Commit Graph

72 Commits

Author SHA1 Message Date
94e965c48e Fix the clone command. 2022-06-11 00:53:00 +02:00
1ee52db76f Udpated the engine so it has the removed helper scripts. Also changed the project's SConscript to just use the one found in the engine. It can clone the engine if it doesn't exists. 2022-06-11 00:46:00 +02:00
b891058708 Updated the engine. Smaller fixes, and backports. 2022-03-24 12:52:59 +01:00
8a2f9be68a Updated the engine. I mass replaced godot to pandemonium in it. 2022-03-23 21:30:28 +01:00
887e33f32d Make the build script automatically generate the editor apk when needed. 2022-03-23 13:34:51 +01:00
4b3c3efb30 Siwtched the engine to the Pandemonium Engine (my new fork of godot). 2022-03-15 14:34:19 +01:00
104f00aa80 Add c build word letter to pass the new compiledb=yes parameter to the engine's build script. 2022-02-12 17:59:18 +01:00
e5f0d7b0d2 Added osx, headless, and cleaned up the ios build target. 2022-01-29 00:27:36 +01:00
9610e56c9a Added threads postfix for build words. 2022-01-28 14:14:51 +01:00
358b350b40 Removed patches, as they are now built in into the engine. 2022-01-09 23:41:32 +01:00
85bec5de68 Switched to my own godot fork temporarily. I'm hoping that eventually I'll be able to switch to godot 4.x. (I expect this to still take quite a while.) However until then I'm planning to just grab all the useful prs/features and either merge or backport them, as development for the 3.x branch has slowed down considerably (and understandably). Also I need features more for the project than compatibility so this way I can just change anything when needed. 2021-09-21 20:22:29 +02:00
f52bfb0190 Now the slim build's arguments are also taken from the module config. 2021-09-06 19:10:40 +02:00
b036c74037 Removed the module data from the main build script. It's now in a new module_config.py file. 2021-09-06 18:46:51 +02:00
b99936044f Added the run command to the build config so for example emsdk_env can be sourced automatically before a build when needed, as now godot's build script works differently. 2021-08-08 18:11:46 +02:00
04e492fc15 Removed the porcedural animation module. 2021-07-20 20:00:10 +02:00
6e0ae6ff70 The webp module will be enabled now in the slim builds. 2021-07-19 22:59:24 +02:00
00abc55491 Removed voxelman. 2021-04-19 10:19:10 +02:00
64771dbf65 Use the new 3.x branch for the engine. 2021-04-15 12:11:19 +02:00
69522f83d2 Add the new terraman module (does nothing atm). Also update all modules and the engine. 2021-04-15 11:53:17 +02:00
3d7b24ff5a Update copyright headers. 2021-04-15 11:52:32 +02:00
18b13ce815 Added a build postfix for stripping the binaries. 2021-03-24 09:49:06 +01:00
0aad743afe Fix typo. 2021-03-09 16:26:30 +01:00
4f34452ad9 Added _latomic build word postfix for building on the pi4. Also added postfixes to readme.md. 2021-03-09 16:17:11 +01:00
81a9e44ee0 Added a patch for voxelman to make the spatial editor plugin work again, if the skeleton editor plugin patch is applied, as it changes forward_spatitial_gui_input. It gets applied automatically after the skeleton editor plugin patch. 2021-02-23 10:25:11 +01:00
0bcc675507 Added TokageItLab's SkeletonEditor backport as a patch. From https://github.com/TokageItLab/godot/commits/pose-edit-mode-fixedup and https://github.com/godotengine/godot/pull/45699 . 2021-02-23 01:30:54 +01:00
4cf18b244b Actually fix the new arg. 2020-12-22 16:01:38 +01:00
e1528a28ff Added a _slim postfix option to the build word string. It will build a slimmed down version of the engine. Will document it later. 2020-12-22 15:55:31 +01:00
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
80fe41009a Now the setup script will pull the right branch when updating the engine, this should fix git leaving lots of merge conflicts. 2020-06-18 11:35:05 +02:00
1d2a562804 Fix customizable exports on windows. 2020-06-12 10:46:38 +02:00
43b1385705 Implemented customizable build environment variables. 2020-06-12 10:35:20 +02:00
f76867cf16 Fix typo in the setup script. This fixes repository setups. 2020-06-10 12:42:04 +02:00
bf582640ef Readme.md cleanup part 1. 2020-06-10 10:44:18 +02:00
d27363175d Remove the compilation db patch, as it got merged into Godot a while ago. 2020-06-10 09:52:52 +02:00
988bd26d38 Fix the order of the links for the thread pool module. 2020-06-10 09:42:57 +02:00
7bd29dcf83 Added my new thread pool module. 2020-05-24 21:19:20 +02:00
bd7104d150 Added my new Broken Seals module. 2020-05-23 20:31:00 +02:00
44f1ce9d39 Replaced my fast quadratic mesh simplifier module with the new mesh_utils one. This one will contain all of the mesh merging/simplification stuff in a centralized manner (with a singleton). 2020-05-23 20:19:04 +02:00
9d1f4128f8 Removed ess_data as a dependency from the setup script, but added it into this repo and renamed it to module manager. 2020-04-26 15:47:21 +02:00
f0ade5e332 Removed the gles2 batching patch as its now in 3.2. 2020-04-18 02:58:41 +02:00
72f16bd603 Add -d command line option to git clean commands. 2020-04-09 15:15:22 +02:00
9bd9eaaeb8 Added the new Props module. Also updated everything. 2020-04-03 12:09:21 +02:00
74459bec3f Merge branch 'master' of github.com:Relintai/broken_seals 2020-03-28 11:49:20 +01:00
d9269d2f84 Added the new gles2 batch rendering pr by lawnjelly as a patch. 2020-03-28 11:49:03 +01:00
9d666ebe5b Properly escape 2 windows paths. 2020-03-26 18:31:28 +01:00
468284fc60 Added a use llvm option to the setup/build script. 2020-03-24 19:05:53 +01:00
0a46eab184 Windows support for the build and setup script. 2020-03-24 16:58:37 +01:00
3280ed1eca Added in fast quadratic simplifier again, as I realized that it will work on the terrarin meshes after a remove doubles pass. Also it should be able to run on characters aswell. (After it gets fixed). 2020-03-08 00:02:28 +01:00
0258425ef3 Update everything to get the latest Voxelman. Removed PropTool addon, as it's now it's in Voxelman by default. Ignore the temporary folder. 2020-02-29 16:52:00 +01:00
2321f2630e Removed the fast quadratic mesh simplifier module, because as it turns out, it won't work with the kind of meshes this project has. 2020-02-21 17:57:00 +01:00