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8ce19070ae
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Fix items overriding textures for characters.
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2020-09-15 10:54:50 +02:00 |
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f68e3e1054
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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.
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2020-09-13 17:08:52 +02:00 |
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ab01405c5a
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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.
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2020-09-12 01:01:43 +02:00 |
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6fb1f1ca9b
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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.
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2020-09-05 22:38:24 +02:00 |
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6342dccbf4
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The LootWindow now closes when the player moves.
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2020-08-12 15:54:40 +02:00 |
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819371fd73
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Now the mob level will be also be set properly to match player's on load.
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2020-08-03 22:05:35 +02:00 |
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adad0c0778
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Now spawned mobs will match the player's level. (For testing.)
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2020-08-03 21:51:09 +02:00 |
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d37e190c2f
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Entities now raycast from above for their initial placement. (Temporarily.)
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2020-08-03 19:17:13 +02:00 |
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92c7bd803e
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Update ESS to get the body_changed signal. NamePlates now automatically hide themselves when an entity's body gets hidden.
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2020-07-29 15:35:48 +02:00 |
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59d57669fa
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Now the movement keys are bindable.
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2020-07-27 18:47:40 +02:00 |
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2a0eaa8610
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Only set placed to true if the raycast actually found something.
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2020-07-23 20:15:56 +02:00 |
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949f186928
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Now the dungeon can have multiple levels.
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2020-07-23 19:44:15 +02:00 |
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7b5712a996
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Make the teleporter work with the dungeon even when it's noit loaded, also fixed and enablen mob spawning in the dungeon.
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2020-07-23 00:12:19 +02:00 |
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8a20ca0f3e
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Start mesh build job at the end of build in Skeleton.
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2020-07-11 01:00:25 +02:00 |
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67e327f471
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Update ESS to get the Entity level simplifications.
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2020-07-10 15:25:32 +02:00 |
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836949b205
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The initial sheathing setup is also called as deferred now.
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2020-07-10 10:34:25 +02:00 |
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e986d8d488
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build_model is now called as deferred.
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2020-07-10 10:31:09 +02:00 |
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d68d49b5de
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Reduce the amount of crashes.
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2020-07-10 10:29:07 +02:00 |
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153b15eb4d
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Update ESS to get the EntityResourceData removal update. Also update the Engine.
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2020-06-20 16:15:24 +02:00 |
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b9c7767b98
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Update ESS to get the new crash related commits. Also update the engine.
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2020-06-18 22:46:24 +02:00 |
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1e0a17b6cc
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Now weapons are added to the test player model via the ModelVisual. Also moved the sheath action's processing into PlayerGD.
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2020-06-16 19:10:52 +02:00 |
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b3b67de715
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Add tool keyword to AttachPoint.
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2020-06-16 18:52:30 +02:00 |
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ad72ae4def
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Now sheathing works without reparenting nodes.
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2020-06-16 18:50:49 +02:00 |
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6626b8ed38
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Initial weapon sheathing support. ALso updated ESS to get a few new constants.
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2020-06-16 18:44:42 +02:00 |
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7e7dc3b43e
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Update ESS to get the Attachment ModelVisualEntry implementation/changes.
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2020-06-16 15:55:01 +02:00 |
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3f132e4828
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Update ESS to the latest to get CharacterSkeleton3D's attach point rework.
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2020-06-16 13:40:16 +02:00 |
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4ceb9f134c
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Fix "Cannot get ratio when minimum and maximum value are equal." Errors, and small tweaks to Nameplates.
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2020-06-15 15:23:47 +02:00 |
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3ad461adb5
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Fix initial value for the nameplates.
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2020-06-15 15:10:10 +02:00 |
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315df2a10a
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Now entities will be snapped to the terrarin after they spawn.
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2020-06-13 15:30:49 +02:00 |
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bb56fb05c5
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Update ESS tot he latest to get the getter/setter renames. Also fix an unrelated error.
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2020-06-05 19:45:42 +02:00 |
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70b1b4badd
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Update ESS to get the TalentRowData changes. Also updated the engine.
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2020-06-05 18:05:54 +02:00 |
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662055e4bf
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Fix skeleton mesh generation in single threaded mode. Also update ThreadPool to get the it's single thread mode fixes.
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2020-05-30 23:23:38 +02:00 |
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e2869c7b89
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CharacterSkeleton now uses the ThreadPool module to generate meshes. Also updated MeshTools to get the 2 functions I added to the singleton.
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2020-05-30 19:25:32 +02:00 |
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8f71e087e7
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Update mesh utils to get the MeshMerger, and the engine. The CharacterSkeletonGD now uses it.
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2020-05-30 14:04:37 +02:00 |
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08c0c69aa7
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Now the CharacterSkeleton uses Arrays directly.
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2020-05-23 19:56:03 +02:00 |
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6b50033f29
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Now the visibility/lod/wakeup check has a timer for mobs.
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2020-05-23 18:49:06 +02:00 |
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43a768de17
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Hide mesh while the animation tree is disabled.
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2020-05-23 18:12:53 +02:00 |
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c0f1b21788
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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.
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2020-05-23 12:25:12 +02:00 |
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794820e08c
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Update ESS.
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2020-05-20 20:41:26 +02:00 |
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2302657002
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Update ESS, to get the ItemVisual to ModelVisual rename.
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2020-05-19 21:10:07 +02:00 |
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6fe13fbaf3
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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.
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2020-05-17 16:28:31 +02:00 |
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b3418a8c84
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Don't set the interaction type to loot if an entity doesn't have a lootdb.
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2020-05-06 21:58:58 +02:00 |
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c3deaf1403
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Update ESS to the latest to get the baked in health and speed resources.
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2020-04-29 01:10:10 +02:00 |
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73bbe9bbca
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Update ESS to get the event handler renames.
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2020-04-28 20:49:03 +02:00 |
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3efc211e52
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Update ESS to the latest, to get all the Entity method renames.
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2020-04-28 19:09:06 +02:00 |
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84e341bcc6
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Update ESS to get the clientside notification api changes.
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2020-04-28 11:46:56 +02:00 |
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3544cd88fc
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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.
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2020-04-27 18:40:20 +02:00 |
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6ef0a84fbe
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Renamed the data directory into modules.
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2020-04-26 13:36:10 +02:00 |
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2bbed83601
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Grouped character species related data into a new folder.
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2020-04-26 13:04:35 +02:00 |
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77ccce7d74
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Moved the camera out of data.
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2020-04-26 11:26:42 +02:00 |
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