Commit Graph

1458 Commits

Author SHA1 Message Date
0fc71e0f2c Moved circular gradient calculations to gradients.gd. This time the logic had to be changed extensively and the new logic still has bugs. It will be fixed later. 2021-10-03 13:41:31 +02:00
b3604ffebc Same change to sdf3d. 2021-10-03 10:10:56 +02:00
2f521f2998 Moved sdf2d stuff to a new sdf2d script. 2021-10-03 01:07:39 +02:00
743e92ad55 Finished patterns. 2021-10-03 00:23:55 +02:00
cb7fd0a873 Moving pattern related things to a central patterns.gd. 2021-10-02 19:48:45 +02:00
5129cda7f1 Same change to perlin related calculations. 2021-10-02 18:45:29 +02:00
735b1f67cd Moved every voronoi related calculations to a new class. 2021-10-02 17:20:26 +02:00
fdac5e5e85 Moved all fbm related calculations to a new noise_fbm class. 2021-10-02 16:59:50 +02:00
1d6a95d578 Moved even more things to commons.gd. 2021-10-02 15:38:12 +02:00
01fd374344 Moved a lot more things to Commons.gd. 2021-10-02 10:39:30 +02:00
e4eccdc034 Simple nodes are using Commons.gd aswell. 2021-10-01 23:37:14 +02:00
f3504fd634 SDF3d also uses Commons.gs now. 2021-10-01 23:32:11 +02:00
15971442d0 Sdf also uses Commons.gd. 2021-10-01 23:30:23 +02:00
0869d1096b Patterns now also use Commons.gd. 2021-10-01 23:24:08 +02:00
bb338ea1aa Nises now also use Commons.gd. 2021-10-01 23:07:05 +02:00
1e621a8278 Filter nodes now use the common methods from Common.gd. 2021-10-01 22:41:03 +02:00
50b7575ef9 Added Commons.gd to store common static methods for mat_maker_gd. 2021-10-01 22:39:22 +02:00
69767cd08b Reorganize mat_maker_gd. 2021-10-01 22:04:09 +02:00
88caf0d31f Added the color-palette plugin from the AssetLib. 2021-10-01 10:17:08 +02:00
bc1c8b2718 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 . 2021-10-01 00:54:13 +02:00
2ab52ea5c8 Updated the engine. 2021-09-30 21:31:16 +02:00
ecef04d52e Updated the engine. I merged in all upstream changes. 2021-09-29 12:18:54 +02:00
96fff0331e Mesh data resource editor now uses MeshUtils to uv unwrap meshes. Removed my half-finished unwrapping code. 2021-09-29 11:27:42 +02:00
04bc717331 Updated the mesh_utils module. It got uv unwrapping support. 2021-09-29 11:25:00 +02:00
321302e9c5 Committing image .import files as they get a new property stored on reimport. 2021-09-29 11:24:07 +02:00
410161831f Bit more experimentation. 2021-09-28 14:54:26 +02:00
626b02dc94 Bit more work on uv unwrapping. 2021-09-28 14:38:51 +02:00
a6caaadb38 A bit more work on uv unwrapping. 2021-09-27 19:27:12 +02:00
1260374274 Bit more work on uv unwrapping. 2021-09-27 18:24:16 +02:00
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. 2021-09-27 14:43:57 +02:00
e5de63c421 Initial uv layout implementation. 2021-09-27 14:15:17 +02:00
660933915b More work on uv unwrapping. 2021-09-27 12:52:33 +02:00
a2208d0489 More work on the uv unwrapping algorithm. 2021-09-27 12:38:57 +02:00
2c266711a3 I think I figured out a way to uv unwrap meshes for the mesh data resource editor. Started implementing it. Mesh partitioning is done. 2021-09-26 23:02:51 +02:00
ed3c6eb19d Use the forward_spatial_gui_input variant which has the index parameter in mesh data resource editor by default. 2021-09-26 20:04:42 +02:00
eee70dac69 Removed the bone_editor addon, as now the engine has a skeleton editor built in. 2021-09-26 17:23:00 +02:00
cdee4cb3fa Updated the engine. Now the skeleton editor actually works. 2021-09-26 17:20:03 +02:00
c65c809084 Updated the engine and modules. 2021-09-25 23:41:14 +02:00
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. 2021-09-22 00:11:19 +02:00
85bec5de68 Switched to my own godot fork temporarily. I'm hoping that eventually I'll be able to switch to godot 4.x. (I expect this to still take quite a while.) However until then I'm planning to just grab all the useful prs/features and either merge or backport them, as development for the 3.x branch has slowed down considerably (and understandably). Also I need features more for the project than compatibility so this way I can just change anything when needed. 2021-09-21 20:22:29 +02:00
1ec78bd663 Updated the ess module. It only got a special case compile fix. 2021-09-21 12:27:15 +02:00
23d697c13a Updated the engine. 2021-09-14 11:23:45 +02:00
32baaaa696 Updated the mesh data resource module. I removed the xatlas test code from it. 2021-09-14 11:22:22 +02:00
8e0e86ef39 Work on the mesh data resource editor plugin. Also updated the mesh data resource module to the latest. 2021-09-13 18:47:56 +02:00
74b35246c8 Now the mesh data resource addon actually shows uvs in the uv editor. 2021-09-13 12:32:33 +02:00
de97b132a2 Fixed the set rest pose implementation. 2021-09-13 11:27:20 +02:00
878f045f92 Added my seketon editor test scene. 2021-09-12 23:18:26 +02:00
d9e0ed3741 Initial set rest pose implementation for the bone editor. Doesn't work properly yet. 2021-09-12 23:18:05 +02:00
242321fd7a Bone hierarchy editing support. 2021-09-12 15:52:22 +02:00
6c32deb131 Now the bone editor addon can create bones. 2021-09-12 15:28:40 +02:00