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mirror of https://github.com/Relintai/broken_seals.git synced 2024-12-28 13:27:10 +01:00
Commit Graph

101 Commits

Author SHA1 Message Date
e31c58e1d6 Set world's chunk size back to 16. It looks better. Will add a runtime setting for it later, as 8x8x8 is better for weaker devices with low chunk spawn ranges. 2020-12-15 00:50:43 +01:00
c18ecacd5a Update Voxelman and the mesh_utils module. Now lods over 4 is supported for terrarins. 2020-10-20 17:07:05 +02:00
a765f68a0e Re-enable the loading screen for the world. 2020-10-06 21:10:35 +02:00
e9ade41995 Small cleanups and updated Voxelman to the latest, to get the prop job fixes. 2020-10-06 19:26:13 +02:00
24d0573c13 The voxel scale is 2 now, and the texture scale is 3. 2020-10-01 13:47:58 +02:00
e7334f483b Changes to player_ui to support modularization, and now the CharacterWindow is a module, and it's added to the UI dynamically. 2020-09-22 15:10:34 +02:00
4c902fe7a7 Moved the module initialization code to a new DataManager autoload. Also added a new on_request_instance method to GameModule, and also added a request_instance method to the new DataManager. player_ui is requested through this new api. 2020-09-22 14:28:41 +02:00
2a0f36a03f Update ESS. The EntitySpawner is inherited from Node now. 2020-09-22 14:00:57 +02:00
c520e9037a Fix de-equipping items, and now the inventory will be properly refreshed after equipping/de-equipping. Also update ESS to get the backend equipping related fixes. 2020-09-15 17:01:53 +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
988abb7849 Set the world's voxel scale to 2.6. 2020-08-14 14:33:20 +02:00
1222ad6c7c Update mesh data resource to the latest to get the improvements, and the engine. 2020-07-26 23:30:39 +02:00
5504efaee5 Update the engine, and ESS to get the talent point fix. 2020-07-25 23:38:45 +02:00
45534fa29b Update the world generator module to get the generator structure rework, and broken seals module, and the engine. The constant editor crashing is fixed now, it was caused by BiomeBase, because it was inherited from a class in an another module, and apparently that doesn't work. As a bonus the editor also feels a lot snappier now. 2020-07-21 23:02:06 +02:00
3e3b480ac3 Update the engine. 2020-07-20 01:35:53 +02:00
ec8e8d0406 Now the level generator won't load planets from a folder, instead they are directly set from the editor, ands tarted porting the dungeon generator from the roguelike project. Also updated the world generator module to get the property type changes, this fixes some of the crashes. 2020-07-18 12:50:17 +02:00
dda00d0491 Moved the menu into a new folder. 2020-07-12 19:46:30 +02:00
5688f44ea2 Moe tweaks to the sky. 2020-07-11 01:12:41 +02:00
77c50691b6 Change the color of the sky to blue. 2020-07-11 01:03:27 +02:00
2a2a6a555d Rename the continue button to load in the menu. 2020-07-10 21:56:59 +02:00
19b158c877 Update ESS to get the XPData rework. 2020-07-10 17:18:03 +02:00
67e327f471 Update ESS to get the Entity level simplifications. 2020-07-10 15:25:32 +02:00
2e3e0d88f4 Restored the ability to have multiple characters, and also turned off class learning/xp. I'm not yet sure how to go about it, maybe class levels could give some xp boost, will experiment more when the project is more mature. 2020-07-10 11:16:02 +02:00
ea4514374b Update ESS, to get a bugfix. 2020-07-09 00:41:59 +02:00
94a90d989c Update the engine and Voxelman to grab the prop related changes. 2020-07-07 18:40:24 +02:00
3cacc01945 Update the game to go with the new modules. 2020-07-06 22:33:56 +02:00
65a95ece4e Added an about menu. Done every tab except for the third parties for this project, will finish it soon. 2020-06-16 20:40:09 +02:00
2b0c4821e2 Added AdaptiveTheme, it modifies the margins in the ui's theme. Removed AdaptiveButton. 2020-06-15 19:27:49 +02:00
483c50dfac Added a touchscreen mode setting, and an AdaptiveButton that will set it's own min size if the setting is enabled. I did not replace all buttons yet, just made sure everything looks consistent. Also smaller theme improvements. 2020-06-15 18:37:51 +02:00
3a8784b7aa Increase the world threads to 8. 2020-05-23 22:09:53 +02:00
6b50033f29 Now the visibility/lod/wakeup check has a timer for mobs. 2020-05-23 18:49:06 +02:00
8bf46093e7 Increase the chunk despawn range by one. 2020-05-23 18:13:30 +02:00
6ef0a84fbe Renamed the data directory into modules. 2020-04-26 13:36:10 +02:00
b0874ebbb6 Renamed voxel_libraries to voxel_library and moved in into the test planet's folder. (Note that the library is at the moment used by World scene, this will be changed later.) 2020-04-26 11:12:20 +02:00
fee3ba9137 Grouped the files of my current test planet together, and made the planet loading code use the new folder structure. 2020-04-26 10:59:22 +02:00
162f9c3bd2 Moved around a few folders. 2020-04-26 10:10:07 +02:00
1b16cbf376 Fix running desktop export. 2020-04-26 00:29:43 +02:00
04da48826e Update HEADS to get the customizable stats for ESS. 2020-04-25 21:41:42 +02:00
1e3e65bd73 Update ESS so saving spells and recipes work with paths aswell. Re-enable static resource db with id remapping. 2020-04-19 18:43:46 +02:00
a2933a2b7b Update ESS to the latest to get the id to resource path changes. 2020-04-19 18:27:38 +02:00
1a04066f4c Update ESS to grab the new database class. Main Scene now uses it, instead of the static db. 2020-04-18 22:51:17 +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
b776f0cf2f Update HEADS, to grab the latest voxelman. Also smaller doc-related fixes to the other modules. 2020-04-18 02:55:13 +02:00
2202b75ddb Update HEADS, mainly to grab the latest ESS changes. 2020-04-14 17:04:59 +02:00
590238216c Update Voxelman to the latest. 2020-04-06 14:40:14 +02:00
174ad7220d Only use 4 threads. 2020-03-30 23:22:41 +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
db5eacfe36 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). 2020-03-30 01:40:04 +02:00
205abe67a7 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. 2020-03-30 01:22:25 +02:00