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56866e65ba
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Updated mat_maker_gd.
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2021-12-18 20:44:28 +01:00 |
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c5c75a4d40
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Removed the ptex files.
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2021-10-24 13:39:16 +02:00 |
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783532fe93
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Recreated the rest of the textures which was made with material maker wityh mat_maker_gd.
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2021-10-24 13:38:49 +02:00 |
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23fd87a294
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Recreated the grass texture in mat_maker_gd.
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2021-10-24 13:14:49 +02:00 |
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b609b3caa4
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Fixed the alpha of the dirt texture with the new fill channel node.
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2021-10-24 11:59:38 +02:00 |
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daf42e692c
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Apparently the blend node handles transparency properly, the original dirt texture had the same transparency issue. (I'll fix that later.) So added a make_tileable node to it, and made it export the texture.
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2021-10-24 02:42:03 +02:00 |
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dfa3b7ed51
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Reworked the colorize node, this fixes it's output via connections.
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2021-10-24 01:59:20 +02:00 |
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baa30dd3f5
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Recreated the dirt texture with mat_maker_gd.
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2021-10-24 01:18:40 +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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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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c0280ce6f3
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Don't spawn mobs at all during world generation on a client.
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2021-08-29 23:38:15 +02:00 |
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fcf4e520e9
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Now the generated terrain and dungeons are actually seeded.
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2021-08-29 19:38:58 +02:00 |
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715e4f209f
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Don't spawn trees in the 0,0 chunk.
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2021-08-29 11:43:27 +02:00 |
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026652931b
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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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6b36577aa3
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Spawn mobs into the dungeons.
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2021-08-28 00:55:59 +02:00 |
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12e7618cd3
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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.)
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2021-08-28 00:29:24 +02:00 |
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c6ae7518c0
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Deactivate / activate the world on teleporting to a dungeon.
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2021-08-28 00:09:05 +02:00 |
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9a8d658643
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Now dungeons and teleporters get spawned in the world. They use placeholder graphics for now.
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2021-08-27 23:07:58 +02:00 |
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4f02de36d9
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Material cache support for the character.
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2021-08-26 00:15:30 +02:00 |
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fae48b30cf
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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.
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2021-08-08 14:11:14 +02:00 |
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5228fbe0d2
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Created a prop with the other tree texture.
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2021-08-07 17:58:19 +02:00 |
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d56b96bf24
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Turn on collision for the tree.
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2021-08-07 14:41:43 +02:00 |
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86511cdd26
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Temporarily set the tree's texture to the prop material, and also added prop materials to the library.
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2021-08-07 11:33:14 +02:00 |
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522242182c
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Let TerraWorld apply voxel scale to the tree. Also now the tree's scale's random range is a lot smaller.
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2021-08-07 11:32:23 +02:00 |
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f29445bdf6
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Now the trees are spawned with terraman's prop system. It does need some fixes though.
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2021-08-07 10:14:17 +02:00 |
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885ba9e4d4
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Removed one of the two tree meshes as they are the same.
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2021-08-07 10:07:41 +02:00 |
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254fb23d98
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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).
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2021-08-06 22:33:50 +02:00 |
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c7938caaa8
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increased the height for the stone texture.
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2021-08-06 21:53:15 +02:00 |
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29a41a8077
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Rescaled one of the tree and added a collision shape to it.
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2021-08-06 21:51:22 +02:00 |
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abc1d53813
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Added 2 trees from https://opengameart.org/content/rpg-item-collection-3 .
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2021-08-06 21:42:44 +02:00 |
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41fba2bec7
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The test/simple biome now gets generated by summing 2 noises. I made the main elevation noise scaled out more.
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2021-08-06 20:38:47 +02:00 |
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1697167975
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Changed the simple biome's generator to FastNoise from OpenSimplexNoise. Also scaled it out more.
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2021-08-06 19:24:13 +02:00 |
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0c849a6c8a
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Brought in the player's movement controller implementation from the tower. This also means jumping is now possible. (I don't yet have animations for it though.)
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2021-07-20 21:58:32 +02:00 |
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596bb64db8
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Changed the procedural animations back to normal Animations.
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2021-07-20 19:57:16 +02:00 |
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8aa89457e4
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Update mesh data resource to the latest to get the new mesh optimization settings. Reimported the character's meshes with the remove doubles interpolate normals setting. This reduced the character's vertex count from 1850 to 617 without any visual change.
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2021-07-19 18:56:59 +02:00 |
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4aa2a21d4f
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Created a new material for the test shield.
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2021-07-19 15:54:22 +02:00 |
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8f60d2a87e
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Updated the engine and modules. Had to add a new class to the broken seals module to be able to call 2 protected functions in MeshInstance , to have gpu skinning for my merged characters again. Not yet sure whether it's a regression or not.
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2021-07-19 15:47:47 +02:00 |
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fd189d0d26
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Optimized the character's meshes. The head will need some more tweaks, but I think it's mostly going to work. Also apparently the meshes get imported with broken up triangles, so they have way too high vertex count (1800 per character). I'll fix that in the mdr importer.
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2021-07-19 15:01:20 +02:00 |
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7e272029d1
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Updated WorldGenerator to the latest. I removed Dungeon, DungeonRoom adn DungeonCorridor, and added a Building class (it's a cleaned up version of Dungeon right now, it will work differently later.).
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2021-04-19 22:30:51 +02:00 |
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e582f4d6e5
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Removed the voxelman specific code/resources from the project.
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2021-04-19 10:41:41 +02:00 |
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3e07631361
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Now the planet generator uses Terraman. Also updated the modules, as I fixed a vmethod.
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2021-04-18 23:56:44 +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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76265b54a8
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Fix editor world generation.
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2021-03-22 23:41:58 +01:00 |
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cda3fe3638
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Moved species_human.tres to the folder it should have been.
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2021-02-07 17:18:55 +01:00 |
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ef061631d2
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Updated ESS, also added support for the new modelpart transforms on the gdscript side.
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2021-01-29 16:33:27 +01:00 |
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c18ecacd5a
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Update Voxelman and the mesh_utils module. Now lods over 4 is supported for terrarins.
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2020-10-20 17:07:05 +02:00 |
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c154b678af
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Updated ESS to get the changes/cleanups to EntityData.
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2020-10-19 12:23:00 +02:00 |
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61fef54f5c
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Update ESS. I moved the stats from EntityData to EntityClassData.
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2020-10-18 23:16:29 +02:00 |
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6358d0237d
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Udpate ESS, I moved a few properties from EntityData to EntityClassData. Also update Voxelman it only had editor related changes.
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2020-10-18 18:07:24 +02:00 |
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e9ade41995
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Small cleanups and updated Voxelman to the latest, to get the prop job fixes.
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2020-10-06 19:26:13 +02:00 |
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