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
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.
2020-03-09 00:22:54 +01:00
ce8290329b
Update Voxelman to the latest to grab the improvements.
2020-03-06 21:32:52 +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
2bb497f1d9
Grab the latest Voxelman for the VoxelMesher improvements.
2020-03-04 23:38:45 +01:00
afac386180
Only disable build step limit when not in editor. ALso update Voxelman to the latest to grab a fix.
2020-03-04 21:02:02 +01:00
fc46791887
Smaller improvements for the initial world generation.
2020-03-04 19:47:31 +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
0258425ef3
Update everything to get the latest Voxelman. Removed PropTool addon, as it's now it's in Voxelman by default. Ignore the temporary folder.
2020-02-29 16:52:00 +01:00
f4da6f0dd4
Now the windows are properly togglable.
2020-02-27 12:27:55 +01:00
67d412abfb
Update to the latest ESS, to get bugfixes, and the getter style upgrade.
2020-02-26 21:22:30 +01:00
89eb0940fd
Update ESS to get the LootDataBase changes.
2020-02-26 21:07:28 +01:00
73f2cfb31f
Update to the latest ESS, to get the description/translation api changes.
2020-02-26 17:26:07 +01:00
69666f37c6
Fix editor freeze on loading saved chunks.
2020-02-26 12:19:55 +01:00
08e19a9011
Updated CharacterSkeleton to CharacterSkeleton3D in ess_data.json.
2020-02-26 12:05:28 +01:00
84668b4153
Grab the latest Voxelman, and small amounts of test code.
2020-02-26 01:16:19 +01:00
3e68b820b5
Commented out the terrarin mesh build phase for now, the c++ version is ok if I'm not experimenting.
2020-02-26 01:14:42 +01:00
a4aecfb9cd
Actionbar now supports items aswell.
2020-02-25 15:04:40 +01:00
766610586f
Item spell support.
2020-02-25 14:01:54 +01:00
2321f2630e
Removed the fast quadratic mesh simplifier module, because as it turns out, it won't work with the kind of meshes this project has.
2020-02-21 17:57:00 +01:00
a729c93dac
Disabled spell learning for the ui aswell.
2020-02-21 14:20:16 +01:00
c34a194c82
Few debug lines for the mesh simplifier.
2020-02-21 14:10:49 +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
59003f89f2
Added a few lines to test the mesh simplifier (they are commented out). Also update everything to the latest.
2020-02-20 14:28:00 +01:00
a796c54454
Temporarily ported BUILD_PHASE_TERRARIN_MESH to gdscript, so I can test/develop the mesh simplifier easier.
2020-02-20 14:01:39 +01:00
cf0242ead6
Update to the latest Voxelman to get the api updates.
2020-02-20 13:48:52 +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
b016c95f7c
Added missing copyright header.
2020-02-19 16:50:55 +01:00
fa013e2360
Experiments with the icon creation tool.
2020-02-19 16:45:26 +01:00
f26d7fd02d
Brought back the gdscript versions of spell and aura script.
2020-02-19 13:42:11 +01:00
b14866b143
Added GDQuest's steering framework.
2020-02-19 13:06:40 +01:00
a1fd74a34a
Update to the latest ESS. (Separated level into class and character levels.)
2020-02-19 12:19:28 +01:00
c45c7eaa9a
The new tool can now save, also improved it's code, and fixed a few bugs.
2020-02-17 20:51:49 +01:00
7d66723e19
Added a new tool (LayeredTextureMaker). I'm hoping to simplify icon creation with it.
2020-02-17 17:55:34 +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
f3f9de391a
Update HEADS to get the new prop related changes from Voxelman, and the WorldGenerator. Changed the voxel scale in the menu aswell.
2020-02-16 02:57:24 +01:00
1213360c58
Went back to using the voxel textures I created, but set them to be 256x256.
2020-02-15 15:42:40 +01:00
546832d10b
Experimented more with the world's scale. Now it's set to 1.6.
2020-02-15 14:55:54 +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
c77dfd8350
Removed a few more now unused classes, and reorganized the Voxelman folder.
2020-02-13 14:06:56 +01:00
7de251a0cf
Update HEADS to grab Voxelman with the transvoxel mesher port. Also removed a few experimental meshers.
2020-02-13 14:00:19 +01:00
d30e33a122
Now the transvoxel mesher bakes alternative uv coordinates into uv2 so it can inetrpolate between different voxel surfaces near seams (based on COLOR.a).
2020-02-13 03:31:42 +01:00
17973cb2bd
Actually enable threaded world generation.
2020-02-12 14:31:36 +01:00
0610cf0704
Update everything, to grab the multithreading fixes from Voxelman.
2020-02-12 14:20:26 +01:00
87c8c286ce
Re-enabled prop mesh building. Also small cleanups to materials.
2020-02-11 01:27:39 +01:00
fad9e70f48
Set max_concurrent_generations in World back to one, as a quick and dirty crash fix.
2020-02-11 00:09:37 +01:00
b41f0a8f00
Update to the latest Voxelman, and improvements to the .vscode files.
2020-02-10 23:42:13 +01:00
373bebe335
Update everything.
2020-02-10 19:00:33 +01:00
62536cf2e5
Work on the procedurally generated textures.
2020-02-09 18:48:28 +01:00
0f88eb8e80
Update to the latest ess. (Spawning rework).
2020-02-03 18:37:11 +01:00
2e212083e1
Update to the latest ESS, and fix a few errors in the console.
2020-02-02 02:45:47 +01:00
5150dccf9e
Update to the latest ESS.
2020-02-01 15:44:22 +01:00
ae09b0194e
ESS update.
2020-02-01 11:20:05 +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