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42ab2960cc
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Moved voxel textures and surfaces into the voxel libraries folder.
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2020-04-26 11:09:31 +02:00 |
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fee3ba9137
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Grouped the files of my current test planet together, and made the planet loading code use the new folder structure.
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2020-04-26 10:59:22 +02:00 |
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238f0f2946
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Moved a few more things, and deleted an unneeded folder.
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2020-04-26 10:17:55 +02:00 |
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162f9c3bd2
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Moved around a few folders.
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2020-04-26 10:10:07 +02:00 |
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cb987df446
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Fix turn panel.
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2020-04-26 00:57:32 +02:00 |
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1b16cbf376
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Fix running desktop export.
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2020-04-26 00:29:43 +02:00 |
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04da48826e
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Update HEADS to get the customizable stats for ESS.
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2020-04-25 21:41:42 +02:00 |
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4b23a059ce
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Removed the Mob, Player and NetworkedPlayer scenes.
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2020-04-24 14:41:31 +02:00 |
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2d5f4d9d88
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Clear a few now unneeded nodepaths.
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2020-04-24 14:34:05 +02:00 |
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39e28c2035
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Now the player ui and the nameplates are dynamically allocated aswell.
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2020-04-24 14:32:04 +02:00 |
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dee366cbf7
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Now entities create their own bodies when they are missing. Also update ESS to the latest to get the body-related changes.
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2020-04-24 13:48:54 +02:00 |
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2382f9d3c1
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Now the camera gets instantiated when needed automatically by the body script.
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2020-04-24 09:45:16 +02:00 |
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1d7a428987
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Mob and NetworkedPlayer now also uses the body script and fixed a nullreference error. Also updated HEADS to get a fix for Voxelman.
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2020-04-24 09:19:41 +02:00 |
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b30a02f7b8
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Moved movement handling code from Player.gd to a new gdscript that is on the player's body. Also update everything to the latest to grab the changes to ESS.
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2020-04-24 00:49:51 +02:00 |
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1e3e65bd73
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Update ESS so saving spells and recipes work with paths aswell. Re-enable static resource db with id remapping.
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2020-04-19 18:43:46 +02:00 |
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a2933a2b7b
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Update ESS to the latest to get the id to resource path changes.
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2020-04-19 18:27:38 +02:00 |
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1a04066f4c
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Update ESS to grab the new database class. Main Scene now uses it, instead of the static db.
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2020-04-18 22:51:17 +02:00 |
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6a5cd7a9a2
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Update HEADS to grab the profile defaults fix from ESS.
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2020-04-18 21:27:22 +02:00 |
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1de820dfcc
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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.
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2020-04-18 20:58:43 +02:00 |
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dada397e92
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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.
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2020-04-18 14:35:28 +02:00 |
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b776f0cf2f
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Update HEADS, to grab the latest voxelman. Also smaller doc-related fixes to the other modules.
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2020-04-18 02:55:13 +02:00 |
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b15c97b099
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Update HEADS. Removed the air block, as it's no longer needed.
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2020-04-17 00:39:46 +02:00 |
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d7d67d97eb
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Update ESS.
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2020-04-15 00:25:25 +02:00 |
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2202b75ddb
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Update HEADS, mainly to grab the latest ESS changes.
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2020-04-14 17:04:59 +02:00 |
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16ac08ea66
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Update all modules.
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2020-04-09 16:12:02 +02:00 |
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371cb1abbc
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Update Voxelman to grab the mesher optimizations.
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2020-04-07 14:41:35 +02:00 |
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a9601ad077
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Update ESS to the latest.
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2020-04-07 13:13:07 +02:00 |
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26e20ee516
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Update ESS. (Removed WorldSpell, because the same thing can be implemented into spells a lot simpler.)
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2020-04-07 02:13:10 +02:00 |
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fbcb328cb1
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UPdate Voxelman to the latest to grab the bugfixes. Also chunks now generate faster.
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2020-04-06 20:26:05 +02:00 |
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68157fa433
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Update Voxelman to the latest.
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2020-04-06 14:53:27 +02:00 |
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590238216c
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Update Voxelman to the latest.
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2020-04-06 14:40:14 +02:00 |
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7b2475be36
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Removed a few unneeded files.
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2020-04-06 01:21:52 +02:00 |
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c992c0e545
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Update to the latest Voxelman.
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2020-04-06 01:12:07 +02:00 |
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156d24bee7
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Update Voxelman to the latest to grab the new improvements.
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2020-04-05 02:27:39 +02:00 |
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768af776e4
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Update every module, to get the prop refactors.
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2020-04-04 17:29:23 +02:00 |
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7b763a8f8b
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Remove nonexistent function call.
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2020-04-03 00:44:03 +02:00 |
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8b53d559b6
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Update every module, to grab recent improvements/fixes. Update everything to work with the latest Voxelman.
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2020-04-02 21:40:08 +02:00 |
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33ea27207e
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Fix running the game.
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2020-03-31 13:43:01 +02:00 |
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df960a8ce5
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Make chunk lod selection linear.
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2020-03-30 23:33:15 +02:00 |
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174ad7220d
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Only use 4 threads.
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2020-03-30 23:22:41 +02:00 |
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c18409a2f2
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Implemented lod for mobs. Also Updated HEADS to grab a crash fix from Voxelman, and the update to Skeleton3D from ESS.
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2020-03-30 23:18:28 +02:00 |
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874891cbe9
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Removed lod code from TVVoxelChunk as it got ported to Voxelman. Update HEADS to get the new version.
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2020-03-30 19:48:41 +02:00 |
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29e61139a8
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Update Voxelman to grab the mesh storage generalization. This simplifies the lod code a bit.
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2020-03-30 18:35:52 +02:00 |
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7c9b916a61
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Ported bake_mesh_array_uv and bake_mesh_array_uv into VoxelChunk.
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2020-03-30 14:58:57 +02:00 |
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db5eacfe36
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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).
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2020-03-30 01:40:04 +02:00 |
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e16524ff9d
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Chunks should start at lod level 0.
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2020-03-30 01:38:14 +02:00 |
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205abe67a7
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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.
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2020-03-30 01:22:25 +02:00 |
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066c43b48a
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Started implementing lod for the world. The current idea is for Lod level 1 to not use uv2. For lod level 2+ the meshes will be combined and the texture mapping will be converted to only vertex colors, and these will be simplified. Also update the modules to get all the new features needed.
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2020-03-29 21:30:40 +02:00 |
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15867a0889
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More tweaks.
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2020-03-25 01:40:25 +01:00 |
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c8bcf48a1f
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More tweaks.
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2020-03-25 01:32:43 +01:00 |
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