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
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
9cab73125e
Forgot to change it for the networked player scene.
2020-03-05 10:30:44 +01:00
e7b2014bee
Reduce mob nameplate range to 50 meters.
2020-03-05 10:29:58 +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
67d412abfb
Update to the latest ESS, to get bugfixes, and the getter style upgrade.
2020-02-26 21:22:30 +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
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
0f88eb8e80
Update to the latest ess. (Spawning rework).
2020-02-03 18:37:11 +01:00
ae09b0194e
ESS update.
2020-02-01 11:20:05 +01:00
3044cb8275
Update the license for 2020.
2020-01-31 20:01:34 +01:00
27979df911
Update HEADS, and small chaneg to player's script.
2020-01-25 22:12:45 +01:00
eab9d82d0c
Fix matrix multiplication order for the display player, and small tweaks to the menu.
2020-01-14 13:40:38 +01:00
382749220c
Update for the latest ESS.
2020-01-02 23:02:45 +01:00
6cc3f7dd04
Better style for the generated terrarin. Also removed the planet without the dungeon. ALso HEADS update.
2019-12-28 17:55:10 +01:00
4d02ca12d1
Fix all warnings, and an error.
2019-12-24 10:22:56 +01:00
78458b2d91
Lots of work on the character model. Also now the character skeleton only have 1 levels of inheritance. (Armature.dae->model instead of armature.dae->armature.tscn->model). This fixes quite a few issues, but some changes were necessary to scripts.
2019-12-24 03:10:29 +01:00
e9515bef2c
Changed the license to MIT.
2019-12-22 19:20:38 +01:00
2b9960056d
Disabled texture filters for the character, and the terrarin.
2019-12-11 14:59:44 +01:00
25f3e98f43
Created 3 textures using godot-procedural-textures ( https://github.com/RodZill4/godot-procedural-textures ). Also the test dungeon start room now generates a little ruined structure outside as the entrace.
2019-12-08 19:44:08 +01:00
ad8c9fb653
Work on the style.
2019-12-07 15:54:46 +01:00
ca8bdf9ce2
Now the characters and terrarin use the same material, and shader.
2019-12-03 15:22:45 +01:00
2d34cff90d
Added a default level override variable to the Entities autoload. Fixed a few issues with applying stats on level up. And HEADS (ESS) update.
2019-12-02 19:19:49 +01:00
a9177a92e0
Added the MIT license text to all files, I previously marked as MIT.
2019-12-01 23:21:48 +01:00
824fd02d0f
Now the crafting window will show some text instead of looking broken when nothing is selected / the player has no recipes in the selected category.
2019-11-29 09:18:01 +01:00
4d1da296cd
Removed forgotten utility ai resources.
2019-11-27 19:57:15 +01:00
8fd696c71a
Update every module to the latest.
2019-11-27 11:22:04 +01:00
08971de608
The map button is hidden now, I'm not sure yet if it's a good idea for the game to have it. But even if it is, it will take a while for me to implement it.
2019-11-25 15:03:55 +01:00
865d97018e
Found a better way to handle strafing. Also now animations are in place for both the left and right strafe.
2019-11-25 02:55:01 +01:00
fe610dbc7d
Changed the license for some of the files, because I forgot about them yesterday. Sometimes I implement functionality in them, and then port it to the entity spell system module. FYI I'll clean this header up a bit later, the MIT license refers to the same one as in the aforementioned module. This is also true for voxelman related classes.
2019-11-21 13:10:00 +01:00
907988a7d0
More files.
2019-11-20 14:05:35 +01:00