1c4c3a5d55
Comment out the code that was implementing spell scaling in Aura. Also update ESS so auras continue to deal damage/heal even if the original caster's node is not available anymore.
2020-07-16 16:07:30 +02:00
7b28a3e17d
Update ESS to the latest to grab a crash fix. It seems like this fixes the crash I was having on scene loading.
2020-07-14 14:32:17 +02:00
b376d74dbf
Update ESS to get the spell learning fix.
2020-07-10 21:23:00 +02:00
19b158c877
Update ESS to get the XPData rework.
2020-07-10 17:18:03 +02:00
255f35e381
Actually commit HEADS.
2020-07-10 15:25:45 +02:00
149d7f4bb2
Update WorldGenerator to the latest.
2020-07-10 02:40:12 +02:00
eb8db088c1
Update ESS to fix healthbars.
2020-07-09 11:42:09 +02:00
ea4514374b
Update ESS, to get a bugfix.
2020-07-09 00:41:59 +02:00
94a90d989c
Update the engine and Voxelman to grab the prop related changes.
2020-07-07 18:40:24 +02:00
1a35955b55
Update HEADS to get the new Prop related changes.
2020-07-06 22:30:17 +02:00
1f52100aaa
Update Voxelman, and the engine to the latest and work on getting props to work again. Also brought back the test props.
2020-06-23 20:58:14 +02:00
202b78d67d
Update modules, and the engine, because I brought back the old Props implementation to Voxelman.
2020-06-23 01:21:41 +02:00
e2ff5327df
Update ESS.
2020-06-21 00:18:49 +02:00
72802e73dc
Update all modules. They mostly had classref and doc related changes.
2020-06-20 23:40:59 +02:00
72730ad312
Update ESS so ItemInstances are able to serialize their stat modifiers as properties properly.
2020-06-20 21:05:47 +02:00
5d74d42623
Actually commit HEADS.
2020-06-20 16:15:40 +02:00
b9c7767b98
Update ESS to get the new crash related commits. Also update the engine.
2020-06-18 22:46:24 +02:00
6626b8ed38
Initial weapon sheathing support. ALso updated ESS to get a few new constants.
2020-06-16 18:44:42 +02:00
7e7dc3b43e
Update ESS to get the Attachment ModelVisualEntry implementation/changes.
2020-06-16 15:55:01 +02:00
2e1f1a1e84
Grab the CharacterSkeletonPoints enum removal change from ESS.
2020-06-16 13:53:12 +02:00
e9253466ef
Update ESS again, so CharacterSkeleton3D also uses the enums from the project settings for it's model entries.
2020-06-16 13:47:10 +02:00
3f132e4828
Update ESS to the latest to get CharacterSkeleton3D's attach point rework.
2020-06-16 13:40:16 +02:00
2d46c1bb10
Update ESS, so CharacterSkeleton uses the bone id in VisualEntry properly. Remove the null entries from the test character visuals. Also fix left upper arm.
2020-06-16 11:42:10 +02:00
e1219b26f1
Update the engine, and ESS to get the Entity property update.
2020-06-15 14:59:30 +02:00
7d207f2b56
Update the engine and ESS to get the EntityAI and EntityData api changes.
2020-06-15 11:24:28 +02:00
d0586063d1
Update the engine, and ESS, to get the Cooldown and CategoryCooldown removal change.
2020-06-13 21:53:10 +02:00
0a3ddf1162
Update the procedural animations module to get the change signal emit fix.
2020-06-12 22:16:43 +02:00
2dfba2bc97
Update Voxelman to the latest to get the mesher changes.
2020-06-12 19:55:37 +02:00
9dd721fb3c
Update ESS to get the SpeciesModelData rework.
2020-06-12 15:28:48 +02:00
ece008db5c
Update the engine and the modules while I'm at it, the modules only had mostly readme changes.
2020-06-12 10:36:59 +02:00
ea6daeb5d4
Update ESS to get the aura trigger and stat attribute reworks.
2020-06-06 17:01:08 +02:00
bb56fb05c5
Update ESS tot he latest to get the getter/setter renames. Also fix an unrelated error.
2020-06-05 19:45:42 +02:00
70b1b4badd
Update ESS to get the TalentRowData changes. Also updated the engine.
2020-06-05 18:05:54 +02:00
662055e4bf
Fix skeleton mesh generation in single threaded mode. Also update ThreadPool to get the it's single thread mode fixes.
2020-05-30 23:23:38 +02:00
e2869c7b89
CharacterSkeleton now uses the ThreadPool module to generate meshes. Also updated MeshTools to get the 2 functions I added to the singleton.
2020-05-30 19:25:32 +02:00
8f71e087e7
Update mesh utils to get the MeshMerger, and the engine. The CharacterSkeletonGD now uses it.
2020-05-30 14:04:37 +02:00
7bd29dcf83
Added my new thread pool module.
2020-05-24 21:19:20 +02:00
d4ccb9d743
Update Voxelman and the BS module, because ported the biome generation code to c++. Also now the voxel world only updates lods manually with gdscript.
2020-05-23 22:09:19 +02:00
bd7104d150
Added my new Broken Seals module.
2020-05-23 20:31:00 +02:00
44f1ce9d39
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).
2020-05-23 20:19:04 +02:00
7efb64e562
Update Voxelman to get the compatibility rework.
2020-05-23 10:39:11 +02:00
9ef45fd8ad
update HEADS, to get the new ESS.
2020-05-22 21:01:56 +02:00
9bece84377
Update ESS to get customizable texture layers.
2020-05-22 17:30:05 +02:00
ce23b724c9
Update ESS, to get the ModelVisualEntry rework.
2020-05-21 15:42:22 +02:00
e1d24dc838
Updated ESS to get the ModelVisual, and ModelVisualEntry changes.
2020-05-20 22:14:56 +02:00
794820e08c
Update ESS.
2020-05-20 20:41:26 +02:00
2302657002
Update ESS, to get the ItemVisual to ModelVisual rename.
2020-05-19 21:10:07 +02:00
94b76f5635
Update HEADS to get the new customizable EquipSlots from ESS, and to get a bugfix from Voxelman.
2020-05-19 18:59:30 +02:00
6fe13fbaf3
The current character model has been ported to use procedural animations. Also from now on it's imported from gltf2. The mesh generation is broken for the time being, will fix soon. Also updated every module and the engine.
2020-05-17 16:28:31 +02:00
99f01c6c95
Update the engine, and Voxelman to the latest.
2020-05-09 21:25:45 +02:00
d12d58d61b
Update ESS (and the engine) to the latest, to get the stat reworks.
2020-05-03 00:17:23 +02:00
0f4093fc44
Update ESS, so StatData is inside EntityData instead of EntityClassData.
2020-04-29 18:14:46 +02:00
d420817e4d
Update ESS.
2020-04-29 01:27:42 +02:00
c3deaf1403
Update ESS to the latest to get the baked in health and speed resources.
2020-04-29 01:10:10 +02:00
8e50bda8ef
Updated ESS, now the Speed and Health ResourceData instantiates the c++ version.
2020-04-28 23:58:25 +02:00
73bbe9bbca
Update ESS to get the event handler renames.
2020-04-28 20:49:03 +02:00
3efc211e52
Update ESS to the latest, to get all the Entity method renames.
2020-04-28 19:09:06 +02:00
cbe4e31d3a
Update ESS to get the equipment method name update.
2020-04-28 12:34:28 +02:00
84e341bcc6
Update ESS to get the clientside notification api changes.
2020-04-28 11:46:56 +02:00
2bc4fff27d
Update ESS to the latest to get the changes for the serverside events.
2020-04-27 21:32:52 +02:00
3544cd88fc
Health and Speed are now EntityResources. The Stat versions are now just flat modifiers to them. Added back the Mana stat as a flat mana modifier. Also updated ESS to get the changes necessary for this system.
2020-04-27 18:40:20 +02:00
dd4fb4fd0b
Moved the xp data into core aswell, and removed the data module. Also updated HEADS to get the xp_data property fix from ESS.
2020-04-26 13:30:31 +02:00
7723a03def
Moved a few things into a new core module. Also updated HEADS to get a typo fix for ESS.
2020-04-26 13:25:29 +02:00
d89c5b0188
Moved Naturalist into into it's own module. Also updated ESS to get a few typo fixes that are needed.
2020-04-26 12:28:40 +02:00
74038429b7
Update HEADS to get the javascript compile fix for voxelman.
2020-04-26 00:51:20 +02:00
04da48826e
Update HEADS to get the customizable stats for ESS.
2020-04-25 21:41:42 +02:00
13a7725106
Update ESS.
2020-04-24 14:58:01 +02:00
dee366cbf7
Now entities create their own bodies when they are missing. Also update ESS to the latest to get the body-related changes.
2020-04-24 13:48:54 +02:00
1d7a428987
Mob and NetworkedPlayer now also uses the body script and fixed a nullreference error. Also updated HEADS to get a fix for Voxelman.
2020-04-24 09:19:41 +02:00
b30a02f7b8
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.
2020-04-24 00:49:51 +02:00
1e3e65bd73
Update ESS so saving spells and recipes work with paths aswell. Re-enable static resource db with id remapping.
2020-04-19 18:43:46 +02:00
a2933a2b7b
Update ESS to the latest to get the id to resource path changes.
2020-04-19 18:27:38 +02:00
1a04066f4c
Update ESS to grab the new database class. Main Scene now uses it, instead of the static db.
2020-04-18 22:51:17 +02:00
6a5cd7a9a2
Update HEADS to grab the profile defaults fix from ESS.
2020-04-18 21:27:22 +02:00
1de820dfcc
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.
2020-04-18 20:58:43 +02:00
ce28c217ad
HEADS file was left out.
2020-04-18 14:36:05 +02:00
b776f0cf2f
Update HEADS, to grab the latest voxelman. Also smaller doc-related fixes to the other modules.
2020-04-18 02:55:13 +02:00
b15c97b099
Update HEADS. Removed the air block, as it's no longer needed.
2020-04-17 00:39:46 +02:00
d7d67d97eb
Update ESS.
2020-04-15 00:25:25 +02:00
2202b75ddb
Update HEADS, mainly to grab the latest ESS changes.
2020-04-14 17:04:59 +02:00
9b4e6780ed
Update the engine.
2020-04-10 17:28:00 +02:00
16ac08ea66
Update all modules.
2020-04-09 16:12:02 +02:00
371cb1abbc
Update Voxelman to grab the mesher optimizations.
2020-04-07 14:41:35 +02:00
a9601ad077
Update ESS to the latest.
2020-04-07 13:13:07 +02:00
26e20ee516
Update ESS. (Removed WorldSpell, because the same thing can be implemented into spells a lot simpler.)
2020-04-07 02:13:10 +02:00
a1123d69f8
Update Voxelman to grab a compile fix.
2020-04-06 23:09:41 +02:00
a5a7f984bb
Update everything to the latest.
2020-04-06 23:05:45 +02:00
fbcb328cb1
UPdate Voxelman to the latest to grab the bugfixes. Also chunks now generate faster.
2020-04-06 20:26:05 +02:00
68157fa433
Update Voxelman to the latest.
2020-04-06 14:53:27 +02:00
590238216c
Update Voxelman to the latest.
2020-04-06 14:40:14 +02:00
c992c0e545
Update to the latest Voxelman.
2020-04-06 01:12:07 +02:00
156d24bee7
Update Voxelman to the latest to grab the new improvements.
2020-04-05 02:27:39 +02:00
768af776e4
Update every module, to get the prop refactors.
2020-04-04 17:29:23 +02:00
2a29c595a4
Update the props module to get the new skeleton classes.
2020-04-03 13:48:45 +02:00
9bd9eaaeb8
Added the new Props module. Also updated everything.
2020-04-03 12:09:21 +02:00
8b53d559b6
Update every module, to grab recent improvements/fixes. Update everything to work with the latest Voxelman.
2020-04-02 21:40:08 +02:00
f94b905cb5
Grab the desktop tools=no build fix for Voxelman.
2020-03-31 00:58:50 +02:00
c18409a2f2
Implemented lod for mobs. Also Updated HEADS to grab a crash fix from Voxelman, and the update to Skeleton3D from ESS.
2020-03-30 23:18:28 +02:00
874891cbe9
Removed lod code from TVVoxelChunk as it got ported to Voxelman. Update HEADS to get the new version.
2020-03-30 19:48:41 +02:00
29e61139a8
Update Voxelman to grab the mesh storage generalization. This simplifies the lod code a bit.
2020-03-30 18:35:52 +02:00
7c9b916a61
Ported bake_mesh_array_uv and bake_mesh_array_uv into VoxelChunk.
2020-03-30 14:58:57 +02:00
24abdae01f
Update HEADS to get the compile fix from the mesh simplifier.
2020-03-30 01:38:32 +02:00
4111bb9643
HEADS got left out.
2020-03-30 01:22:46 +02:00
066c43b48a
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.
2020-03-29 21:30:40 +02:00
c43779f749
Updated HEADS.
2020-03-28 11:47:34 +01:00
fb36237635
Update HEAD to get the multithreading-related fixes from Voxelman.
2020-03-24 19:02:27 +01:00
92b6f03828
Update everything to get the new msvc-related fixes.
2020-03-24 16:59:23 +01:00
eaa90467aa
Udpate EDD to get the trainer data update, and the binding fixes.
2020-03-20 19:22:04 +01:00
fa5b987d0d
Update ESS to get the automatic save fix for ProfileManager, and turn it on.
2020-03-20 14:47:11 +01:00
a40af5d0aa
Update HEADS to grab the ProfileManager change from ESS.
2020-03-19 20:31:10 +01:00
5f4a055a6e
Experimented with the sky color. Also update HEADS to grab the VoxelStructure changes.
2020-03-19 13:11:43 +01:00
8106222585
Now the actionbars are profile-based. Also an update ESS to get the ProfileManager, and the levelling changes.
2020-03-18 03:08:37 +01:00
0c99bd0d35
Update HEADS, and remove the code that got ported to Voxelman.
2020-03-15 19:36:35 +01:00
16d4c9ae2e
Update to the latest Voxelman, to get the VoxelChunk->VoxelChunk,VoxelChunkDefault refactor.
2020-03-12 23:26:19 +01:00
ae0d64a069
Few small fixes/cleanups. Also updated heads to get an uninitialized variable fix from ESS. This fixed player spawning issues.
2020-03-12 13:50:14 +01:00
c00ae9b9bb
Implemented mana. Also updated HEADS, as ESS had lots of changes for EntityResources so this can work.
2020-03-11 16:38:01 +01:00
2931751a05
HEAD update got left out from previous commit.
2020-03-10 15:40:17 +01:00
cb6faf1120
Updated everything to get the improvements from ESS (spell scailng became a project wide setting.) Spell scaling is now off. Added back in ranks, as in the long run ranks will work better.
2020-03-10 13:30:40 +01:00
f4cfd4f897
Update everything to the latest, to grab the voxelman changes, as it got a lot faster, and not the TransvoxelMesher optimizes it's meshes, which usually means around 500 less vertex per chunk. Disabled threading for now.
2020-03-09 00:22:54 +01:00
3280ed1eca
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).
2020-03-08 00:02:28 +01:00
ce8290329b
Update Voxelman to the latest to grab the improvements.
2020-03-06 21:32:52 +01:00
2bb497f1d9
Grab the latest Voxelman for the VoxelMesher improvements.
2020-03-04 23:38:45 +01:00
afac386180
Only disable build step limit when not in editor. ALso update Voxelman to the latest to grab a fix.
2020-03-04 21:02:02 +01:00
3081388a79
Actual contents of f2ac08f7
. Not sure how I managed to mess up like this.
2020-03-04 18:47:20 +01:00
f2ac08f7bc
Now mobs actually won't move/fall when outside of the loaded and meshed area. Fix to mob spawning coordinates in simple biome. Also update Voxelman to grab the is_position_walkable fix.
2020-03-04 18:42:49 +01:00
0258425ef3
Update everything to get the latest Voxelman. Removed PropTool addon, as it's now it's in Voxelman by default. Ignore the temporary folder.
2020-02-29 16:52:00 +01:00
67d412abfb
Update to the latest ESS, to get bugfixes, and the getter style upgrade.
2020-02-26 21:22:30 +01:00
89eb0940fd
Update ESS to get the LootDataBase changes.
2020-02-26 21:07:28 +01:00
73f2cfb31f
Update to the latest ESS, to get the description/translation api changes.
2020-02-26 17:26:07 +01:00
ccbeb50da9
Update HEADS to grab the small api improvement from Voxelman.
2020-02-26 12:24:41 +01:00
84668b4153
Grab the latest Voxelman, and small amounts of test code.
2020-02-26 01:16:19 +01:00
766610586f
Item spell support.
2020-02-25 14:01:54 +01:00
2321f2630e
Removed the fast quadratic mesh simplifier module, because as it turns out, it won't work with the kind of meshes this project has.
2020-02-21 17:57:00 +01:00
79f5ffd084
Updated everything to the latest, to grab the update from ESS.
2020-02-21 14:09:08 +01:00
59003f89f2
Added a few lines to test the mesh simplifier (they are commented out). Also update everything to the latest.
2020-02-20 14:28:00 +01:00
cf0242ead6
Update to the latest Voxelman to get the api updates.
2020-02-20 13:48:52 +01:00
5185e97d65
Update to the latest ESS, to get the update to class and character level separation.
2020-02-20 12:21:31 +01:00
a1fd74a34a
Update to the latest ESS. (Separated level into class and character levels.)
2020-02-19 12:19:28 +01:00
f0420af96b
Update HEADS to grab the binding improvements form ESS.
2020-02-19 09:13:32 +01:00
e826266b7a
-CharacterSkeleton now uses _enter_tree() instead of _init() to set itself up, also it will duplicate the character material here, instead of durgin generation. This fixed a threading related crash.
...
-TVVoxelChunk will now just use the library's prop material instead of creating one.
Also update HEADS for a threading fix in Voxelman, and the deferred spawning requests.
2020-02-16 16:23:45 +01:00
f3f9de391a
Update HEADS to get the new prop related changes from Voxelman, and the WorldGenerator. Changed the voxel scale in the menu aswell.
2020-02-16 02:57:24 +01:00
7c429e21a4
Fixed the remaining errors during generation, and disabled the cubic mesher for now. Also updated voxelman.
2020-02-14 20:26:55 +01:00
d0a0d6ec39
Update HEADS to get the indexing/Cubic Mesher improvements from Voxelman. Updated most of the level generation logic. (A few errors still get printed to the console though.) Right now (temporarily) only the Cubic Mesher's mesh is visible.
2020-02-14 03:25:41 +01:00
7de251a0cf
Update HEADS to grab Voxelman with the transvoxel mesher port. Also removed a few experimental meshers.
2020-02-13 14:00:19 +01:00
d30e33a122
Now the transvoxel mesher bakes alternative uv coordinates into uv2 so it can inetrpolate between different voxel surfaces near seams (based on COLOR.a).
2020-02-13 03:31:42 +01:00
c34569a658
Update HEADS to grab the threading fixes from Voxelman.
2020-02-12 20:41:46 +01:00
0610cf0704
Update everything, to grab the multithreading fixes from Voxelman.
2020-02-12 14:20:26 +01:00
b37e921f6a
Fix a few errors in the new script.
2020-02-11 17:45:58 +01:00
9401acf564
The setup script will now default to the 3.2 godot branch, and can use master with adding an m parameter like scons m
, or for updating heads scons a=um
.
2020-02-11 17:06:06 +01:00
c0821d421f
HEADS was left out from the previous commit.
2020-02-10 23:42:46 +01:00