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a13908fcec
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Also pass the seed to get_value for, and cleaned up perlin.gd.
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2021-10-04 13:15:18 +02:00 |
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0943dc32f8
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Aldo pass slot_idx to get_value_for.
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2021-10-04 13:11:08 +02:00 |
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4b334a6ad6
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Initial slot api for MMGraphNode. Already supports images. Also implemented the image generation helper methods for MMMaterial and MMNode.
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2021-10-04 13:09:43 +02:00 |
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537d44bc63
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Now the editor loads and created nodes from MMNodes, and also implemented MMNode and graphnode creating logic for the add button/dialog.
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2021-10-04 11:55:47 +02:00 |
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1374df2b59
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Not mat maker nodes inherit fromMMNode instead of TextureRect.
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2021-10-04 11:54:52 +02:00 |
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c5621036b2
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Added an Add button to the mat maker's editor.
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2021-10-04 11:27:35 +02:00 |
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0c099d3325
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Added a new MMGraphNode script.
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2021-10-04 11:24:47 +02:00 |
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137fd29f35
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Also add MMMaterial as a custom type.
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2021-10-04 11:24:02 +02:00 |
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5bb4822164
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MMNode now has a class_name declaration.
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2021-10-04 11:23:43 +02:00 |
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96e07af946
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Removed the test scenes from mat_maker_gd.
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2021-10-04 10:12:47 +02:00 |
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059cabc48b
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Main nodes for mat_maker_gd and Initial setup for an editor plugin.
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2021-10-03 19:56:35 +02:00 |
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46dae7373b
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Moved color related methods to a new colors.gd file.
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2021-10-03 17:12:13 +02:00 |
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44bdbeb56d
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Moved shapes to a new shapes.gd file.
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2021-10-03 17:04:54 +02:00 |
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55f85a9b2d
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Moved the rest of the gradient related code to gradients.gd.
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2021-10-03 17:02:07 +02:00 |
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0fc71e0f2c
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Moved circular gradient calculations to gradients.gd. This time the logic had to be changed extensively and the new logic still has bugs. It will be fixed later.
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2021-10-03 13:41:31 +02:00 |
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b3604ffebc
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Same change to sdf3d.
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2021-10-03 10:10:56 +02:00 |
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2f521f2998
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Moved sdf2d stuff to a new sdf2d script.
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2021-10-03 01:07:39 +02:00 |
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743e92ad55
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Finished patterns.
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2021-10-03 00:23:55 +02:00 |
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cb7fd0a873
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Moving pattern related things to a central patterns.gd.
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2021-10-02 19:48:45 +02:00 |
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5129cda7f1
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Same change to perlin related calculations.
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2021-10-02 18:45:29 +02:00 |
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735b1f67cd
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Moved every voronoi related calculations to a new class.
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2021-10-02 17:20:26 +02:00 |
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fdac5e5e85
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Moved all fbm related calculations to a new noise_fbm class.
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2021-10-02 16:59:50 +02:00 |
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1d6a95d578
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Moved even more things to commons.gd.
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2021-10-02 15:38:12 +02:00 |
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01fd374344
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Moved a lot more things to Commons.gd.
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2021-10-02 10:39:30 +02:00 |
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e4eccdc034
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Simple nodes are using Commons.gd aswell.
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2021-10-01 23:37:14 +02:00 |
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f3504fd634
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SDF3d also uses Commons.gs now.
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2021-10-01 23:32:11 +02:00 |
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15971442d0
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Sdf also uses Commons.gd.
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2021-10-01 23:30:23 +02:00 |
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0869d1096b
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Patterns now also use Commons.gd.
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2021-10-01 23:24:08 +02:00 |
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bb338ea1aa
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Nises now also use Commons.gd.
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2021-10-01 23:07:05 +02:00 |
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1e621a8278
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Filter nodes now use the common methods from Common.gd.
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2021-10-01 22:41:03 +02:00 |
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50b7575ef9
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Added Commons.gd to store common static methods for mat_maker_gd.
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2021-10-01 22:39:22 +02:00 |
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69767cd08b
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Reorganize mat_maker_gd.
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2021-10-01 22:04:09 +02:00 |
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88caf0d31f
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Added the color-palette plugin from the AssetLib.
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2021-10-01 10:17:08 +02:00 |
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bc1c8b2718
|
Created an addon from https://github.com/Relintai/mat_maker_gd . (Only the ported stuff). Also took the nodes from the newest https://github.com/RodZill4/material-maker .
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2021-10-01 00:54:13 +02:00 |
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96fff0331e
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Mesh data resource editor now uses MeshUtils to uv unwrap meshes. Removed my half-finished unwrapping code.
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2021-09-29 11:27:42 +02:00 |
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321302e9c5
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Committing image .import files as they get a new property stored on reimport.
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2021-09-29 11:24:07 +02:00 |
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410161831f
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Bit more experimentation.
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2021-09-28 14:54:26 +02:00 |
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626b02dc94
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Bit more work on uv unwrapping.
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2021-09-28 14:38:51 +02:00 |
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a6caaadb38
|
A bit more work on uv unwrapping.
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2021-09-27 19:27:12 +02:00 |
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1260374274
|
Bit more work on uv unwrapping.
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2021-09-27 18:24:16 +02:00 |
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3a13c1e21b
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Added uv normalization to the unwrap algorithm. Also now it sets the new uvs to the mesh data resource. Doesn't work properly yet though.
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2021-09-27 14:43:57 +02:00 |
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e5de63c421
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Initial uv layout implementation.
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2021-09-27 14:15:17 +02:00 |
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660933915b
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More work on uv unwrapping.
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2021-09-27 12:52:33 +02:00 |
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a2208d0489
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More work on the uv unwrapping algorithm.
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2021-09-27 12:38:57 +02:00 |
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2c266711a3
|
I think I figured out a way to uv unwrap meshes for the mesh data resource editor. Started implementing it. Mesh partitioning is done.
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2021-09-26 23:02:51 +02:00 |
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ed3c6eb19d
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Use the forward_spatial_gui_input variant which has the index parameter in mesh data resource editor by default.
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2021-09-26 20:04:42 +02:00 |
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eee70dac69
|
Removed the bone_editor addon, as now the engine has a skeleton editor built in.
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2021-09-26 17:23:00 +02:00 |
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6062255177
|
Updated the engine to the latest. Also removed "as" casts after get_node_or_null-s, as now when they return null you get an error.
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2021-09-22 00:11:19 +02:00 |
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8e0e86ef39
|
Work on the mesh data resource editor plugin. Also updated the mesh data resource module to the latest.
|
2021-09-13 18:47:56 +02:00 |
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74b35246c8
|
Now the mesh data resource addon actually shows uvs in the uv editor.
|
2021-09-13 12:32:33 +02:00 |
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|
de97b132a2
|
Fixed the set rest pose implementation.
|
2021-09-13 11:27:20 +02:00 |
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|
878f045f92
|
Added my seketon editor test scene.
|
2021-09-12 23:18:26 +02:00 |
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|
d9e0ed3741
|
Initial set rest pose implementation for the bone editor. Doesn't work properly yet.
|
2021-09-12 23:18:05 +02:00 |
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242321fd7a
|
Bone hierarchy editing support.
|
2021-09-12 15:52:22 +02:00 |
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6c32deb131
|
Now the bone editor addon can create bones.
|
2021-09-12 15:28:40 +02:00 |
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|
b181be5ddf
|
Fix error spam due to missing method.
|
2021-09-06 12:26:31 +02:00 |
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|
9fb8e01314
|
Fix error printed to the console on clients.
|
2021-08-31 02:00:49 +02:00 |
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|
4f7cb3c904
|
Fixed networked movement.
|
2021-08-31 01:57:32 +02:00 |
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|
9ba79d9dc4
|
More work on fixing networking. Also updated ESS to get the fixes from it too.
|
2021-08-31 00:40:45 +02:00 |
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|
288eaabe18
|
Updated ESS to get the Entity controller property rework.
|
2021-08-30 20:18:29 +02:00 |
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|
e6d21cbb8a
|
Remove the nameplate if the entity gets controlled by the player and it wasn't before.
|
2021-08-30 17:45:40 +02:00 |
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67b3ce48f5
|
Work on fixing networking.
|
2021-08-30 00:35:27 +02:00 |
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|
c0280ce6f3
|
Don't spawn mobs at all during world generation on a client.
|
2021-08-29 23:38:15 +02:00 |
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|
f8803b99ab
|
Fix update_visibility in PlayerGDBase. Also fix spawn_for in the entity spawner.
|
2021-08-29 23:32:54 +02:00 |
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3dd4f4592a
|
Fix setting up network_owner in the spawner.
|
2021-08-29 21:39:51 +02:00 |
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|
fcf4e520e9
|
Now the generated terrain and dungeons are actually seeded.
|
2021-08-29 19:38:58 +02:00 |
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715e4f209f
|
Don't spawn trees in the 0,0 chunk.
|
2021-08-29 11:43:27 +02:00 |
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026652931b
|
Physics bodies (the dungeon teleporters) on windows and even wine doesn't receive the mouse click events properly. So temporarily added a different way to detect clicks on them for windows.
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2021-08-28 12:06:10 +02:00 |
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3b3650c851
|
Bump version.
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2021-08-28 10:36:58 +02:00 |
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6b36577aa3
|
Spawn mobs into the dungeons.
|
2021-08-28 00:55:59 +02:00 |
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12e7618cd3
|
Now the dungeons will delete themselves when their teleporter goes out of range in the world. (The world is disabled while in a dungeon, so they won't despawn while the player is inside.)
|
2021-08-28 00:29:24 +02:00 |
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c6ae7518c0
|
Deactivate / activate the world on teleporting to a dungeon.
|
2021-08-28 00:09:05 +02:00 |
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9a8d658643
|
Now dungeons and teleporters get spawned in the world. They use placeholder graphics for now.
|
2021-08-27 23:07:58 +02:00 |
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4b5f6253db
|
The dungeon will now spawn plugs.
|
2021-08-27 19:30:27 +02:00 |
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99bab47f9f
|
Implemented room overlap checks for the building. It's only 2d for now.
|
2021-08-27 01:05:03 +02:00 |
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|
78c08c4f28
|
Re-generate room points for all the test rooms, and also re-export them to props.
|
2021-08-26 20:54:10 +02:00 |
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|
7ee9a14b01
|
Small changes to the test dungeon.
|
2021-08-26 00:18:39 +02:00 |
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|
4f02de36d9
|
Material cache support for the character.
|
2021-08-26 00:15:30 +02:00 |
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|
1d5fff0f06
|
Figured out room transforms.
|
2021-08-25 01:03:27 +02:00 |
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|
2b2d175a66
|
Initial Building implementation. The room transforms are still broken, will figure them out later.
|
2021-08-24 21:10:32 +02:00 |
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|
1b492b863f
|
Added more test rooms and started working on the dungeon class.
|
2021-08-20 23:53:09 +02:00 |
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|
861676531b
|
Exported the test rooms into props.
|
2021-08-18 19:02:32 +02:00 |
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|
65fba11bcd
|
Remade the test rooms with TiledWalls. Also committing the rest of the test stuff I made during the last few days to test the portal system.
|
2021-08-18 17:54:43 +02:00 |
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|
f83e53b0a1
|
Added a test room to help with implementing portal and room support to the prop system.
|
2021-08-12 20:53:13 +02:00 |
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|
583fadae70
|
Updated the props module to get the automatic lod change support to PropInstanceMerger.
|
2021-08-12 18:47:07 +02:00 |
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|
70a1ebef4c
|
Updated the props module. Now when the scene to prop conversion tool re-converts props the editor will pick up the changes without a restart.
|
2021-08-11 20:36:24 +02:00 |
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|
60e7d4af78
|
Updated the props module, I reimplemented vertex color lights + rao for PropInstanceMerger. Also updated mesh_utils, MeshMerger did not use vector write proxies.
|
2021-08-11 19:20:26 +02:00 |
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|
94681037ff
|
Added a few more small test prop scenes.
|
2021-08-10 19:10:01 +02:00 |
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|
364dea8159
|
Disabled the mesh data resource editor addon.
|
2021-08-10 19:09:40 +02:00 |
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|
c16bb42ea1
|
Updated the props module to get the PropCache singleton rework. Set up the project settings for it.
|
2021-08-09 22:13:18 +02:00 |
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|
d1cfc79887
|
Bump version to 0.3.5.
|
2021-08-08 21:13:21 +02:00 |
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|
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 |
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|
5228fbe0d2
|
Created a prop with the other tree texture.
|
2021-08-07 17:58:19 +02:00 |
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|
d56b96bf24
|
Turn on collision for the tree.
|
2021-08-07 14:41:43 +02:00 |
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|
7476d08ed2
|
Updated Terraman (and the engine) to get JobSteps support for PropJob. This also fixes the error spam during mesh generation.
|
2021-08-07 13:56:24 +02:00 |
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|
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 |
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|
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 |
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|
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 |
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|
885ba9e4d4
|
Removed one of the two tree meshes as they are the same.
|
2021-08-07 10:07:41 +02:00 |
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|
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 |
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