Commit Graph

139 Commits

Author SHA1 Message Date
5228fbe0d2 Created a prop with the other tree texture. 2021-08-07 17:58:19 +02:00
d56b96bf24 Turn on collision for the tree. 2021-08-07 14:41:43 +02:00
86511cdd26 Temporarily set the tree's texture to the prop material, and also added prop materials to the library. 2021-08-07 11:33:14 +02:00
522242182c Let TerraWorld apply voxel scale to the tree. Also now the tree's scale's random range is a lot smaller. 2021-08-07 11:32:23 +02:00
f29445bdf6 Now the trees are spawned with terraman's prop system. It does need some fixes though. 2021-08-07 10:14:17 +02:00
885ba9e4d4 Removed one of the two tree meshes as they are the same. 2021-08-07 10:07:41 +02:00
254fb23d98 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). 2021-08-06 22:33:50 +02:00
c7938caaa8 increased the height for the stone texture. 2021-08-06 21:53:15 +02:00
29a41a8077 Rescaled one of the tree and added a collision shape to it. 2021-08-06 21:51:22 +02:00
abc1d53813 Added 2 trees from https://opengameart.org/content/rpg-item-collection-3 . 2021-08-06 21:42:44 +02:00
41fba2bec7 The test/simple biome now gets generated by summing 2 noises. I made the main elevation noise scaled out more. 2021-08-06 20:38:47 +02:00
1697167975 Changed the simple biome's generator to FastNoise from OpenSimplexNoise. Also scaled it out more. 2021-08-06 19:24:13 +02:00
0c849a6c8a 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.) 2021-07-20 21:58:32 +02:00
596bb64db8 Changed the procedural animations back to normal Animations. 2021-07-20 19:57:16 +02:00
8aa89457e4 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. 2021-07-19 18:56:59 +02:00
4aa2a21d4f Created a new material for the test shield. 2021-07-19 15:54:22 +02:00
8f60d2a87e 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. 2021-07-19 15:47:47 +02:00
fd189d0d26 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. 2021-07-19 15:01:20 +02:00
7e272029d1 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.). 2021-04-19 22:30:51 +02:00
e582f4d6e5 Removed the voxelman specific code/resources from the project. 2021-04-19 10:41:41 +02:00
3e07631361 Now the planet generator uses Terraman. Also updated the modules, as I fixed a vmethod. 2021-04-18 23:56:44 +02:00
3d7b24ff5a Update copyright headers. 2021-04-15 11:52:32 +02:00
76265b54a8 Fix editor world generation. 2021-03-22 23:41:58 +01:00
cda3fe3638 Moved species_human.tres to the folder it should have been. 2021-02-07 17:18:55 +01:00
ef061631d2 Updated ESS, also added support for the new modelpart transforms on the gdscript side. 2021-01-29 16:33:27 +01:00
c18ecacd5a Update Voxelman and the mesh_utils module. Now lods over 4 is supported for terrarins. 2020-10-20 17:07:05 +02:00
c154b678af Updated ESS to get the changes/cleanups to EntityData. 2020-10-19 12:23:00 +02:00
61fef54f5c Update ESS. I moved the stats from EntityData to EntityClassData. 2020-10-18 23:16:29 +02:00
6358d0237d Udpate ESS, I moved a few properties from EntityData to EntityClassData. Also update Voxelman it only had editor related changes. 2020-10-18 18:07:24 +02:00
e9ade41995 Small cleanups and updated Voxelman to the latest, to get the prop job fixes. 2020-10-06 19:26:13 +02:00
91656e1060 Fix a path for the item tooltip inside the inventory ui. 2020-09-24 16:23:41 +02:00
e7334f483b Changes to player_ui to support modularization, and now the CharacterWindow is a module, and it's added to the UI dynamically. 2020-09-22 15:10:34 +02:00
4c902fe7a7 Moved the module initialization code to a new DataManager autoload. Also added a new on_request_instance method to GameModule, and also added a request_instance method to the new DataManager. player_ui is requested through this new api. 2020-09-22 14:28:41 +02:00
c520e9037a Fix de-equipping items, and now the inventory will be properly refreshed after equipping/de-equipping. Also update ESS to get the backend equipping related fixes. 2020-09-15 17:01:53 +02:00
3368ab132b Implemented texture layering for character clothing. 2020-09-15 11:36:08 +02:00
8ce19070ae Fix items overriding textures for characters. 2020-09-15 10:54:50 +02:00
8648d5556c Implemented buying from a vendor. Also fixed opening the spellbook from the last commit. Updated ESS to get backend support for buying items. 2020-09-15 01:18:00 +02:00
f68e3e1054 Implemented the vendor window (buying items are not yet implemented). Also added and spawned a test vendor. Updated ESS to get the required enum value. 2020-09-13 17:08:52 +02:00
980725ccd3 Hide the trainer window by default. 2020-09-13 00:22:37 +02:00
ab01405c5a Implemented a trainer window, and trainer entities. Also updated ESS to get the support structure for them. Also added a naturalist trainer, and made the level spawn it in. 2020-09-12 01:01:43 +02:00
6fb1f1ca9b Implement and use the voxelman blocky style dungeon. Work on proper player pacement into it (will be fixed later). Also update voxelman to get the ensure_channel_allocated method. 2020-09-05 22:38:24 +02:00
93e370fb77 Update the procedural animations module to get the custom method call track support. 2020-09-02 00:32:54 +02:00
2d15234eb8 Little work on the vman dungeon. 2020-09-01 23:37:36 +02:00
f0ff24b2a7 Added a new voxelman based dungeon class. (Just the skeleton for now.) 2020-08-26 00:21:01 +02:00
664258b666 Revert "Found a really cool dungeon tileset on OpenGameArt (https://opengameart.org/content/3d-walls-props) and added it as a module."
Will take an another direction. If I add it back, It will probably end up in it's own repo as a module, as big (lfs) repos are usually a pain to deal with.

This reverts commit 5da696a64c.
2020-08-21 13:13:07 +02:00
5da696a64c Found a really cool dungeon tileset on OpenGameArt (https://opengameart.org/content/3d-walls-props) and added it as a module. 2020-08-18 21:25:24 +02:00
988abb7849 Set the world's voxel scale to 2.6. 2020-08-14 14:33:20 +02:00
0f907d9c90 Fixed the model's animations in the blender file, and re exported everything. Also fixed the death animation. 2020-08-11 21:38:50 +02:00
adad0c0778 Now spawned mobs will match the player's level. (For testing.) 2020-08-03 21:51:09 +02:00
b05eec6bf0 Revert the editor to an earlier commit as the exports doesn't seem to work for me on head, and converted the icons from svg to png. 2020-07-31 02:12:23 +02:00