Commit Graph

129 Commits

Author SHA1 Message Date
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
2cbc037e92 Updated HEADS, changed world scale to 1, and texture scale to 4. 2020-01-31 20:00:27 +01:00
4805bb8e81 Increased the world scale back to 3, also increased the chunk spawn range by one on the y axis. 2020-01-30 16:50:50 +01:00
27979df911 Update HEADS, and small chaneg to player's script. 2020-01-25 22:12:45 +01:00
4ca69552c4 Added my new Procedural Animations as a dependency. Also full HEADS update. And fixed a smaller gdscript error. 2020-01-24 16:30:52 +01:00
855002f8e2 Update HEADS. 2020-01-20 17:32:19 +01:00
057d3d6acd Added a few weapon models from OGA, to test the style with. 2020-01-19 02:43:55 +01:00
4df7af7e8e Small tweaks. 2020-01-17 23:57:00 +01:00
094081c34c Tweaks. 2020-01-15 16:20:43 +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
eab9d82d0c Fix matrix multiplication order for the display player, and small tweaks to the menu. 2020-01-14 13:40:38 +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
c75b1387ed Changed the voxel scale to 3. 2020-01-10 11:51:34 +01:00
2e1cb09da2 Increased voxel scale to 4 again. Also updated HEADS. 2020-01-10 01:35:58 +01:00