Commit Graph

65 Commits

Author SHA1 Message Date
7e7dc3b43e Update ESS to get the Attachment ModelVisualEntry implementation/changes. 2020-06-16 15:55:01 +02:00
3f132e4828 Update ESS to the latest to get CharacterSkeleton3D's attach point rework. 2020-06-16 13:40:16 +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
ea6daeb5d4 Update ESS to get the aura trigger and stat attribute reworks. 2020-06-06 17:01:08 +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
d12d58d61b Update ESS (and the engine) to the latest, to get the stat reworks. 2020-05-03 00:17:23 +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
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
6ef0a84fbe Renamed the data directory into modules. 2020-04-26 13:36:10 +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
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
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
04da48826e Update HEADS to get the customizable stats for ESS. 2020-04-25 21:41:42 +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
a2933a2b7b Update ESS to the latest to get the id to resource path changes. 2020-04-19 18:27:38 +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
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
16d4c9ae2e Update to the latest Voxelman, to get the VoxelChunk->VoxelChunk,VoxelChunkDefault refactor. 2020-03-12 23:26:19 +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
3081388a79 Actual contents of f2ac08f7. Not sure how I managed to mess up like this. 2020-03-04 18:47:20 +01:00
67d412abfb Update to the latest ESS, to get bugfixes, and the getter style upgrade. 2020-02-26 21:22:30 +01:00
766610586f Item spell support. 2020-02-25 14:01:54 +01:00
f23ec89a58 Implemented spell target relations. 2020-02-21 14:10:09 +01:00
8ac869ac1f AIs now wont go on top of their target. 2020-02-21 14:09:43 +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
882a0ef6de Implement handling needs_target property to spell. 2020-02-19 17:00:57 +01:00
4f5d49a977 Implement scaling for aura damage, and heal. 2020-02-19 16:55:01 +01:00
f26d7fd02d Brought back the gdscript versions of spell and aura script. 2020-02-19 13:42:11 +01:00
7c429e21a4 Fixed the remaining errors during generation, and disabled the cubic mesher for now. Also updated voxelman. 2020-02-14 20:26:55 +01:00
d0a0d6ec39 Update HEADS to get the indexing/Cubic Mesher improvements from Voxelman. Updated most of the level generation logic. (A few errors still get printed to the console though.) Right now (temporarily) only the Cubic Mesher's mesh is visible. 2020-02-14 03:25:41 +01:00
3cce5a2b3e Update everything to the latest. 2020-02-01 02:45:36 +01:00
3044cb8275 Update the license for 2020. 2020-01-31 20:01:34 +01:00
6aa08476e1 Work on the style. Now the transvoxel mesher will scale the textures (like standard terrarin engines). Update to HEADS. 2020-01-14 23:15:46 +01:00
afa9701728 Changed back the way biome handles isolevel, because this helps to hide the banding(?) at the side of the mountains with the transvoxel mesher. 2020-01-14 13:26:15 +01:00
f909042c09 Updated voxelman to the latest. Also experimented with meshing. 2020-01-13 00:43:45 +01:00
7adabed50a Started reworking the graphics to a more usual colorful painterly style, because after lots of experimenting now I think that is the only style that will support the gameplay I want to create. The textures I added are from cc0textures.com. Will add proper attributions when everything settles. 2020-01-12 14:33:17 +01:00
382749220c Update for the latest ESS. 2020-01-02 23:02:45 +01:00
8ff112bde6 Update everything. 2020-01-02 00:19:33 +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