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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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7476d08ed2
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Updated Terraman (and the engine) to get JobSteps support for PropJob. This also fixes the error spam during mesh generation.
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2021-08-07 13:56:24 +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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bf40b5c12f
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Updated ess to the latest. Replaced the range checks with the newly added helper calls.
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2021-08-05 23:01:31 +02:00 |
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2e15d3f74e
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Same logic for the vendor window.
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2021-08-05 22:07:34 +02:00 |
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78af5acc8a
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The trainer window will now close itself if the player gets too far.
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2021-08-05 22:04:37 +02:00 |
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6c7f8625b5
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Added interaction range check.
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2021-08-05 21:55:33 +02:00 |
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124c163212
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Added a new library based on TerramanLibraryMergerPCM, and set the main world to use it.
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2021-08-03 01:13:25 +02:00 |
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523d5e478b
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Added the multirun addon to the project. (Disabled by default)
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2021-08-01 15:44:24 +02:00 |
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b3c7c142c5
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Now tab containers are also navigable with keys in the menu.
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2021-07-31 15:46:59 +02:00 |
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dca4ea1cb4
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Keyboard/controller navigation for the main menu.
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2021-07-31 15:09:54 +02:00 |
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e34e005890
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Update the engine tot he latest.
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2021-07-26 09:59:46 +02:00 |
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cea803979c
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Fix property deprecation warnings.
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2021-07-20 22:12:50 +02:00 |
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8e2a6d96e7
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Increased the jump height a bit.
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2021-07-20 22:05:48 +02:00 |
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bebf321c7c
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Changed the physics engine to GodotPhysics. So far it seems like everything is working with it. After the recent improvements it actually feels better now than bullet.
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2021-07-20 22:03:25 +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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560df5b16f
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Added a few audio buses.
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2021-07-19 20:09:47 +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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4c63763c75
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Increased the world's scale to 3.
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2021-06-08 15:40:53 +02:00 |
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364d181e35
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Update the engine and modules to get the PropInstance improvements / implementation.
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2021-04-27 18:04:16 +02:00 |
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0b2e4616ad
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Bump version to 0.3.4.
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2021-04-24 09:16:32 +02:00 |
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225c086286
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Player type should be networked.
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2021-04-21 22:00:06 +02:00 |
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00711977d4
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Work on fixing networking. Fixed hosting, and character uploading.
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2021-04-21 21:55:15 +02:00 |
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71d2cf0358
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Turn off chunk generation in the menu, as the chunks are saved.
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2021-04-21 21:53:46 +02:00 |
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a8d6a69e4e
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Added an exit button to the menu. It will hide itself on the web and mobile platforms.
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2021-04-21 20:10:32 +02:00 |
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7c99802509
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Update Terraman to get the android chunk generation fix.
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2021-04-21 12:05:09 +02:00 |
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21e1f3af23
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Don't generate lods in the menu.
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2021-04-21 10:49:49 +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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a3634380ed
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Updated Terraman and added the new chunk_lod_first_falloff parameter to the ingame settings.
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2021-04-19 18:39:43 +02:00 |
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b20303a24e
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Re-enable lods. The simple lod seams still need work. Also updated Terraman for a the fixes.
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2021-04-19 18:19:19 +02:00 |
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a8ec0ec501
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Fix in editor level generation.
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2021-04-19 17:33:57 +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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a4e54f048a
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Updated the modules. I added lots of getters and setters to WorldGenerator.
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2021-04-18 23:16:33 +02:00 |
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81f2bacec9
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Replaced voxelman in the menu aswell.
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2021-04-18 20:03:03 +02:00 |
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148cee772b
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Now the game uses terraman instead of voxelman ingame.
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2021-04-18 19:55:34 +02:00 |
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