-12-07 16:12:27 +01:00
ad8c9fb653 Work on the style. 2019-12-07 15:54:46 +01:00
3e0b247251 Experimented with the world scale and different sized textures, I want to make the world less like pixel art. Also changed map generation a bit, but it will need more changes, as I originally implemented the transvoxel algorithm differently, in order to have proper voxel type information. 2019-12-06 23:17:12 +01:00
d4d4cfaa8a Added the 3 elementalist spells to elementalist!s class. 2019-12-06 00:48:36 +01:00
5d01eddfee Started work on a new class, the elementalist. 2019-12-05 01:00:45 +01:00
894e45df31 Set force dungeon to off. 2019-11-22 18:07:16 +01:00
907988a7d0 More files. 2019-11-20 14:05:35 +01:00