6626b8ed38
Initial weapon sheathing support. ALso updated ESS to get a few new constants.
2020-06-16 18:44:42 +02:00
7e7dc3b43e
Update ESS to get the Attachment ModelVisualEntry implementation/changes.
2020-06-16 15:55:01 +02:00
3f132e4828
Update ESS to the latest to get CharacterSkeleton3D's attach point rework.
2020-06-16 13:40:16 +02:00
4ceb9f134c
Fix "Cannot get ratio when minimum and maximum value are equal." Errors, and small tweaks to Nameplates.
2020-06-15 15:23:47 +02:00
3ad461adb5
Fix initial value for the nameplates.
2020-06-15 15:10:10 +02:00
315df2a10a
Now entities will be snapped to the terrarin after they spawn.
2020-06-13 15:30:49 +02:00
bb56fb05c5
Update ESS tot he latest to get the getter/setter renames. Also fix an unrelated error.
2020-06-05 19:45:42 +02:00
70b1b4badd
Update ESS to get the TalentRowData changes. Also updated the engine.
2020-06-05 18:05:54 +02:00
662055e4bf
Fix skeleton mesh generation in single threaded mode. Also update ThreadPool to get the it's single thread mode fixes.
2020-05-30 23:23:38 +02:00
e2869c7b89
CharacterSkeleton now uses the ThreadPool module to generate meshes. Also updated MeshTools to get the 2 functions I added to the singleton.
2020-05-30 19:25:32 +02:00
8f71e087e7
Update mesh utils to get the MeshMerger, and the engine. The CharacterSkeletonGD now uses it.
2020-05-30 14:04:37 +02:00
08c0c69aa7
Now the CharacterSkeleton uses Arrays directly.
2020-05-23 19:56:03 +02:00
6b50033f29
Now the visibility/lod/wakeup check has a timer for mobs.
2020-05-23 18:49:06 +02:00
43a768de17
Hide mesh while the animation tree is disabled.
2020-05-23 18:12:53 +02:00
c0f1b21788
Removed IKs from the blender model, also fixed a few more issues with it. In blender the animations look bad, but in godot they still work, they will be fixed later. Removed an old generated skin file, it seems like this caused all the old model import problems. Reoriented the meshes, now without the old skin.
2020-05-23 12:25:12 +02:00
794820e08c
Update ESS.
2020-05-20 20:41:26 +02:00
2302657002
Update ESS, to get the ItemVisual to ModelVisual rename.
2020-05-19 21:10:07 +02:00
6fe13fbaf3
The current character model has been ported to use procedural animations. Also from now on it's imported from gltf2. The mesh generation is broken for the time being, will fix soon. Also updated every module and the engine.
2020-05-17 16:28:31 +02:00
b3418a8c84
Don't set the interaction type to loot if an entity doesn't have a lootdb.
2020-05-06 21:58:58 +02:00
c3deaf1403
Update ESS to the latest to get the baked in health and speed resources.
2020-04-29 01:10:10 +02:00
73bbe9bbca
Update ESS to get the event handler renames.
2020-04-28 20:49:03 +02:00
3efc211e52
Update ESS to the latest, to get all the Entity method renames.
2020-04-28 19:09:06 +02:00
84e341bcc6
Update ESS to get the clientside notification api changes.
2020-04-28 11:46:56 +02:00
3544cd88fc
Health and Speed are now EntityResources. The Stat versions are now just flat modifiers to them. Added back the Mana stat as a flat mana modifier. Also updated ESS to get the changes necessary for this system.
2020-04-27 18:40:20 +02:00
6ef0a84fbe
Renamed the data directory into modules.
2020-04-26 13:36:10 +02:00
2bbed83601
Grouped character species related data into a new folder.
2020-04-26 13:04:35 +02:00
77ccce7d74
Moved the camera out of data.
2020-04-26 11:26:42 +02:00
04da48826e
Update HEADS to get the customizable stats for ESS.
2020-04-25 21:41:42 +02:00
4b23a059ce
Removed the Mob, Player and NetworkedPlayer scenes.
2020-04-24 14:41:31 +02:00
2d5f4d9d88
Clear a few now unneeded nodepaths.
2020-04-24 14:34:05 +02:00
39e28c2035
Now the player ui and the nameplates are dynamically allocated aswell.
2020-04-24 14:32:04 +02:00
dee366cbf7
Now entities create their own bodies when they are missing. Also update ESS to the latest to get the body-related changes.
2020-04-24 13:48:54 +02:00
2382f9d3c1
Now the camera gets instantiated when needed automatically by the body script.
2020-04-24 09:45:16 +02:00
1d7a428987
Mob and NetworkedPlayer now also uses the body script and fixed a nullreference error. Also updated HEADS to get a fix for Voxelman.
2020-04-24 09:19:41 +02:00
b30a02f7b8
Moved movement handling code from Player.gd to a new gdscript that is on the player's body. Also update everything to the latest to grab the changes to ESS.
2020-04-24 00:49:51 +02:00
a2933a2b7b
Update ESS to the latest to get the id to resource path changes.
2020-04-19 18:27:38 +02:00
6a5cd7a9a2
Update HEADS to grab the profile defaults fix from ESS.
2020-04-18 21:27:22 +02:00
1de820dfcc
Now the game pretty much supports modding. MainScene will now look through the project opening all files named game_module.tres and in alphabetic order of their resource_path if exist it calls load_module on them. ESS's resourcedb is now created by MainScene, and it's the static type, with id remapping on. Append your resourcedbs into it. See game_module.gd. Also updated HEADS to grab the latest ESS.
2020-04-18 20:58:43 +02:00
dada397e92
Update HEADS to get the new ESS changes. Because of these changes the Entities autoload is now removed, it's code/functionality has been brought into a new bs_entity_spawner resource.
2020-04-18 14:35:28 +02:00
2202b75ddb
Update HEADS, mainly to grab the latest ESS changes.
2020-04-14 17:04:59 +02:00
16ac08ea66
Update all modules.
2020-04-09 16:12:02 +02:00
c18409a2f2
Implemented lod for mobs. Also Updated HEADS to grab a crash fix from Voxelman, and the update to Skeleton3D from ESS.
2020-03-30 23:18:28 +02:00
0e453670ff
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.)
2020-03-25 00:53:53 +01:00
9cab73125e
Forgot to change it for the networked player scene.
2020-03-05 10:30:44 +01:00
e7b2014bee
Reduce mob nameplate range to 50 meters.
2020-03-05 10:29:58 +01:00
3081388a79
Actual contents of f2ac08f7
. Not sure how I managed to mess up like this.
2020-03-04 18:47:20 +01:00
f2ac08f7bc
Now mobs actually won't move/fall when outside of the loaded and meshed area. Fix to mob spawning coordinates in simple biome. Also update Voxelman to grab the is_position_walkable fix.
2020-03-04 18:42:49 +01:00
67d412abfb
Update to the latest ESS, to get bugfixes, and the getter style upgrade.
2020-02-26 21:22:30 +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
a1fd74a34a
Update to the latest ESS. (Separated level into class and character levels.)
2020-02-19 12:19:28 +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
0f88eb8e80
Update to the latest ess. (Spawning rework).
2020-02-03 18:37:11 +01:00
ae09b0194e
ESS update.
2020-02-01 11:20:05 +01:00
3044cb8275
Update the license for 2020.
2020-01-31 20:01:34 +01:00
27979df911
Update HEADS, and small chaneg to player's script.
2020-01-25 22:12:45 +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
382749220c
Update for the latest ESS.
2020-01-02 23:02:45 +01:00
6cc3f7dd04
Better style for the generated terrarin. Also removed the planet without the dungeon. ALso HEADS update.
2019-12-28 17:55:10 +01:00
4d02ca12d1
Fix all warnings, and an error.
2019-12-24 10:22:56 +01:00
78458b2d91
Lots of work on the character model. Also now the character skeleton only have 1 levels of inheritance. (Armature.dae->model instead of armature.dae->armature.tscn->model). This fixes quite a few issues, but some changes were necessary to scripts.
2019-12-24 03:10:29 +01:00
e9515bef2c
Changed the license to MIT.
2019-12-22 19:20:38 +01:00
2b9960056d
Disabled texture filters for the character, and the terrarin.
2019-12-11 14:59:44 +01:00
25f3e98f43
Created 3 textures using godot-procedural-textures ( https://github.com/RodZill4/godot-procedural-textures ). Also the test dungeon start room now generates a little ruined structure outside as the entrace.
2019-12-08 19:44:08 +01:00
ad8c9fb653
Work on the style.
2019-12-07 15:54:46 +01:00
ca8bdf9ce2
Now the characters and terrarin use the same material, and shader.
2019-12-03 15:22:45 +01:00
2d34cff90d
Added a default level override variable to the Entities autoload. Fixed a few issues with applying stats on level up. And HEADS (ESS) update.
2019-12-02 19:19:49 +01:00
a9177a92e0
Added the MIT license text to all files, I previously marked as MIT.
2019-12-01 23:21:48 +01:00
824fd02d0f
Now the crafting window will show some text instead of looking broken when nothing is selected / the player has no recipes in the selected category.
2019-11-29 09:18:01 +01:00
4d1da296cd
Removed forgotten utility ai resources.
2019-11-27 19:57:15 +01:00
8fd696c71a
Update every module to the latest.
2019-11-27 11:22:04 +01:00
08971de608
The map button is hidden now, I'm not sure yet if it's a good idea for the game to have it. But even if it is, it will take a while for me to implement it.
2019-11-25 15:03:55 +01:00
865d97018e
Found a better way to handle strafing. Also now animations are in place for both the left and right strafe.
2019-11-25 02:55:01 +01:00
fe610dbc7d
Changed the license for some of the files, because I forgot about them yesterday. Sometimes I implement functionality in them, and then port it to the entity spell system module. FYI I'll clean this header up a bit later, the MIT license refers to the same one as in the aforementioned module. This is also true for voxelman related classes.
2019-11-21 13:10:00 +01:00
907988a7d0
More files.
2019-11-20 14:05:35 +01:00