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96fff0331e
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Mesh data resource editor now uses MeshUtils to uv unwrap meshes. Removed my half-finished unwrapping code.
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2021-09-29 11:27:42 +02:00 |
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321302e9c5
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Committing image .import files as they get a new property stored on reimport.
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2021-09-29 11:24:07 +02:00 |
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410161831f
|
Bit more experimentation.
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2021-09-28 14:54:26 +02:00 |
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626b02dc94
|
Bit more work on uv unwrapping.
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2021-09-28 14:38:51 +02:00 |
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a6caaadb38
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A bit more work on uv unwrapping.
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2021-09-27 19:27:12 +02:00 |
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1260374274
|
Bit more work on uv unwrapping.
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2021-09-27 18:24:16 +02:00 |
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3a13c1e21b
|
Added uv normalization to the unwrap algorithm. Also now it sets the new uvs to the mesh data resource. Doesn't work properly yet though.
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2021-09-27 14:43:57 +02:00 |
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e5de63c421
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Initial uv layout implementation.
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2021-09-27 14:15:17 +02:00 |
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660933915b
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More work on uv unwrapping.
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2021-09-27 12:52:33 +02:00 |
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a2208d0489
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More work on the uv unwrapping algorithm.
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2021-09-27 12:38:57 +02:00 |
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2c266711a3
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I think I figured out a way to uv unwrap meshes for the mesh data resource editor. Started implementing it. Mesh partitioning is done.
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2021-09-26 23:02:51 +02:00 |
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ed3c6eb19d
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Use the forward_spatial_gui_input variant which has the index parameter in mesh data resource editor by default.
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2021-09-26 20:04:42 +02:00 |
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eee70dac69
|
Removed the bone_editor addon, as now the engine has a skeleton editor built in.
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2021-09-26 17:23:00 +02:00 |
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6062255177
|
Updated the engine to the latest. Also removed "as" casts after get_node_or_null-s, as now when they return null you get an error.
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2021-09-22 00:11:19 +02:00 |
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8e0e86ef39
|
Work on the mesh data resource editor plugin. Also updated the mesh data resource module to the latest.
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2021-09-13 18:47:56 +02:00 |
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74b35246c8
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Now the mesh data resource addon actually shows uvs in the uv editor.
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2021-09-13 12:32:33 +02:00 |
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de97b132a2
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Fixed the set rest pose implementation.
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2021-09-13 11:27:20 +02:00 |
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878f045f92
|
Added my seketon editor test scene.
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2021-09-12 23:18:26 +02:00 |
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d9e0ed3741
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Initial set rest pose implementation for the bone editor. Doesn't work properly yet.
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2021-09-12 23:18:05 +02:00 |
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242321fd7a
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Bone hierarchy editing support.
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2021-09-12 15:52:22 +02:00 |
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6c32deb131
|
Now the bone editor addon can create bones.
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2021-09-12 15:28:40 +02:00 |
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b181be5ddf
|
Fix error spam due to missing method.
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2021-09-06 12:26:31 +02:00 |
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9fb8e01314
|
Fix error printed to the console on clients.
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2021-08-31 02:00:49 +02:00 |
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4f7cb3c904
|
Fixed networked movement.
|
2021-08-31 01:57:32 +02:00 |
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9ba79d9dc4
|
More work on fixing networking. Also updated ESS to get the fixes from it too.
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2021-08-31 00:40:45 +02:00 |
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288eaabe18
|
Updated ESS to get the Entity controller property rework.
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2021-08-30 20:18:29 +02:00 |
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e6d21cbb8a
|
Remove the nameplate if the entity gets controlled by the player and it wasn't before.
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2021-08-30 17:45:40 +02:00 |
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67b3ce48f5
|
Work on fixing networking.
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2021-08-30 00:35:27 +02:00 |
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c0280ce6f3
|
Don't spawn mobs at all during world generation on a client.
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2021-08-29 23:38:15 +02:00 |
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f8803b99ab
|
Fix update_visibility in PlayerGDBase. Also fix spawn_for in the entity spawner.
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2021-08-29 23:32:54 +02:00 |
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3dd4f4592a
|
Fix setting up network_owner in the spawner.
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2021-08-29 21:39:51 +02:00 |
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fcf4e520e9
|
Now the generated terrain and dungeons are actually seeded.
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2021-08-29 19:38:58 +02:00 |
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715e4f209f
|
Don't spawn trees in the 0,0 chunk.
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2021-08-29 11:43:27 +02:00 |
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026652931b
|
Physics bodies (the dungeon teleporters) on windows and even wine doesn't receive the mouse click events properly. So temporarily added a different way to detect clicks on them for windows.
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2021-08-28 12:06:10 +02:00 |
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3b3650c851
|
Bump version.
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2021-08-28 10:36:58 +02:00 |
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6b36577aa3
|
Spawn mobs into the dungeons.
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2021-08-28 00:55:59 +02:00 |
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12e7618cd3
|
Now the dungeons will delete themselves when their teleporter goes out of range in the world. (The world is disabled while in a dungeon, so they won't despawn while the player is inside.)
|
2021-08-28 00:29:24 +02:00 |
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c6ae7518c0
|
Deactivate / activate the world on teleporting to a dungeon.
|
2021-08-28 00:09:05 +02:00 |
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9a8d658643
|
Now dungeons and teleporters get spawned in the world. They use placeholder graphics for now.
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2021-08-27 23:07:58 +02:00 |
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4b5f6253db
|
The dungeon will now spawn plugs.
|
2021-08-27 19:30:27 +02:00 |
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99bab47f9f
|
Implemented room overlap checks for the building. It's only 2d for now.
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2021-08-27 01:05:03 +02:00 |
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78c08c4f28
|
Re-generate room points for all the test rooms, and also re-export them to props.
|
2021-08-26 20:54:10 +02:00 |
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7ee9a14b01
|
Small changes to the test dungeon.
|
2021-08-26 00:18:39 +02:00 |
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4f02de36d9
|
Material cache support for the character.
|
2021-08-26 00:15:30 +02:00 |
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1d5fff0f06
|
Figured out room transforms.
|
2021-08-25 01:03:27 +02:00 |
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2b2d175a66
|
Initial Building implementation. The room transforms are still broken, will figure them out later.
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2021-08-24 21:10:32 +02:00 |
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1b492b863f
|
Added more test rooms and started working on the dungeon class.
|
2021-08-20 23:53:09 +02:00 |
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861676531b
|
Exported the test rooms into props.
|
2021-08-18 19:02:32 +02:00 |
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65fba11bcd
|
Remade the test rooms with TiledWalls. Also committing the rest of the test stuff I made during the last few days to test the portal system.
|
2021-08-18 17:54:43 +02:00 |
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f83e53b0a1
|
Added a test room to help with implementing portal and room support to the prop system.
|
2021-08-12 20:53:13 +02:00 |
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583fadae70
|
Updated the props module to get the automatic lod change support to PropInstanceMerger.
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2021-08-12 18:47:07 +02:00 |
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|
70a1ebef4c
|
Updated the props module. Now when the scene to prop conversion tool re-converts props the editor will pick up the changes without a restart.
|
2021-08-11 20:36:24 +02:00 |
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60e7d4af78
|
Updated the props module, I reimplemented vertex color lights + rao for PropInstanceMerger. Also updated mesh_utils, MeshMerger did not use vector write proxies.
|
2021-08-11 19:20:26 +02:00 |
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|
94681037ff
|
Added a few more small test prop scenes.
|
2021-08-10 19:10:01 +02:00 |
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364dea8159
|
Disabled the mesh data resource editor addon.
|
2021-08-10 19:09:40 +02:00 |
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|
c16bb42ea1
|
Updated the props module to get the PropCache singleton rework. Set up the project settings for it.
|
2021-08-09 22:13:18 +02:00 |
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d1cfc79887
|
Bump version to 0.3.5.
|
2021-08-08 21:13:21 +02:00 |
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|
fae48b30cf
|
Updated Terraman to get the new prop texture merging/caching support and texture packer as I added const and const references to it's api wherever possible.
|
2021-08-08 14:11:14 +02:00 |
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|
5228fbe0d2
|
Created a prop with the other tree texture.
|
2021-08-07 17:58:19 +02:00 |
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|
d56b96bf24
|
Turn on collision for the tree.
|
2021-08-07 14:41:43 +02:00 |
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|
7476d08ed2
|
Updated Terraman (and the engine) to get JobSteps support for PropJob. This also fixes the error spam during mesh generation.
|
2021-08-07 13:56:24 +02:00 |
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86511cdd26
|
Temporarily set the tree's texture to the prop material, and also added prop materials to the library.
|
2021-08-07 11:33:14 +02:00 |
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522242182c
|
Let TerraWorld apply voxel scale to the tree. Also now the tree's scale's random range is a lot smaller.
|
2021-08-07 11:32:23 +02:00 |
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|
f29445bdf6
|
Now the trees are spawned with terraman's prop system. It does need some fixes though.
|
2021-08-07 10:14:17 +02:00 |
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885ba9e4d4
|
Removed one of the two tree meshes as they are the same.
|
2021-08-07 10:07:41 +02:00 |
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254fb23d98
|
Now trees will spawn on grass. Currently it's done with nodes/mesh instances for testing. It actually looks a lot better that I anticipated, so I'll soon port it to use terraman's prop system (Which also needs to have material caches implemented).
|
2021-08-06 22:33:50 +02:00 |
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|
c7938caaa8
|
increased the height for the stone texture.
|
2021-08-06 21:53:15 +02:00 |
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|
29a41a8077
|
Rescaled one of the tree and added a collision shape to it.
|
2021-08-06 21:51:22 +02:00 |
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|
abc1d53813
|
Added 2 trees from https://opengameart.org/content/rpg-item-collection-3 .
|
2021-08-06 21:42:44 +02:00 |
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|
41fba2bec7
|
The test/simple biome now gets generated by summing 2 noises. I made the main elevation noise scaled out more.
|
2021-08-06 20:38:47 +02:00 |
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|
1697167975
|
Changed the simple biome's generator to FastNoise from OpenSimplexNoise. Also scaled it out more.
|
2021-08-06 19:24:13 +02:00 |
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|
bf40b5c12f
|
Updated ess to the latest. Replaced the range checks with the newly added helper calls.
|
2021-08-05 23:01:31 +02:00 |
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|
2e15d3f74e
|
Same logic for the vendor window.
|
2021-08-05 22:07:34 +02:00 |
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|
78af5acc8a
|
The trainer window will now close itself if the player gets too far.
|
2021-08-05 22:04:37 +02:00 |
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|
6c7f8625b5
|
Added interaction range check.
|
2021-08-05 21:55:33 +02:00 |
|
|
124c163212
|
Added a new library based on TerramanLibraryMergerPCM, and set the main world to use it.
|
2021-08-03 01:13:25 +02:00 |
|
|
523d5e478b
|
Added the multirun addon to the project. (Disabled by default)
|
2021-08-01 15:44:24 +02:00 |
|
|
b3c7c142c5
|
Now tab containers are also navigable with keys in the menu.
|
2021-07-31 15:46:59 +02:00 |
|
|
dca4ea1cb4
|
Keyboard/controller navigation for the main menu.
|
2021-07-31 15:09:54 +02:00 |
|
|
e34e005890
|
Update the engine tot he latest.
|
2021-07-26 09:59:46 +02:00 |
|
|
cea803979c
|
Fix property deprecation warnings.
|
2021-07-20 22:12:50 +02:00 |
|
|
8e2a6d96e7
|
Increased the jump height a bit.
|
2021-07-20 22:05:48 +02:00 |
|
|
bebf321c7c
|
Changed the physics engine to GodotPhysics. So far it seems like everything is working with it. After the recent improvements it actually feels better now than bullet.
|
2021-07-20 22:03:25 +02:00 |
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|
0c849a6c8a
|
Brought in the player's movement controller implementation from the tower. This also means jumping is now possible. (I don't yet have animations for it though.)
|
2021-07-20 21:58:32 +02:00 |
|
|
596bb64db8
|
Changed the procedural animations back to normal Animations.
|
2021-07-20 19:57:16 +02:00 |
|
|
560df5b16f
|
Added a few audio buses.
|
2021-07-19 20:09:47 +02:00 |
|
|
8aa89457e4
|
Update mesh data resource to the latest to get the new mesh optimization settings. Reimported the character's meshes with the remove doubles interpolate normals setting. This reduced the character's vertex count from 1850 to 617 without any visual change.
|
2021-07-19 18:56:59 +02:00 |
|
|
4aa2a21d4f
|
Created a new material for the test shield.
|
2021-07-19 15:54:22 +02:00 |
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|
8f60d2a87e
|
Updated the engine and modules. Had to add a new class to the broken seals module to be able to call 2 protected functions in MeshInstance , to have gpu skinning for my merged characters again. Not yet sure whether it's a regression or not.
|
2021-07-19 15:47:47 +02:00 |
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|
fd189d0d26
|
Optimized the character's meshes. The head will need some more tweaks, but I think it's mostly going to work. Also apparently the meshes get imported with broken up triangles, so they have way too high vertex count (1800 per character). I'll fix that in the mdr importer.
|
2021-07-19 15:01:20 +02:00 |
|
|
4c63763c75
|
Increased the world's scale to 3.
|
2021-06-08 15:40:53 +02:00 |
|
|
364d181e35
|
Update the engine and modules to get the PropInstance improvements / implementation.
|
2021-04-27 18:04:16 +02:00 |
|
|
0b2e4616ad
|
Bump version to 0.3.4.
|
2021-04-24 09:16:32 +02:00 |
|
|
225c086286
|
Player type should be networked.
|
2021-04-21 22:00:06 +02:00 |
|
|
00711977d4
|
Work on fixing networking. Fixed hosting, and character uploading.
|
2021-04-21 21:55:15 +02:00 |
|
|
71d2cf0358
|
Turn off chunk generation in the menu, as the chunks are saved.
|
2021-04-21 21:53:46 +02:00 |
|
|
a8d6a69e4e
|
Added an exit button to the menu. It will hide itself on the web and mobile platforms.
|
2021-04-21 20:10:32 +02:00 |
|
|
7c99802509
|
Update Terraman to get the android chunk generation fix.
|
2021-04-21 12:05:09 +02:00 |
|
|
21e1f3af23
|
Don't generate lods in the menu.
|
2021-04-21 10:49:49 +02:00 |
|
|
7e272029d1
|
Updated WorldGenerator to the latest. I removed Dungeon, DungeonRoom adn DungeonCorridor, and added a Building class (it's a cleaned up version of Dungeon right now, it will work differently later.).
|
2021-04-19 22:30:51 +02:00 |
|
|
a3634380ed
|
Updated Terraman and added the new chunk_lod_first_falloff parameter to the ingame settings.
|
2021-04-19 18:39:43 +02:00 |
|
|
b20303a24e
|
Re-enable lods. The simple lod seams still need work. Also updated Terraman for a the fixes.
|
2021-04-19 18:19:19 +02:00 |
|
|
a8ec0ec501
|
Fix in editor level generation.
|
2021-04-19 17:33:57 +02:00 |
|
|
e582f4d6e5
|
Removed the voxelman specific code/resources from the project.
|
2021-04-19 10:41:41 +02:00 |
|
|
3e07631361
|
Now the planet generator uses Terraman. Also updated the modules, as I fixed a vmethod.
|
2021-04-18 23:56:44 +02:00 |
|
|
a4e54f048a
|
Updated the modules. I added lots of getters and setters to WorldGenerator.
|
2021-04-18 23:16:33 +02:00 |
|
|
81f2bacec9
|
Replaced voxelman in the menu aswell.
|
2021-04-18 20:03:03 +02:00 |
|
|
148cee772b
|
Now the game uses terraman instead of voxelman ingame.
|
2021-04-18 19:55:34 +02:00 |
|
|
287e7af447
|
The level generator will now also use a third cell type.
|
2021-04-18 19:41:56 +02:00 |
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|
a4459a949d
|
Now the test terrain generator will set a few cells to a different type.
|
2021-04-18 19:39:12 +02:00 |
|
|
ccb6070bd8
|
Updated Terraman to get the lighting generation fixes, and crash fixes.
|
2021-04-18 19:38:17 +02:00 |
|
|
e16aa1c73f
|
Updated terraman to the latest.
|
2021-04-17 19:31:23 +02:00 |
|
|
9e9a0e62c0
|
The level generator will now get noise values in world coordinates. Also updated Terraman.
|
2021-04-17 19:21:48 +02:00 |
|
|
1dac12d28e
|
Updated terraman. Now it uses JobSteps.
|
2021-04-17 19:07:35 +02:00 |
|
|
02548015ea
|
Updated the engine and modules. TerraMesherBlocky now only supports having one mesher and one liquid mesher.
|
2021-04-17 16:03:14 +02:00 |
|
|
0621a5da3b
|
Fix error spam on test generation.
|
2021-04-17 12:27:47 +02:00 |
|
|
13fff7b64c
|
Updated the modules, and added a few test scripts/scenes for terraman.
|
2021-04-17 00:45:08 +02:00 |
|
|
3d7b24ff5a
|
Update copyright headers.
|
2021-04-15 11:52:32 +02:00 |
|
|
d87694cb03
|
Renamed a few methods in the mesh data resource editor.
|
2021-03-24 19:09:02 +01:00 |
|
|
382d1079f6
|
Started work on a uv editor.
|
2021-03-23 19:03:32 +01:00 |
|
|
131369ed71
|
Mesh data resource editor's gizmo now properly uses indices.
|
2021-03-23 18:18:07 +01:00 |
|
|
1e20ac43a4
|
Clean up the buttons on the mesh data editor's panel. Also added buttons for face manipulation.
|
2021-03-23 15:27:37 +01:00 |
|
|
ef47ab6b63
|
Now the mesh data resource editor will update the mesh aswell.
|
2021-03-23 11:24:44 +01:00 |
|
|
76265b54a8
|
Fix editor world generation.
|
2021-03-22 23:41:58 +01:00 |
|
|
dceba985b4
|
Implemented vertex scaling mode for mesh data resource editor.
|
2021-03-16 12:24:24 +01:00 |
|
|
79733aa63a
|
Mesh data editor's vertex translation should work properly with any rotation of the editor's camera.
|
2021-03-15 15:25:19 +01:00 |
|
|
5d9651253c
|
In mesh data editor now the selected vertices are draggable with the handles, instead of blender like commands. Also now axis constraints are togglable per axis.
|
2021-03-15 15:02:25 +01:00 |
|
|
c05519244d
|
Added events for mesh data resource. Also simple half-baked vertex translation implementation.
|
2021-03-02 21:41:24 +01:00 |
|
|
696887b44c
|
Added arlez80's bone editor from the asset lib as an alternative to the patch.
|
2021-03-02 13:10:46 +01:00 |
|
|
ec558d1a16
|
More work/experimentation on the mesh data resource editor.
|
2021-03-02 13:03:02 +01:00 |
|
|
4e071994f6
|
More initial work / experiments on the mesh data resource editor plugin.
|
2021-02-28 00:18:38 +01:00 |
|
|
8fe94c3ca4
|
Removed gdpose, as its no longer needed.
|
2021-02-23 01:34:02 +01:00 |
|
|
70654ec3d2
|
Updated the engine, and modules (ThreadPool had a compile fix after a few changes in the 3.2 branch.). Also now plugins are handled a bit differently, so committed project.godot aswell.
|
2021-02-20 22:47:13 +01:00 |
|
|
0abef7af9f
|
Starter experimenting with writing a continent generator.
|
2021-02-20 19:53:28 +01:00 |
|
|
7cdf7f2f61
|
Work on the mesh data resource editor plugin.
|
2021-02-09 01:40:13 +01:00 |
|
|
06912c320e
|
Created/added a new mesh_data_resource_editor plugin.
|
2021-02-08 08:24:40 +01:00 |
|
|
cda3fe3638
|
Moved species_human.tres to the folder it should have been.
|
2021-02-07 17:18:55 +01:00 |
|
|
570922ba14
|
Enable gdpose.
|
2021-02-07 17:18:06 +01:00 |
|
|
847640d35b
|
Also added gdpose and godot-plugin-refresher addons.
|
2021-02-07 16:37:39 +01:00 |
|
|
32648325e0
|
Added godoxel from https://github.com/aaronfranke/GraphicsEditor .
|
2021-02-07 15:15:13 +01:00 |
|
|
ef061631d2
|
Updated ESS, also added support for the new modelpart transforms on the gdscript side.
|
2021-01-29 16:33:27 +01:00 |
|
|
e31c58e1d6
|
Set world's chunk size back to 16. It looks better. Will add a runtime setting for it later, as 8x8x8 is better for weaker devices with low chunk spawn ranges.
|
2020-12-15 00:50:43 +01:00 |
|
|
af047e49f6
|
Updated the engine. Also moved the camera and character in the menu.
|
2020-11-29 00:06:51 +01:00 |
|
|
0f6adb6f06
|
Update Voxelman to the latest. (More method renames.)
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2020-10-27 19:17:39 +01:00 |
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f3d5a4d88d
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Update Voxelman. Now VoxelChunk can also store VoxelStructures, and method renames.
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2020-10-26 18:31:57 +01:00 |
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fa079cd120
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Update Voxelman to the latest. Mostly editor-related fixes.
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2020-10-25 01:26:08 +02:00 |
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c18ecacd5a
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Update Voxelman and the mesh_utils module. Now lods over 4 is supported for terrarins.
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2020-10-20 17:07:05 +02:00 |
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9a07052455
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Implement button index support for the in-game menu buttons.
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2020-10-19 13:09:08 +02:00 |
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901c275912
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The character, crafting, spellbook and talent windows will properly ignore the mouse now.
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2020-10-19 12:39:09 +02:00 |
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c154b678af
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Updated ESS to get the changes/cleanups to EntityData.
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2020-10-19 12:23:00 +02:00 |
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7a1c698c6e
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Fix error in the CubicVoxelMesher script.
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2020-10-19 12:21:42 +02:00 |
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61fef54f5c
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Update ESS. I moved the stats from EntityData to EntityClassData.
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2020-10-18 23:16:29 +02:00 |
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6358d0237d
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Udpate ESS, I moved a few properties from EntityData to EntityClassData. Also update Voxelman it only had editor related changes.
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2020-10-18 18:07:24 +02:00 |
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a765f68a0e
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Re-enable the loading screen for the world.
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2020-10-06 21:10:35 +02:00 |
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8888814101
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Update the engine.
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2020-10-06 21:10:15 +02:00 |
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bfd41efd2e
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Updated voxelman to the latest. Mesher/job creation now have to be handled by the world's _create_chunk.
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2020-10-06 20:10:30 +02:00 |
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e9ade41995
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Small cleanups and updated Voxelman to the latest, to get the prop job fixes.
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2020-10-06 19:26:13 +02:00 |
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3e687befd0
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Update Voxelman to the latest.
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2020-10-06 00:09:25 +02:00 |
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24d0573c13
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The voxel scale is 2 now, and the texture scale is 3.
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2020-10-01 13:47:58 +02:00 |
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a76f474758
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The texture scale for the world is now 2.
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2020-09-27 05:17:20 +02:00 |
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05d553c5b1
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Fix error.
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2020-09-26 01:24:24 +02:00 |
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48476d1f7a
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Removed a few now unnecessary scenes, and moved a few.
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2020-09-24 17:06:02 +02:00 |
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93097ada5e
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Same for the trainer window.
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2020-09-24 17:03:47 +02:00 |
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2e14445d8d
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Same for the vendor window.
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2020-09-24 16:58:39 +02:00 |
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ed417cf2c1
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The loot window is now also a module.
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2020-09-24 16:54:10 +02:00 |
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91656e1060
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Fix a path for the item tooltip inside the inventory ui.
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2020-09-24 16:23:41 +02:00 |
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1cc886593e
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Same treatment for the inventory.
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2020-09-24 11:11:50 +02:00 |
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084aa107b9
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The crafting window is a module now aswell.
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2020-09-24 10:55:50 +02:00 |
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2bab93e6c7
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The TalentWindow is a module now aswell.
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2020-09-24 10:39:34 +02:00 |
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020f744e78
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The SpellBook is now a module aswell.
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2020-09-24 10:32:00 +02:00 |
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6bcb37b339
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Same treatment for the unitframes.
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2020-09-22 16:52:12 +02:00 |
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dcc0d1d83d
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Same treatment for the CastBar.
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2020-09-22 16:49:27 +02:00 |
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96a32aa928
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AuraFrame is also a module now.
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2020-09-22 16:47:09 +02:00 |
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c292704eb2
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Now player_ui will automatically call set_player on the childs of gui_base. Removed the set_player calls from GUI.gd.
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2020-09-22 16:43:05 +02:00 |
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a1810628e9
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Actionbars are also a module now.
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2020-09-22 16:37:03 +02:00 |
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56385cd5e9
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Removed the minimap and the error frame from the player ui, as they were just placeholders at the moment.
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2020-09-22 16:34:08 +02:00 |
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4ea4478158
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The touch controls are also a module now.
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2020-09-22 16:32:21 +02:00 |
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c6e4c8f4f0
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Added index export to the ui windows module.
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2020-09-22 16:27:44 +02:00 |
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392cca545b
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Now modules can be disabled. Also now player ui will automatically call set_player on windows (if the method exists).
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2020-09-22 15:23:13 +02:00 |
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e7334f483b
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Changes to player_ui to support modularization, and now the CharacterWindow is a module, and it's added to the UI dynamically.
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2020-09-22 15:10:34 +02:00 |
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4c902fe7a7
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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.
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2020-09-22 14:28:41 +02:00 |
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2a0f36a03f
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Update ESS. The EntitySpawner is inherited from Node now.
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2020-09-22 14:00:57 +02:00 |
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c520e9037a
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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.
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2020-09-15 17:01:53 +02:00 |
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3368ab132b
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Implemented texture layering for character clothing.
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2020-09-15 11:36:08 +02:00 |
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8ce19070ae
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Fix items overriding textures for characters.
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2020-09-15 10:54:50 +02:00 |
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8648d5556c
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Implemented buying from a vendor. Also fixed opening the spellbook from the last commit. Updated ESS to get backend support for buying items.
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2020-09-15 01:18:00 +02:00 |
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f68e3e1054
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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.
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2020-09-13 17:08:52 +02:00 |
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980725ccd3
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Hide the trainer window by default.
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2020-09-13 00:22:37 +02:00 |
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bf15090942
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Resized and repositioned the trainer window.
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2020-09-13 00:20:28 +02:00 |
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7bf9fab465
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Implement level requirement, and cost for the trainer window. Also update ESS to get support for it at the c++ side.
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2020-09-13 00:08:32 +02:00 |
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cddda7d5e2
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Added interface options to the ingame menu. These are the character specific. Added an option to save a character's actionbars as the default.
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2020-09-12 23:23:54 +02:00 |
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e5d127c079
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Update ESS so every character can have it's own actionbar profile. Remove now unneeded signal handler.
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2020-09-12 23:02:43 +02:00 |
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49d53b054d
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Now the actionbar will grey out spells that are not known.
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2020-09-12 20:00:29 +02:00 |
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ab01405c5a
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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.
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2020-09-12 01:01:43 +02:00 |
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13fa745f16
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Unlearned class spells are not shown in the spellbook anymore.
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2020-09-10 10:48:46 +02:00 |
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6a70b36e04
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Spell points are off now, as I think trainers will work better for this game. Made the spell book window handle it properly.
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2020-09-10 10:46:49 +02:00 |
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6fb1f1ca9b
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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.
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2020-09-05 22:38:24 +02:00 |
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93e370fb77
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Update the procedural animations module to get the custom method call track support.
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2020-09-02 00:32:54 +02:00 |
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2d15234eb8
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Little work on the vman dungeon.
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2020-09-01 23:37:36 +02:00 |
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f0ff24b2a7
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Added a new voxelman based dungeon class. (Just the skeleton for now.)
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2020-08-26 00:21:01 +02:00 |
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