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fdac5e5e85
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Moved all fbm related calculations to a new noise_fbm class.
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2021-10-02 16:59:50 +02:00 |
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1d6a95d578
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Moved even more things to commons.gd.
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2021-10-02 15:38:12 +02:00 |
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01fd374344
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Moved a lot more things to Commons.gd.
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2021-10-02 10:39:30 +02:00 |
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e4eccdc034
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Simple nodes are using Commons.gd aswell.
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2021-10-01 23:37:14 +02:00 |
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f3504fd634
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SDF3d also uses Commons.gs now.
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2021-10-01 23:32:11 +02:00 |
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15971442d0
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Sdf also uses Commons.gd.
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2021-10-01 23:30:23 +02:00 |
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0869d1096b
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Patterns now also use Commons.gd.
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2021-10-01 23:24:08 +02:00 |
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bb338ea1aa
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Nises now also use Commons.gd.
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2021-10-01 23:07:05 +02:00 |
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1e621a8278
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Filter nodes now use the common methods from Common.gd.
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2021-10-01 22:41:03 +02:00 |
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50b7575ef9
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Added Commons.gd to store common static methods for mat_maker_gd.
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2021-10-01 22:39:22 +02:00 |
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69767cd08b
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Reorganize mat_maker_gd.
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2021-10-01 22:04:09 +02:00 |
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88caf0d31f
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Added the color-palette plugin from the AssetLib.
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2021-10-01 10:17:08 +02:00 |
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bc1c8b2718
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Created an addon from https://github.com/Relintai/mat_maker_gd . (Only the ported stuff). Also took the nodes from the newest https://github.com/RodZill4/material-maker .
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2021-10-01 00:54:13 +02:00 |
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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
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Bit more experimentation.
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2021-09-28 14:54:26 +02:00 |
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626b02dc94
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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
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Bit more work on uv unwrapping.
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2021-09-27 18:24:16 +02:00 |
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3a13c1e21b
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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
|
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
|
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
|
Initial set rest pose implementation for the bone editor. Doesn't work properly yet.
|
2021-09-12 23:18:05 +02:00 |
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242321fd7a
|
Bone hierarchy editing support.
|
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.
|
2021-09-06 12:26:31 +02:00 |
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9fb8e01314
|
Fix error printed to the console on clients.
|
2021-08-31 02:00:49 +02:00 |
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4f7cb3c904
|
Fixed networked movement.
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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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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 |
|
|
364dea8159
|
Disabled the mesh data resource editor addon.
|
2021-08-10 19:09:40 +02:00 |
|
|
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 |
|
|
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 |
|
|
c7938caaa8
|
increased the height for the stone texture.
|
2021-08-06 21:53:15 +02:00 |
|
|
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 |
|
|
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 |
|
|
1697167975
|
Changed the simple biome's generator to FastNoise from OpenSimplexNoise. Also scaled it out more.
|
2021-08-06 19:24:13 +02:00 |
|
|
bf40b5c12f
|
Updated ess to the latest. Replaced the range checks with the newly added helper calls.
|
2021-08-05 23:01:31 +02:00 |
|
|
2e15d3f74e
|
Same logic for the vendor window.
|
2021-08-05 22:07:34 +02:00 |
|
|
78af5acc8a
|
The trainer window will now close itself if the player gets too far.
|
2021-08-05 22:04:37 +02:00 |
|
|
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 |
|
|
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 |
|