Commit Graph

738 Commits

Author SHA1 Message Date
e31aedbb1b Now add slot universal methods in MMGraphNode only take an universal property as argument. Also added an universal texture slot. Had to add init_properties and _init_properties, and had to change register_methods to _register_methods in subclasses. 2021-10-06 10:30:22 +02:00
8654865b1b Add everything needed to construct slots to the universal property. 2021-10-06 09:53:40 +02:00
efc5d8ae9c Added image type to MMNodeUniversalProperty. 2021-10-06 09:46:34 +02:00
f1afa03c66 Removed obj, getter and params from MMNodeUniversalProperty, now instead it will have an another MMNodeUniversalProperty ref as input_property. Also smaller simplifications. 2021-10-06 09:27:22 +02:00
1611efc9d1 Moved the SlotTypes enum from MMNode to MMNodeUniversalProperty. 2021-10-06 09:15:48 +02:00
9f24edd50f Now shape's radius and edge is using universal property. 2021-10-06 00:56:13 +02:00
cca43432f3 Add uv parameter to get_value, and call emit_changed() in get_default_value in the universal property. 2021-10-06 00:53:19 +02:00
04c3098390 Fix issues with universal property handling in MMGraphNode. 2021-10-06 00:51:52 +02:00
ebb8098ba2 Initial shapes node implementation / cleanup. It still needs universal inputs. 2021-10-06 00:24:13 +02:00
0923f1095b Enum slot support for mat_maker_gd. 2021-10-06 00:23:24 +02:00
27471b8bdf Universal input support for mat_maker_gd. Nothing is using it yet, so it might need fixes. 2021-10-05 23:14:54 +02:00
88aa8e84ac Optional range parameter for some of ht eadd slot methods. 2021-10-05 20:59:47 +02:00
59c43c0cab Now all add_slot methods return the slot index. 2021-10-05 20:21:11 +02:00
0548a8b7fd Did the same to noise_voronoi.gd. 2021-10-05 17:54:06 +02:00
28e7719c52 Add the original shader code top colors.gd aswell. 2021-10-05 17:27:15 +02:00
a80d0334a1 Updated noise_fbm code based on the new shaders. 2021-10-05 13:33:27 +02:00
49f9cf7d01 Added the shader code for noise_fbm aswell. 2021-10-05 13:26:40 +02:00
2074729364 Missed one. 2021-10-05 11:57:40 +02:00
057ad6c4bc Fix a few newlines. 2021-10-05 11:56:51 +02:00
1bc5139058 Merge branch 'master' of github.com:Relintai/broken_seals 2021-10-05 11:54:28 +02:00
9f41deb164 Added the current shader code from material maker as a comment to shapes. 2021-10-05 11:54:16 +02:00
b55487d6df Added a vector2 slot to MMGraphNode. 2021-10-04 18:29:11 +02:00
54003493f2 Fix errors. 2021-10-04 15:14:41 +02:00
e8a3874cfb Added universal slot type. 2021-10-04 15:10:38 +02:00
679e992ef8 Add step as a parameter to add_slot_float. 2021-10-04 15:00:00 +02:00
ef784088b4 Implemented int and float slots. 2021-10-04 14:58:15 +02:00
634d28b713 Added slot color support. 2021-10-04 13:28:00 +02:00
2eb6f789dd Added a SlotTypes Enum. 2021-10-04 13:27:29 +02:00
a13908fcec Also pass the seed to get_value for, and cleaned up perlin.gd. 2021-10-04 13:15:18 +02:00
0943dc32f8 Aldo pass slot_idx to get_value_for. 2021-10-04 13:11:08 +02:00
4b334a6ad6 Initial slot api for MMGraphNode. Already supports images. Also implemented the image generation helper methods for MMMaterial and MMNode. 2021-10-04 13:09:43 +02:00
537d44bc63 Now the editor loads and created nodes from MMNodes, and also implemented MMNode and graphnode creating logic for the add button/dialog. 2021-10-04 11:55:47 +02:00
1374df2b59 Not mat maker nodes inherit fromMMNode instead of TextureRect. 2021-10-04 11:54:52 +02:00
c5621036b2 Added an Add button to the mat maker's editor. 2021-10-04 11:27:35 +02:00
0c099d3325 Added a new MMGraphNode script. 2021-10-04 11:24:47 +02:00
137fd29f35 Also add MMMaterial as a custom type. 2021-10-04 11:24:02 +02:00
5bb4822164 MMNode now has a class_name declaration. 2021-10-04 11:23:43 +02:00
96e07af946 Removed the test scenes from mat_maker_gd. 2021-10-04 10:12:47 +02:00
059cabc48b Main nodes for mat_maker_gd and Initial setup for an editor plugin. 2021-10-03 19:56:35 +02:00
46dae7373b Moved color related methods to a new colors.gd file. 2021-10-03 17:12:13 +02:00
44bdbeb56d Moved shapes to a new shapes.gd file. 2021-10-03 17:04:54 +02:00
55f85a9b2d Moved the rest of the gradient related code to gradients.gd. 2021-10-03 17:02:07 +02:00
0fc71e0f2c 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. 2021-10-03 13:41:31 +02:00
b3604ffebc Same change to sdf3d. 2021-10-03 10:10:56 +02:00
2f521f2998 Moved sdf2d stuff to a new sdf2d script. 2021-10-03 01:07:39 +02:00
743e92ad55 Finished patterns. 2021-10-03 00:23:55 +02:00
cb7fd0a873 Moving pattern related things to a central patterns.gd. 2021-10-02 19:48:45 +02:00
5129cda7f1 Same change to perlin related calculations. 2021-10-02 18:45:29 +02:00
735b1f67cd Moved every voronoi related calculations to a new class. 2021-10-02 17:20:26 +02:00
fdac5e5e85 Moved all fbm related calculations to a new noise_fbm class. 2021-10-02 16:59:50 +02:00
1d6a95d578 Moved even more things to commons.gd. 2021-10-02 15:38:12 +02:00
01fd374344 Moved a lot more things to Commons.gd. 2021-10-02 10:39:30 +02:00
e4eccdc034 Simple nodes are using Commons.gd aswell. 2021-10-01 23:37:14 +02:00
f3504fd634 SDF3d also uses Commons.gs now. 2021-10-01 23:32:11 +02:00
15971442d0 Sdf also uses Commons.gd. 2021-10-01 23:30:23 +02:00
0869d1096b Patterns now also use Commons.gd. 2021-10-01 23:24:08 +02:00
bb338ea1aa Nises now also use Commons.gd. 2021-10-01 23:07:05 +02:00
1e621a8278 Filter nodes now use the common methods from Common.gd. 2021-10-01 22:41:03 +02:00
50b7575ef9 Added Commons.gd to store common static methods for mat_maker_gd. 2021-10-01 22:39:22 +02:00
69767cd08b Reorganize mat_maker_gd. 2021-10-01 22:04:09 +02:00
88caf0d31f Added the color-palette plugin from the AssetLib. 2021-10-01 10:17:08 +02:00
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 . 2021-10-01 00:54:13 +02:00
96fff0331e Mesh data resource editor now uses MeshUtils to uv unwrap meshes. Removed my half-finished unwrapping code. 2021-09-29 11:27:42 +02:00
321302e9c5 Committing image .import files as they get a new property stored on reimport. 2021-09-29 11:24:07 +02:00
410161831f Bit more experimentation. 2021-09-28 14:54:26 +02:00
626b02dc94 Bit more work on uv unwrapping. 2021-09-28 14:38:51 +02:00
a6caaadb38 A bit more work on uv unwrapping. 2021-09-27 19:27:12 +02:00
1260374274 Bit more work on uv unwrapping. 2021-09-27 18:24:16 +02:00
3a13c1e21b 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. 2021-09-27 14:43:57 +02:00
e5de63c421 Initial uv layout implementation. 2021-09-27 14:15:17 +02:00
660933915b More work on uv unwrapping. 2021-09-27 12:52:33 +02:00
a2208d0489 More work on the uv unwrapping algorithm. 2021-09-27 12:38:57 +02:00
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. 2021-09-26 23:02:51 +02:00
ed3c6eb19d Use the forward_spatial_gui_input variant which has the index parameter in mesh data resource editor by default. 2021-09-26 20:04:42 +02:00
eee70dac69 Removed the bone_editor addon, as now the engine has a skeleton editor built in. 2021-09-26 17:23:00 +02:00
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. 2021-09-22 00:11:19 +02:00
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
74b35246c8 Now the mesh data resource addon actually shows uvs in the uv editor. 2021-09-13 12:32:33 +02:00
de97b132a2 Fixed the set rest pose implementation. 2021-09-13 11:27:20 +02:00
878f045f92 Added my seketon editor test scene. 2021-09-12 23:18:26 +02:00
d9e0ed3741 Initial set rest pose implementation for the bone editor. Doesn't work properly yet. 2021-09-12 23:18:05 +02:00
242321fd7a Bone hierarchy editing support. 2021-09-12 15:52:22 +02:00
6c32deb131 Now the bone editor addon can create bones. 2021-09-12 15:28:40 +02:00
b181be5ddf Fix error spam due to missing method. 2021-09-06 12:26:31 +02:00
9fb8e01314 Fix error printed to the console on clients. 2021-08-31 02:00:49 +02:00
4f7cb3c904 Fixed networked movement. 2021-08-31 01:57:32 +02:00
9ba79d9dc4 More work on fixing networking. Also updated ESS to get the fixes from it too. 2021-08-31 00:40:45 +02:00
288eaabe18 Updated ESS to get the Entity controller property rework. 2021-08-30 20:18:29 +02:00
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
67b3ce48f5 Work on fixing networking. 2021-08-30 00:35:27 +02:00
c0280ce6f3 Don't spawn mobs at all during world generation on a client. 2021-08-29 23:38:15 +02:00
f8803b99ab Fix update_visibility in PlayerGDBase. Also fix spawn_for in the entity spawner. 2021-08-29 23:32:54 +02:00
3dd4f4592a Fix setting up network_owner in the spawner. 2021-08-29 21:39:51 +02:00
fcf4e520e9 Now the generated terrain and dungeons are actually seeded. 2021-08-29 19:38:58 +02:00
715e4f209f Don't spawn trees in the 0,0 chunk. 2021-08-29 11:43:27 +02:00
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. 2021-08-28 12:06:10 +02:00
3b3650c851 Bump version. 2021-08-28 10:36:58 +02:00
6b36577aa3 Spawn mobs into the dungeons. 2021-08-28 00:55:59 +02:00
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
c6ae7518c0 Deactivate / activate the world on teleporting to a dungeon. 2021-08-28 00:09:05 +02:00