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7b2475be36
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Removed a few unneeded files.
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2020-04-06 01:21:52 +02:00 |
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c992c0e545
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Update to the latest Voxelman.
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2020-04-06 01:12:07 +02:00 |
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156d24bee7
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Update Voxelman to the latest to grab the new improvements.
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2020-04-05 02:27:39 +02:00 |
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768af776e4
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Update every module, to get the prop refactors.
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2020-04-04 17:29:23 +02:00 |
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2a29c595a4
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Update the props module to get the new skeleton classes.
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2020-04-03 13:48:45 +02:00 |
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9bd9eaaeb8
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Added the new Props module. Also updated everything.
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2020-04-03 12:09:21 +02:00 |
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7b763a8f8b
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Remove nonexistent function call.
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2020-04-03 00:44:03 +02:00 |
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8b53d559b6
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Update every module, to grab recent improvements/fixes. Update everything to work with the latest Voxelman.
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2020-04-02 21:40:08 +02:00 |
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33ea27207e
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Fix running the game.
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2020-03-31 13:43:01 +02:00 |
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f94b905cb5
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Grab the desktop tools=no build fix for Voxelman.
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2020-03-31 00:58:50 +02:00 |
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df960a8ce5
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Make chunk lod selection linear.
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2020-03-30 23:33:15 +02:00 |
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174ad7220d
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Only use 4 threads.
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2020-03-30 23:22:41 +02:00 |
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c18409a2f2
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Implemented lod for mobs. Also Updated HEADS to grab a crash fix from Voxelman, and the update to Skeleton3D from ESS.
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2020-03-30 23:18:28 +02:00 |
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874891cbe9
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Removed lod code from TVVoxelChunk as it got ported to Voxelman. Update HEADS to get the new version.
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2020-03-30 19:48:41 +02:00 |
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29e61139a8
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Update Voxelman to grab the mesh storage generalization. This simplifies the lod code a bit.
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2020-03-30 18:35:52 +02:00 |
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7c9b916a61
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Ported bake_mesh_array_uv and bake_mesh_array_uv into VoxelChunk.
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2020-03-30 14:58:57 +02:00 |
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db5eacfe36
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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).
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2020-03-30 01:40:04 +02:00 |
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24abdae01f
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Update HEADS to get the compile fix from the mesh simplifier.
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2020-03-30 01:38:32 +02:00 |
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e16524ff9d
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Chunks should start at lod level 0.
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2020-03-30 01:38:14 +02:00 |
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4111bb9643
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HEADS got left out.
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2020-03-30 01:22:46 +02:00 |
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205abe67a7
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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.
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2020-03-30 01:22:25 +02:00 |
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066c43b48a
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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.
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2020-03-29 21:30:40 +02:00 |
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74459bec3f
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Merge branch 'master' of github.com:Relintai/broken_seals
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2020-03-28 11:49:20 +01:00 |
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d9269d2f84
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Added the new gles2 batch rendering pr by lawnjelly as a patch.
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2020-03-28 11:49:03 +01:00 |
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c43779f749
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Updated HEADS.
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2020-03-28 11:47:34 +01:00 |
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9d666ebe5b
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Properly escape 2 windows paths.
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2020-03-26 18:31:28 +01:00 |
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15867a0889
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More tweaks.
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2020-03-25 01:40:25 +01:00 |
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c8bcf48a1f
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More tweaks.
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2020-03-25 01:32:43 +01:00 |
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7a582c4e70
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Tweak the touch control sizes a bit more.
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2020-03-25 01:02:02 +01:00 |
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0e453670ff
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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.)
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2020-03-25 00:53:53 +01:00 |
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468284fc60
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Added a use llvm option to the setup/build script.
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2020-03-24 19:05:53 +01:00 |
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fb36237635
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Update HEAD to get the multithreading-related fixes from Voxelman.
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2020-03-24 19:02:27 +01:00 |
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f1bd772b76
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Fix CharacterEntry's toggle mode.
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2020-03-24 17:44:02 +01:00 |
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0f35523183
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Removed one more unneeded script.
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2020-03-24 17:01:29 +01:00 |
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e0b706bb72
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Removed the now unneeded winows build scripts.
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2020-03-24 17:00:11 +01:00 |
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92b6f03828
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Update everything to get the new msvc-related fixes.
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2020-03-24 16:59:23 +01:00 |
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0a46eab184
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Windows support for the build and setup script.
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2020-03-24 16:58:37 +01:00 |
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6c4a808baa
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Now the character's button in the menu will be selected by default. (Its still a button for now.)
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2020-03-24 02:22:01 +01:00 |
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e92890c61f
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Experimental automatic load, and renamed a few buttons.
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2020-03-24 00:56:19 +01:00 |
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832043c49e
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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.)
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2020-03-23 22:23:12 +01:00 |
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eaa90467aa
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Udpate EDD to get the trainer data update, and the binding fixes.
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2020-03-20 19:22:04 +01:00 |
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55c5791991
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Now the spell book can hide not learned class spells.
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2020-03-20 15:06:29 +01:00 |
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a8868d81dc
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Rename retire to renounce.
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2020-03-20 14:48:29 +01:00 |
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fa5b987d0d
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Update ESS to get the automatic save fix for ProfileManager, and turn it on.
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2020-03-20 14:47:11 +01:00 |
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e02dbe69a7
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Implemented profile based class levelling. Update HEADS to grab the changes from the ESS side.
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2020-03-20 03:32:44 +01:00 |
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78180afff0
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Improved the character selection and creation menu a bit by giving more info. Also fixed a bug.
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2020-03-19 21:15:07 +01:00 |
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a40af5d0aa
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Update HEADS to grab the ProfileManager change from ESS.
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2020-03-19 20:31:10 +01:00 |
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5f4a055a6e
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Experimented with the sky color. Also update HEADS to grab the VoxelStructure changes.
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2020-03-19 13:11:43 +01:00 |
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abd0e00056
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Increased the world's voxel scale to 3 (again).
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2020-03-19 01:36:21 +01:00 |
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8106222585
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Now the actionbars are profile-based. Also an update ESS to get the ProfileManager, and the levelling changes.
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2020-03-18 03:08:37 +01:00 |
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