8648d5556c
Implemented buying from a vendor. Also fixed opening the spellbook from the last commit. Updated ESS to get backend support for buying items.
2020-09-15 01:18:00 +02:00
f68e3e1054
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.
2020-09-13 17:08:52 +02:00
980725ccd3
Hide the trainer window by default.
2020-09-13 00:22:37 +02:00
bf15090942
Resized and repositioned the trainer window.
2020-09-13 00:20:28 +02:00
7bf9fab465
Implement level requirement, and cost for the trainer window. Also update ESS to get support for it at the c++ side.
2020-09-13 00:08:32 +02:00
cddda7d5e2
Added interface options to the ingame menu. These are the character specific. Added an option to save a character's actionbars as the default.
2020-09-12 23:23:54 +02:00
e5d127c079
Update ESS so every character can have it's own actionbar profile. Remove now unneeded signal handler.
2020-09-12 23:02:43 +02:00
49d53b054d
Now the actionbar will grey out spells that are not known.
2020-09-12 20:00:29 +02:00
ab01405c5a
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.
2020-09-12 01:01:43 +02:00
13fa745f16
Unlearned class spells are not shown in the spellbook anymore.
2020-09-10 10:48:46 +02:00
6a70b36e04
Spell points are off now, as I think trainers will work better for this game. Made the spell book window handle it properly.
2020-09-10 10:46:49 +02:00
6fb1f1ca9b
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.
2020-09-05 22:38:24 +02:00
02cdc5bfc9
Added new screenshots.
2020-09-03 14:56:13 +02:00
28b8eb2ce0
Added scripts to help with creating releases.
2020-09-03 14:49:11 +02:00
93e370fb77
Update the procedural animations module to get the custom method call track support.
2020-09-02 00:32:54 +02:00
2d15234eb8
Little work on the vman dungeon.
2020-09-01 23:37:36 +02:00
f0ff24b2a7
Added a new voxelman based dungeon class. (Just the skeleton for now.)
2020-08-26 00:21:01 +02:00
97710f2b56
Updated Voxelman to get the blocky mesher changes. Now the second mesher in the VoxelChunk is a blocky mesher.
2020-08-26 00:20:35 +02:00
29177a4f83
Update voxelman to get the mesher channel customizations. Added an another mesher to TVVoxelChunk, it's using the alt type and isolevel channels (if they are not allocated it won't do anything).
2020-08-21 20:18:16 +02:00
a897645575
Update Voxelman to get the Cubic mesher fixes.
2020-08-21 13:16:57 +02:00
664258b666
Revert "Found a really cool dungeon tileset on OpenGameArt ( https://opengameart.org/content/3d-walls-props ) and added it as a module."
...
Will take an another direction. If I add it back, It will probably end up in it's own repo as a module, as big (lfs) repos are usually a pain to deal with.
This reverts commit 5da696a64c
.
2020-08-21 13:13:07 +02:00
5da696a64c
Found a really cool dungeon tileset on OpenGameArt ( https://opengameart.org/content/3d-walls-props ) and added it as a module.
2020-08-18 21:25:24 +02:00
c9cba7068e
Update Voxelman and MeshDataResource, to get support for multiple chunk span MeshDataResource colorization.
2020-08-16 18:24:31 +02:00
e138746d36
As a hackfix reduced the spawn height temporarily, so the dungeon loads in properly.
2020-08-16 18:21:39 +02:00
f19fd7c84d
Add 2 more helper scripts.
2020-08-16 18:20:56 +02:00
988abb7849
Set the world's voxel scale to 2.6.
2020-08-14 14:33:20 +02:00
6342dccbf4
The LootWindow now closes when the player moves.
2020-08-12 15:54:40 +02:00
8a46084f00
The character creation menu's anchors is now properly set to right wide.
2020-08-12 14:59:45 +02:00
0f907d9c90
Fixed the model's animations in the blender file, and re exported everything. Also fixed the death animation.
2020-08-11 21:38:50 +02:00
df6a292899
Fix the xcode container.
2020-08-09 18:55:31 +02:00
aaf1458304
Added simple logging to the in-container build script.
2020-08-09 00:00:15 +02:00
b132d3d698
Removed mono, and the mono-glue containers.
2020-08-08 23:53:33 +02:00
c0c3728358
The windows, javascript, android, and osx containers now extend the base fedora container.
2020-08-08 23:40:58 +02:00
b4ed80508a
Rename the export image to linux, and now it can build the linux templates/editor.
2020-08-08 23:26:40 +02:00
182b72f52d
Removed the 2 ubuntu containers, as they were broken.
2020-08-08 23:03:05 +02:00
e033635f3e
Update all modules, to get the python encoding-related fixes. Also added a file encoding declaration to the build script.
2020-08-08 20:08:27 +02:00
5659702a1e
Added the build containers from https://github.com/godotengine/build-containers under tools. Removed the mono related things from them, and cleaned up the container build script. Also added a script to build all the currently needed variants.
2020-08-05 00:54:26 +02:00
02b647471b
Implemented the character window. Also fixed a typo with stats.
2020-08-04 20:10:01 +02:00
a37e8f5976
Added weapon damage stats. Also work on the character window.
2020-08-04 19:30:17 +02:00
85749acef7
Update Voxelman and ThreadPool. Voxelman uses ThreadPool for threading now. The no threads mode still has some issues, but it mostly works. The threaded mode is fine though.
2020-08-04 18:19:21 +02:00
819371fd73
Now the mob level will be also be set properly to match player's on load.
2020-08-03 22:05:35 +02:00
1299b928b2
The target unit frame will now show the target's level.
2020-08-03 21:58:38 +02:00
adad0c0778
Now spawned mobs will match the player's level. (For testing.)
2020-08-03 21:51:09 +02:00
d37e190c2f
Entities now raycast from above for their initial placement. (Temporarily.)
2020-08-03 19:17:13 +02:00
4e3e9d4bbf
Added chunk spawn range, and chunk lod falloff (this is where lod level 0 changes to lod level 1) to the settings, and increased spawn height so mountains are not cut off anymore, and a few small tweaks. Also updated Voxelman to get the lod falloff property.
2020-08-03 19:13:17 +02:00
1e264ec9c8
Now the game will remember it's window position and size.
2020-08-03 14:51:06 +02:00
3405bb21fe
The inventory window is now a bit smaller.
2020-08-03 13:34:29 +02:00
e12f3b1c08
Anchor the character selection menu as "Right Wide" so it scales properly.
2020-08-03 13:31:36 +02:00
e5fc8314f5
Added a ui_scale, and ui_scale_touch setting. The default for ui_scale is 1.3, which makes every ui element smaller when not in touchscreen mode.
2020-08-03 13:29:45 +02:00
b05eec6bf0
Revert the editor to an earlier commit as the exports doesn't seem to work for me on head, and converted the icons from svg to png.
2020-07-31 02:12:23 +02:00