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
2a0f36a03f
Update ESS. The EntitySpawner is inherited from Node now.
2020-09-22 14:00:57 +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
bf15090942
Resized and repositioned the trainer window.
2020-09-13 00:20:28 +02:00
7bf9fab465
Implement level requirement, and cost for the trainer window. Also update ESS to get support for it at the c++ side.
2020-09-13 00:08:32 +02:00
cddda7d5e2
Added interface options to the ingame menu. These are the character specific. Added an option to save a character's actionbars as the default.
2020-09-12 23:23:54 +02:00
e5d127c079
Update ESS so every character can have it's own actionbar profile. Remove now unneeded signal handler.
2020-09-12 23:02:43 +02:00
49d53b054d
Now the actionbar will grey out spells that are not known.
2020-09-12 20:00:29 +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
13fa745f16
Unlearned class spells are not shown in the spellbook anymore.
2020-09-10 10:48:46 +02:00
6a70b36e04
Spell points are off now, as I think trainers will work better for this game. Made the spell book window handle it properly.
2020-09-10 10:46:49 +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
97710f2b56
Updated Voxelman to get the blocky mesher changes. Now the second mesher in the VoxelChunk is a blocky mesher.
2020-08-26 00:20:35 +02:00
29177a4f83
Update voxelman to get the mesher channel customizations. Added an another mesher to TVVoxelChunk, it's using the alt type and isolevel channels (if they are not allocated it won't do anything).
2020-08-21 20:18:16 +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
e138746d36
As a hackfix reduced the spawn height temporarily, so the dungeon loads in properly.
2020-08-16 18:21:39 +02:00
988abb7849
Set the world's voxel scale to 2.6.
2020-08-14 14:33:20 +02:00
6342dccbf4
The LootWindow now closes when the player moves.
2020-08-12 15:54:40 +02:00
8a46084f00
The character creation menu's anchors is now properly set to right wide.
2020-08-12 14:59:45 +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
02b647471b
Implemented the character window. Also fixed a typo with stats.
2020-08-04 20:10:01 +02:00
a37e8f5976
Added weapon damage stats. Also work on the character window.
2020-08-04 19:30:17 +02:00
819371fd73
Now the mob level will be also be set properly to match player's on load.
2020-08-03 22:05:35 +02:00
1299b928b2
The target unit frame will now show the target's level.
2020-08-03 21:58:38 +02:00
adad0c0778
Now spawned mobs will match the player's level. (For testing.)
2020-08-03 21:51:09 +02:00
d37e190c2f
Entities now raycast from above for their initial placement. (Temporarily.)
2020-08-03 19:17:13 +02:00
4e3e9d4bbf
Added chunk spawn range, and chunk lod falloff (this is where lod level 0 changes to lod level 1) to the settings, and increased spawn height so mountains are not cut off anymore, and a few small tweaks. Also updated Voxelman to get the lod falloff property.
2020-08-03 19:13:17 +02:00
1e264ec9c8
Now the game will remember it's window position and size.
2020-08-03 14:51:06 +02:00
3405bb21fe
The inventory window is now a bit smaller.
2020-08-03 13:34:29 +02:00
e12f3b1c08
Anchor the character selection menu as "Right Wide" so it scales properly.
2020-08-03 13:31:36 +02:00
e5fc8314f5
Added a ui_scale, and ui_scale_touch setting. The default for ui_scale is 1.3, which makes every ui element smaller when not in touchscreen mode.
2020-08-03 13:29:45 +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
c9d53f5801
Implement keybindings.
2020-07-31 01:15:13 +02:00
39f80386e8
Added missing icons to the in-game menubar, relocated it to the bottom left of the screen, and made it smaller. Also small tweaks/fixes to the adaptive theme.
2020-07-29 22:46:52 +02:00
68794c63ae
Update ESS to get the Damage and heal Info cleanups, also added a five rank talent to Strike.
2020-07-29 18:29:31 +02:00
3be8851297
Tweaked the values of the naturalist's spells, and added 3 talents for regrow.
2020-07-29 17:01:13 +02:00
92c7bd803e
Update ESS to get the body_changed signal. NamePlates now automatically hide themselves when an entity's body gets hidden.
2020-07-29 15:35:48 +02:00
485d2c3124
Update the engine, and ESS to get the backend support for EntityResource mods. Reimplemented speed changing aura, and consequently fixed Nature's Swiftness.
2020-07-29 14:38:53 +02:00
555d2e1878
Let's not call update_lods() in a loop. This fixes the framerate drops on weaker devices, like phones. Also increase the chunk despawn range by one.
2020-07-28 22:15:29 +02:00
fec2b2bd46
Update signal handler arguments.
2020-07-27 22:56:07 +02:00
a3bfaf9e2a
Now closing windows will properly reset their opener toggles.
2020-07-27 22:52:58 +02:00
58ce8bb9d6
Aspect of Scorpions now has a 1.5 seconds cast time. Also added 3 talents that can reduce it back to 1.2 seconds.
2020-07-27 22:35:48 +02:00
c658f1c26f
Add missing parameter.
2020-07-27 22:13:37 +02:00
59d57669fa
Now the movement keys are bindable.
2020-07-27 18:47:40 +02:00
1222ad6c7c
Update mesh data resource to the latest to get the improvements, and the engine.
2020-07-26 23:30:39 +02:00
5504efaee5
Update the engine, and ESS to get the talent point fix.
2020-07-25 23:38:45 +02:00
37bebc1cae
Update the talent window to use the new class interfaces.
2020-07-25 23:26:22 +02:00
5f53e390b9
Added 3 specs for the naturalist, and small tweaks to the talent window.
2020-07-25 23:01:29 +02:00
d3c7d4afbe
Re-enabled spell points, and disabled auto spell learning.
2020-07-24 22:38:10 +02:00
2a0eaa8610
Only set placed to true if the raycast actually found something.
2020-07-23 20:15:56 +02:00
d990f2e15e
Comment out debug message.
2020-07-23 19:46:44 +02:00
949f186928
Now the dungeon can have multiple levels.
2020-07-23 19:44:15 +02:00
7b5712a996
Make the teleporter work with the dungeon even when it's noit loaded, also fixed and enablen mob spawning in the dungeon.
2020-07-23 00:12:19 +02:00
e95f5ac67e
Now the dungeon gets generated properly at any y coordinate. Set it to -50.
2020-07-22 22:05:10 +02:00
6044d301c1
Update world generator to the latest to get the new instancing improvement.
2020-07-22 02:02:53 +02:00
45534fa29b
Update the world generator module to get the generator structure rework, and broken seals module, and the engine. The constant editor crashing is fixed now, it was caused by BiomeBase, because it was inherited from a class in an another module, and apparently that doesn't work. As a bonus the editor also feels a lot snappier now.
2020-07-21 23:02:06 +02:00
7770879003
Implemented mob spawning (turned it off for now). Also now the menu now won't spawn in the dungeon.
2020-07-21 00:30:06 +02:00
41a528a892
Fix entrance position.
2020-07-20 23:48:21 +02:00
7a5b0336a9
Set approximated box colliders to the core wall models.
2020-07-20 21:48:06 +02:00
a95b386d01
Implement texture mapping for the dungeon.
2020-07-20 21:25:54 +02:00
8997fae8c2
Now the dungeon (mostly) properly gets written to chunks based on it's map's data. I implemented wall post processing with bit shifting, and since using bit shifting with scripting languages is not as common I threw in a few comments on how it works, hopefully someone will find it useful. Also fix 2 line's indentation level.
2020-07-20 15:03:57 +02:00
3e3b480ac3
Update the engine.
2020-07-20 01:35:53 +02:00
56deab2de7
Updated Voxelman to get the mesh data resource helper update. Also a bit of work on dungeon generation.
2020-07-20 01:17:47 +02:00
07107af461
Added mdr walls looking at every direction. Also added a test prop crypt entrance.
2020-07-19 15:03:51 +02:00
b147b81e01
Add range check to the new teleporter.
2020-07-18 22:50:10 +02:00
f96a66300b
Implemented a teleporter, it has a test cube mesh with the brick texture for now, and made the dungeon spawn it. Also work on setting up the dungeon generation.
2020-07-18 22:42:50 +02:00
4084debdad
Removed a few now unneeded classes/scenes, and moved some of the around. Small tweaks/fixes and comments. Also updated modules to grab a few smaller fixes/improvements.
2020-07-18 18:30:39 +02:00
5f8cfba661
Re-enabled batching, as after a scons cache clean I can't seem to be able to reproduce those crashes anymore.
2020-07-18 14:14:18 +02:00
69deb6002b
Disable batching for now, it seems like it causes some crashes now. It might not be the root cause though.
2020-07-18 13:35:09 +02:00
ec8e8d0406
Now the level generator won't load planets from a folder, instead they are directly set from the editor, ands tarted porting the dungeon generator from the roguelike project. Also updated the world generator module to get the property type changes, this fixes some of the crashes.
2020-07-18 12:50:17 +02:00
c6429124fb
Update the WorldGenerator module to get the instance() helpers.
2020-07-17 20:54:49 +02:00
630db200dc
Fix signal handler argument count mismatch.
2020-07-17 19:36:28 +02:00
be6ebf48f3
Update ESS to get the aura damage calculation update.
2020-07-17 19:29:24 +02:00
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
dda00d0491
Moved the menu into a new folder.
2020-07-12 19:46:30 +02:00
c294b4a008
Fix a few settings for Nature's Switfness. And small tweaks.
2020-07-11 21:08:45 +02:00
8168adc914
Remove leftover print.
2020-07-11 18:39:46 +02:00
08ebbd24f8
Fix global cooldowns.
2020-07-11 18:37:41 +02:00
33ed628aa3
Attributions for the test character textures.
2020-07-11 15:30:39 +02:00
faae05e1a9
Removed the steering ai framework as it was not used.
2020-07-11 15:18:01 +02:00
e0d90b5925
Removed a few now unused textures.
2020-07-11 15:04:59 +02:00
647cf4e904
Convert the icon attributions to the new format.
2020-07-11 15:01:41 +02:00
69a68c52a1
Convert the font's license to the new format.
2020-07-11 14:38:12 +02:00
f352fc85c5
Convert the test weapons Attributions file to the new format.
2020-07-11 14:32:27 +02:00
5a529c8d07
Small improvements, and the implementation now also supports the File tag.
2020-07-11 14:32:06 +02:00
741c1542bd
Implemented the third party attibutions tab.
2020-07-11 14:14:11 +02:00
5688f44ea2
Moe tweaks to the sky.
2020-07-11 01:12:41 +02:00
77c50691b6
Change the color of the sky to blue.
2020-07-11 01:03:27 +02:00
8a20ca0f3e
Start mesh build job at the end of build in Skeleton.
2020-07-11 01:00:25 +02:00
2a2a6a555d
Rename the continue button to load in the menu.
2020-07-10 21:56:59 +02:00
cd0ed54744
Fix parameters for signal handler.
2020-07-10 21:55:19 +02:00
7f79741267
Update logic.
2020-07-10 21:52:07 +02:00
19b158c877
Update ESS to get the XPData rework.
2020-07-10 17:18:03 +02:00
67e327f471
Update ESS to get the Entity level simplifications.
2020-07-10 15:25:32 +02:00
2e3e0d88f4
Restored the ability to have multiple characters, and also turned off class learning/xp. I'm not yet sure how to go about it, maybe class levels could give some xp boost, will experiment more when the project is more mature.
2020-07-10 11:16:02 +02:00
836949b205
The initial sheathing setup is also called as deferred now.
2020-07-10 10:34:25 +02:00
e986d8d488
build_model is now called as deferred.
2020-07-10 10:31:09 +02:00
d68d49b5de
Reduce the amount of crashes.
2020-07-10 10:29:07 +02:00
149d7f4bb2
Update WorldGenerator to the latest.
2020-07-10 02:40:12 +02:00
1c584d9477
Increase the version to 0.3. The focus is mostly on the gameplay from now on (finally).
2020-07-09 00:47:33 +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
3baf2addec
Added in a few test props.
2020-07-06 22:40:44 +02:00
432d0bf312
Reduced the default entity visibility range.
2020-07-06 22:38:48 +02:00
f3169ccf82
Spawn mobs more sporadically.
2020-07-06 22:38:07 +02:00
90be9898d9
The current start tile will not draw a dungeon entrance for now, as I reduced the chunk size (which increases performance) and the code needs to be changed.
2020-07-06 22:37:54 +02:00
8fabc6159a
Set levels to a few abilities.
2020-07-06 22:34:49 +02:00
3cacc01945
Update the game to go with the new modules.
2020-07-06 22:33:56 +02:00
c3171a00eb
Remove the old PropTool test data.
2020-07-06 22:29:09 +02:00
d528010273
Moved around a few autoloads.
2020-07-04 20:30:42 +02:00
73d13bee12
The spell book will now show not yet learned class spell.
2020-06-23 21:59:23 +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
b587a63f60
Brought back the old VoxelChunk prop spawning implementation. I only made it compile error free for now.
2020-06-23 01:23:35 +02:00
d3ad430b8b
Fix naturalist's mana EntityResource reference.
2020-06-20 21:03:22 +02:00
153b15eb4d
Update ESS to get the EntityResourceData removal update. Also update the Engine.
2020-06-20 16:15:24 +02:00
c707736c78
Increase the MessageQueue's max size, as Godot was complaining on import.
2020-06-20 16:12:41 +02:00
b9c7767b98
Update ESS to get the new crash related commits. Also update the engine.
2020-06-18 22:46:24 +02:00
65a95ece4e
Added an about menu. Done every tab except for the third parties for this project, will finish it soon.
2020-06-16 20:40:09 +02:00
1e0a17b6cc
Now weapons are added to the test player model via the ModelVisual. Also moved the sheath action's processing into PlayerGD.
2020-06-16 19:10:52 +02:00
b3b67de715
Add tool keyword to AttachPoint.
2020-06-16 18:52:30 +02:00
ad72ae4def
Now sheathing works without reparenting nodes.
2020-06-16 18:50:49 +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
2b0c4821e2
Added AdaptiveTheme, it modifies the margins in the ui's theme. Removed AdaptiveButton.
2020-06-15 19:27:49 +02:00
483c50dfac
Added a touchscreen mode setting, and an AdaptiveButton that will set it's own min size if the setting is enabled. I did not replace all buttons yet, just made sure everything looks consistent. Also smaller theme improvements.
2020-06-15 18:37:51 +02:00
b9ecd4248d
Reworked castbar, now it will always be properly centered.
2020-06-15 17:49:14 +02:00
7d4291190a
Also color the castbar.
2020-06-15 17:40:52 +02:00
7c08311b75
Color health, mana, and xp bars.
2020-06-15 17:39:47 +02:00
4ceb9f134c
Fix "Cannot get ratio when minimum and maximum value are equal." Errors, and small tweaks to Nameplates.
2020-06-15 15:23:47 +02:00
3ad461adb5
Fix initial value for the nameplates.
2020-06-15 15:10:10 +02:00
d0586063d1
Update the engine, and ESS, to get the Cooldown and CategoryCooldown removal change.
2020-06-13 21:53:10 +02:00
dc6aab9a2d
Update ProfileManager call.
2020-06-13 15:36:21 +02:00
315df2a10a
Now entities will be snapped to the terrarin after they spawn.
2020-06-13 15:30:49 +02:00
bb955630fc
Fix class doesn't exist error.
2020-06-13 15:19:41 +02:00
2dfba2bc97
Update Voxelman to the latest to get the mesher changes.
2020-06-12 19:55:37 +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
68dd994e56
A little cleanup to the player ui. Also removed the trainer window, and disabled the craft window's button.
2020-06-04 11:21:03 +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
2c5518095f
Renamed the model manager module to module manager (Typo lol). Also disabled it, as it needs to be updated.
2020-05-30 19:30:35 +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
f943749a47
A few tweaks.
2020-05-26 17:45:58 +02:00
510272bc3b
Added a simple stub Character Window (with 2 culomns), and the talent window now also has 2 culomns, one will be physical (character level) talents, and one will be astral (class).
2020-05-26 17:41:05 +02:00
23dac4b5bc
Re-enabled class xp, and class learning, as I found a better
...
(and a lot more unique) way to bring the game.
2020-05-26 17:38:08 +02:00
048bb06eea
Added a trainer window. It's functionality has not been implemented yet.
2020-05-25 12:44:03 +02:00
3a8784b7aa
Increase the world threads to 8.
2020-05-23 22:09:53 +02:00
6d330cb491
Re-enable threaded character model generation.
2020-05-23 22:09:40 +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
08c0c69aa7
Now the CharacterSkeleton uses Arrays directly.
2020-05-23 19:56:03 +02:00
fbc1c056a1
Redone the seams for the character's model.
2020-05-23 19:29:32 +02:00
6b50033f29
Now the visibility/lod/wakeup check has a timer for mobs.
2020-05-23 18:49:06 +02:00
b4867ec012
Revert the despawn range.
2020-05-23 18:24:25 +02:00
8bf46093e7
Increase the chunk despawn range by one.
2020-05-23 18:13:30 +02:00
43a768de17
Hide mesh while the animation tree is disabled.
2020-05-23 18:12:53 +02:00
c0f1b21788
Removed IKs from the blender model, also fixed a few more issues with it. In blender the animations look bad, but in godot they still work, they will be fixed later. Removed an old generated skin file, it seems like this caused all the old model import problems. Reoriented the meshes, now without the old skin.
2020-05-23 12:25:12 +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
9721a80086
Fix broken dependencies.
2020-05-20 01:42:02 +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
7c1f365503
Turned off class xp, and class spell and recipe learning. After a lot of thinking I don't think a metagame like this will work for what I'm trying to achieve.
2020-05-17 18:58:11 +02:00
a109c9070f
Mostly reoriented the model's bodyparts. It's not perfect, but good enough for now.
2020-05-17 18:51:34 +02:00
e43cce888a
Now all of the current character's bodyparts are in gltf.
2020-05-17 17:00:16 +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
c6b4dffc66
Reduced chunk's texture scale to 3.
2020-05-12 16:51:07 +02:00
99f01c6c95
Update the engine, and Voxelman to the latest.
2020-05-09 21:25:45 +02:00
dce511474c
Reduce the body visibility to 90 meters for the character I have.
2020-05-09 20:41:49 +02:00
52b89c9746
Only calculate texture for uv2 if it actually needs to happen. So far doing it like this seems faster.
2020-05-09 20:41:17 +02:00
b3418a8c84
Don't set the interaction type to loot if an entity doesn't have a lootdb.
2020-05-06 21:58:58 +02:00
39827852b3
Fix clientside spell cast events. (cast success will need to be sent to clients later.)
2020-05-06 21:51:47 +02:00
0c1ac31224
Spawn the correct mob.
2020-05-06 21:50:15 +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
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
7b76a90a8f
Removed mana from stats.
2020-04-27 17:11:10 +02:00
688be51b56
new project.godot after I removed the addon I was testing the .gitignore with.
2020-04-26 15:50:39 +02:00
9d1f4128f8
Removed ess_data as a dependency from the setup script, but added it into this repo and renamed it to module manager.
2020-04-26 15:47:21 +02:00
74304c87e8
Fix .gitignore to only ignore the modules folder that is in the root of the project. This commit contains the missing files from #6ef0a84fbecf .
2020-04-26 15:43:07 +02:00
89f67dcf30
Removed the settings from ess_data.json, as the data plugin will need to be reworked to be useful again.
2020-04-26 13:38:11 +02:00
6ef0a84fbe
Renamed the data directory into modules.
2020-04-26 13:36:10 +02:00
0670f0eaf1
Moved the fonts out from data.
2020-04-26 13:32:24 +02:00
7e1b654a83
Moved shaders into the core module aswell.
2020-04-26 13:31:03 +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
37acb59dba
Moved materials into the core module aswell.
2020-04-26 13:26:02 +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
6842b7cd65
Organized/cleaned up the rest of the spells.
2020-04-26 13:14:51 +02:00
94e151cecb
Moved the environment into the planet folder.
2020-04-26 13:06:25 +02:00
e9423709c8
Removed some unneeded files.
2020-04-26 13:05:28 +02:00
2bbed83601
Grouped character species related data into a new folder.
2020-04-26 13:04:35 +02:00
599034c568
Comment out a few print statements.
2020-04-26 13:02:34 +02:00
0bef0a2339
Moved the naturalist based mob into naturalist's folder.
2020-04-26 12:55:55 +02:00
57849c4cf7
Moved cursors out from data.
2020-04-26 12:34:12 +02:00
93be3fb81b
Remove a folder from the base resourcedb.
2020-04-26 12:33:25 +02:00
53b6b34dd0
Also move the spell effects of naturalist into it's folder.
2020-04-26 12:30:42 +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
77ccce7d74
Moved the camera out of data.
2020-04-26 11:26:42 +02:00
b0874ebbb6
Renamed voxel_libraries to voxel_library and moved in into the test planet's folder. (Note that the library is at the moment used by World scene, this will be changed later.)
2020-04-26 11:12:20 +02:00
42ab2960cc
Moved voxel textures and surfaces into the voxel libraries folder.
2020-04-26 11:09:31 +02:00
fee3ba9137
Grouped the files of my current test planet together, and made the planet loading code use the new folder structure.
2020-04-26 10:59:22 +02:00
238f0f2946
Moved a few more things, and deleted an unneeded folder.
2020-04-26 10:17:55 +02:00
162f9c3bd2
Moved around a few folders.
2020-04-26 10:10:07 +02:00
cb987df446
Fix turn panel.
2020-04-26 00:57:32 +02:00
1b16cbf376
Fix running desktop export.
2020-04-26 00:29:43 +02:00
04da48826e
Update HEADS to get the customizable stats for ESS.
2020-04-25 21:41:42 +02:00
4b23a059ce
Removed the Mob, Player and NetworkedPlayer scenes.
2020-04-24 14:41:31 +02:00
2d5f4d9d88
Clear a few now unneeded nodepaths.
2020-04-24 14:34:05 +02:00
39e28c2035
Now the player ui and the nameplates are dynamically allocated aswell.
2020-04-24 14:32:04 +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
2382f9d3c1
Now the camera gets instantiated when needed automatically by the body script.
2020-04-24 09:45:16 +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
dada397e92
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.
2020-04-18 14:35:28 +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
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
fbcb328cb1
UPdate Voxelman to the latest to grab the bugfixes. Also chunks now generate faster.
2020-04-06 20:26:05 +02:00