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a02c3f8282
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Updated the project setup script. Now it will be able to handle old engine versions aswell.
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2022-06-11 02:31:18 +02:00 |
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94e965c48e
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Fix the clone command.
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2022-06-11 00:53:00 +02:00 |
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1ee52db76f
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Udpated the engine so it has the removed helper scripts. Also changed the project's SConscript to just use the one found in the engine. It can clone the engine if it doesn't exists.
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2022-06-11 00:46:00 +02:00 |
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b891058708
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Updated the engine. Smaller fixes, and backports.
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2022-03-24 12:52:59 +01:00 |
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8a2f9be68a
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Updated the engine. I mass replaced godot to pandemonium in it.
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2022-03-23 21:30:28 +01:00 |
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887e33f32d
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Make the build script automatically generate the editor apk when needed.
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2022-03-23 13:34:51 +01:00 |
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4b3c3efb30
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Siwtched the engine to the Pandemonium Engine (my new fork of godot).
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2022-03-15 14:34:19 +01:00 |
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104f00aa80
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Add c build word letter to pass the new compiledb=yes parameter to the engine's build script.
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2022-02-12 17:59:18 +01:00 |
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e5f0d7b0d2
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Added osx, headless, and cleaned up the ios build target.
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2022-01-29 00:27:36 +01:00 |
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9610e56c9a
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Added threads postfix for build words.
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2022-01-28 14:14:51 +01:00 |
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358b350b40
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Removed patches, as they are now built in into the engine.
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2022-01-09 23:41:32 +01:00 |
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85bec5de68
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Switched to my own godot fork temporarily. I'm hoping that eventually I'll be able to switch to godot 4.x. (I expect this to still take quite a while.) However until then I'm planning to just grab all the useful prs/features and either merge or backport them, as development for the 3.x branch has slowed down considerably (and understandably). Also I need features more for the project than compatibility so this way I can just change anything when needed.
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2021-09-21 20:22:29 +02:00 |
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f52bfb0190
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Now the slim build's arguments are also taken from the module config.
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2021-09-06 19:10:40 +02:00 |
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b036c74037
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Removed the module data from the main build script. It's now in a new module_config.py file.
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2021-09-06 18:46:51 +02:00 |
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b99936044f
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Added the run command to the build config so for example emsdk_env can be sourced automatically before a build when needed, as now godot's build script works differently.
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2021-08-08 18:11:46 +02:00 |
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04e492fc15
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Removed the porcedural animation module.
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2021-07-20 20:00:10 +02:00 |
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6e0ae6ff70
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The webp module will be enabled now in the slim builds.
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2021-07-19 22:59:24 +02:00 |
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00abc55491
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Removed voxelman.
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2021-04-19 10:19:10 +02:00 |
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64771dbf65
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Use the new 3.x branch for the engine.
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2021-04-15 12:11:19 +02:00 |
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69522f83d2
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Add the new terraman module (does nothing atm). Also update all modules and the engine.
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2021-04-15 11:53:17 +02:00 |
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3d7b24ff5a
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Update copyright headers.
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2021-04-15 11:52:32 +02:00 |
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18b13ce815
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Added a build postfix for stripping the binaries.
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2021-03-24 09:49:06 +01:00 |
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0aad743afe
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Fix typo.
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2021-03-09 16:26:30 +01:00 |
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4f34452ad9
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Added _latomic build word postfix for building on the pi4. Also added postfixes to readme.md.
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2021-03-09 16:17:11 +01:00 |
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81a9e44ee0
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Added a patch for voxelman to make the spatial editor plugin work again, if the skeleton editor plugin patch is applied, as it changes forward_spatitial_gui_input. It gets applied automatically after the skeleton editor plugin patch.
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2021-02-23 10:25:11 +01:00 |
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0bcc675507
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Added TokageItLab's SkeletonEditor backport as a patch. From https://github.com/TokageItLab/godot/commits/pose-edit-mode-fixedup and https://github.com/godotengine/godot/pull/45699 .
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2021-02-23 01:30:54 +01:00 |
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4cf18b244b
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Actually fix the new arg.
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2020-12-22 16:01:38 +01:00 |
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e1528a28ff
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Added a _slim postfix option to the build word string. It will build a slimmed down version of the engine. Will document it later.
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2020-12-22 15:55:31 +01:00 |
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e033635f3e
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Update all modules, to get the python encoding-related fixes. Also added a file encoding declaration to the build script.
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2020-08-08 20:08:27 +02:00 |
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80fe41009a
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Now the setup script will pull the right branch when updating the engine, this should fix git leaving lots of merge conflicts.
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2020-06-18 11:35:05 +02:00 |
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1d2a562804
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Fix customizable exports on windows.
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2020-06-12 10:46:38 +02:00 |
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43b1385705
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Implemented customizable build environment variables.
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2020-06-12 10:35:20 +02:00 |
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f76867cf16
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Fix typo in the setup script. This fixes repository setups.
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2020-06-10 12:42:04 +02:00 |
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bf582640ef
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Readme.md cleanup part 1.
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2020-06-10 10:44:18 +02:00 |
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d27363175d
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Remove the compilation db patch, as it got merged into Godot a while ago.
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2020-06-10 09:52:52 +02:00 |
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988bd26d38
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Fix the order of the links for the thread pool module.
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2020-06-10 09:42:57 +02:00 |
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7bd29dcf83
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Added my new thread pool module.
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2020-05-24 21:19:20 +02:00 |
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bd7104d150
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Added my new Broken Seals module.
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2020-05-23 20:31:00 +02:00 |
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44f1ce9d39
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Replaced my fast quadratic mesh simplifier module with the new mesh_utils one. This one will contain all of the mesh merging/simplification stuff in a centralized manner (with a singleton).
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2020-05-23 20:19:04 +02:00 |
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9d1f4128f8
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Removed ess_data as a dependency from the setup script, but added it into this repo and renamed it to module manager.
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2020-04-26 15:47:21 +02:00 |
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f0ade5e332
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Removed the gles2 batching patch as its now in 3.2.
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2020-04-18 02:58:41 +02:00 |
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72f16bd603
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Add -d command line option to git clean commands.
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2020-04-09 15:15:22 +02:00 |
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9bd9eaaeb8
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Added the new Props module. Also updated everything.
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2020-04-03 12:09:21 +02:00 |
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74459bec3f
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Merge branch 'master' of github.com:Relintai/broken_seals
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2020-03-28 11:49:20 +01:00 |
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d9269d2f84
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Added the new gles2 batch rendering pr by lawnjelly as a patch.
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2020-03-28 11:49:03 +01:00 |
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9d666ebe5b
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Properly escape 2 windows paths.
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2020-03-26 18:31:28 +01:00 |
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468284fc60
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Added a use llvm option to the setup/build script.
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2020-03-24 19:05:53 +01:00 |
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0a46eab184
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Windows support for the build and setup script.
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2020-03-24 16:58:37 +01:00 |
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3280ed1eca
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Added in fast quadratic simplifier again, as I realized that it will work on the terrarin meshes after a remove doubles pass. Also it should be able to run on characters aswell. (After it gets fixed).
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2020-03-08 00:02:28 +01:00 |
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0258425ef3
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Update everything to get the latest Voxelman. Removed PropTool addon, as it's now it's in Voxelman by default. Ignore the temporary folder.
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2020-02-29 16:52:00 +01:00 |
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