|
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 |
|
|
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 |
|
|
7b2475be36
|
Removed a few unneeded files.
|
2020-04-06 01:21:52 +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 |
|
|
7b763a8f8b
|
Remove nonexistent function call.
|
2020-04-03 00:44:03 +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 |
|
|
33ea27207e
|
Fix running the game.
|
2020-03-31 13:43:01 +02:00 |
|
|
df960a8ce5
|
Make chunk lod selection linear.
|
2020-03-30 23:33:15 +02:00 |
|
|
174ad7220d
|
Only use 4 threads.
|
2020-03-30 23:22:41 +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 |
|
|
db5eacfe36
|
Turn on threaded builds again, the crashes are caused by deleting chunks while they are generating (e.g. clicking the load button too early for example).
|
2020-03-30 01:40:04 +02:00 |
|
|
e16524ff9d
|
Chunks should start at lod level 0.
|
2020-03-30 01:38:14 +02:00 |
|
|
205abe67a7
|
Fully implemented lod. Lod level 1 just drops the uv2 channel, lod level 2 merges together the meshes, lod level 3 drops the uv channel by sampling the textures into vertex color. Updated HEADS to grab a voxelman change. Also temporarily disabled threaded chunk builds because I introduced (or made manifest) a crash.
|
2020-03-30 01:22:25 +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 |
|
|
15867a0889
|
More tweaks.
|
2020-03-25 01:40:25 +01:00 |
|
|
c8bcf48a1f
|
More tweaks.
|
2020-03-25 01:32:43 +01:00 |
|
|
7a582c4e70
|
Tweak the touch control sizes a bit more.
|
2020-03-25 01:02:02 +01:00 |
|
|
0e453670ff
|
Now the TurnPanel and TouchPad's size is a lot smaller, this makes tap targeting a lot simpler, and more intuitive. (Eventually I will probably go back to the original plan, revert the size but add clickthrough support.)
|
2020-03-25 00:53:53 +01:00 |
|
|
f1bd772b76
|
Fix CharacterEntry's toggle mode.
|
2020-03-24 17:44:02 +01:00 |
|
|
6c4a808baa
|
Now the character's button in the menu will be selected by default. (Its still a button for now.)
|
2020-03-24 02:22:01 +01:00 |
|
|
e92890c61f
|
Experimental automatic load, and renamed a few buttons.
|
2020-03-24 00:56:19 +01:00 |
|
|
832043c49e
|
Reworked the menu a bit as an experiment, now a player can only have one character active at a time. (It is really hacky for now, it will show more characters if manually added.)
|
2020-03-23 22:23:12 +01:00 |
|
|
55c5791991
|
Now the spell book can hide not learned class spells.
|
2020-03-20 15:06:29 +01:00 |
|
|
a8868d81dc
|
Rename retire to renounce.
|
2020-03-20 14:48:29 +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 |
|
|
e02dbe69a7
|
Implemented profile based class levelling. Update HEADS to grab the changes from the ESS side.
|
2020-03-20 03:32:44 +01:00 |
|
|
78180afff0
|
Improved the character selection and creation menu a bit by giving more info. Also fixed a bug.
|
2020-03-19 21:15:07 +01:00 |
|
|
5f4a055a6e
|
Experimented with the sky color. Also update HEADS to grab the VoxelStructure changes.
|
2020-03-19 13:11:43 +01:00 |
|
|
abd0e00056
|
Increased the world's voxel scale to 3 (again).
|
2020-03-19 01:36:21 +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 |
|
|
c9ffc5a821
|
Added 2 spells to Naturalist, implemented range, and started implementing mana.
|
2020-03-10 15:33:48 +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 |
|
|
704aa85e93
|
This is part of the debug code aswell.
|
2020-03-10 12:16:41 +01:00 |
|
|
2717880233
|
text code for the mesh simplifier. It is commented out.
|
2020-03-10 10:59:16 +01:00 |
|
|
f4cfd4f897
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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.
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2020-03-09 00:22:54 +01:00 |
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ce8290329b
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Update Voxelman to the latest to grab the improvements.
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2020-03-06 21:32:52 +01:00 |
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9cab73125e
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Forgot to change it for the networked player scene.
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2020-03-05 10:30:44 +01:00 |
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e7b2014bee
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Reduce mob nameplate range to 50 meters.
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2020-03-05 10:29:58 +01:00 |
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2bb497f1d9
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Grab the latest Voxelman for the VoxelMesher improvements.
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2020-03-04 23:38:45 +01:00 |
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afac386180
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Only disable build step limit when not in editor. ALso update Voxelman to the latest to grab a fix.
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2020-03-04 21:02:02 +01:00 |
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fc46791887
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Smaller improvements for the initial world generation.
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2020-03-04 19:47:31 +01:00 |
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3081388a79
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Actual contents of f2ac08f7 . Not sure how I managed to mess up like this.
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2020-03-04 18:47:20 +01:00 |
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f2ac08f7bc
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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.
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2020-03-04 18:42:49 +01:00 |
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0258425ef3
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Update everything to get the latest Voxelman. Removed PropTool addon, as it's now it's in Voxelman by default. Ignore the temporary folder.
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2020-02-29 16:52:00 +01:00 |
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