847640d35b
Also added gdpose and godot-plugin-refresher addons.
2021-02-07 16:37:39 +01:00
32648325e0
Added godoxel from https://github.com/aaronfranke/GraphicsEditor .
2021-02-07 15:15:13 +01:00
ef061631d2
Updated ESS, also added support for the new modelpart transforms on the gdscript side.
2021-01-29 16:33:27 +01:00
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
af047e49f6
Updated the engine. Also moved the camera and character in the menu.
2020-11-29 00:06:51 +01:00
0f6adb6f06
Update Voxelman to the latest. (More method renames.)
2020-10-27 19:17:39 +01:00
f3d5a4d88d
Update Voxelman. Now VoxelChunk can also store VoxelStructures, and method renames.
2020-10-26 18:31:57 +01:00
fa079cd120
Update Voxelman to the latest. Mostly editor-related fixes.
2020-10-25 01:26:08 +02:00
c18ecacd5a
Update Voxelman and the mesh_utils module. Now lods over 4 is supported for terrarins.
2020-10-20 17:07:05 +02:00
9a07052455
Implement button index support for the in-game menu buttons.
2020-10-19 13:09:08 +02:00
901c275912
The character, crafting, spellbook and talent windows will properly ignore the mouse now.
2020-10-19 12:39:09 +02:00
c154b678af
Updated ESS to get the changes/cleanups to EntityData.
2020-10-19 12:23:00 +02:00
7a1c698c6e
Fix error in the CubicVoxelMesher script.
2020-10-19 12:21:42 +02:00
61fef54f5c
Update ESS. I moved the stats from EntityData to EntityClassData.
2020-10-18 23:16:29 +02:00
6358d0237d
Udpate ESS, I moved a few properties from EntityData to EntityClassData. Also update Voxelman it only had editor related changes.
2020-10-18 18:07:24 +02:00
a765f68a0e
Re-enable the loading screen for the world.
2020-10-06 21:10:35 +02:00
8888814101
Update the engine.
2020-10-06 21:10:15 +02:00
bfd41efd2e
Updated voxelman to the latest. Mesher/job creation now have to be handled by the world's _create_chunk.
2020-10-06 20:10:30 +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
3e687befd0
Update Voxelman to the latest.
2020-10-06 00:09:25 +02:00
24d0573c13
The voxel scale is 2 now, and the texture scale is 3.
2020-10-01 13:47:58 +02:00
a76f474758
The texture scale for the world is now 2.
2020-09-27 05:17:20 +02:00
05d553c5b1
Fix error.
2020-09-26 01:24:24 +02:00
48476d1f7a
Removed a few now unnecessary scenes, and moved a few.
2020-09-24 17:06:02 +02:00
93097ada5e
Same for the trainer window.
2020-09-24 17:03:47 +02:00
2e14445d8d
Same for the vendor window.
2020-09-24 16:58:39 +02:00
ed417cf2c1
The loot window is now also a module.
2020-09-24 16:54:10 +02:00
91656e1060
Fix a path for the item tooltip inside the inventory ui.
2020-09-24 16:23:41 +02:00
1cc886593e
Same treatment for the inventory.
2020-09-24 11:11:50 +02:00
084aa107b9
The crafting window is a module now aswell.
2020-09-24 10:55:50 +02:00
2bab93e6c7
The TalentWindow is a module now aswell.
2020-09-24 10:39:34 +02:00
020f744e78
The SpellBook is now a module aswell.
2020-09-24 10:32:00 +02:00
6bcb37b339
Same treatment for the unitframes.
2020-09-22 16:52:12 +02:00
dcc0d1d83d
Same treatment for the CastBar.
2020-09-22 16:49:27 +02:00
96a32aa928
AuraFrame is also a module now.
2020-09-22 16:47:09 +02:00
c292704eb2
Now player_ui will automatically call set_player on the childs of gui_base. Removed the set_player calls from GUI.gd.
2020-09-22 16:43:05 +02:00
a1810628e9
Actionbars are also a module now.
2020-09-22 16:37:03 +02:00
56385cd5e9
Removed the minimap and the error frame from the player ui, as they were just placeholders at the moment.
2020-09-22 16:34:08 +02:00
4ea4478158
The touch controls are also a module now.
2020-09-22 16:32:21 +02:00
c6e4c8f4f0
Added index export to the ui windows module.
2020-09-22 16:27:44 +02:00
392cca545b
Now modules can be disabled. Also now player ui will automatically call set_player on windows (if the method exists).
2020-09-22 15:23:13 +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
3368ab132b
Implemented texture layering for character clothing.
2020-09-15 11:36:08 +02:00
8ce19070ae
Fix items overriding textures for characters.
2020-09-15 10:54:50 +02:00
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
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
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
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
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
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
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
c9d53f5801
Implement keybindings.
2020-07-31 01:15:13 +02:00
39f80386e8
Added missing icons to the in-game menubar, relocated it to the bottom left of the screen, and made it smaller. Also small tweaks/fixes to the adaptive theme.
2020-07-29 22:46:52 +02:00
68794c63ae
Update ESS to get the Damage and heal Info cleanups, also added a five rank talent to Strike.
2020-07-29 18:29:31 +02:00
3be8851297
Tweaked the values of the naturalist's spells, and added 3 talents for regrow.
2020-07-29 17:01:13 +02:00
92c7bd803e
Update ESS to get the body_changed signal. NamePlates now automatically hide themselves when an entity's body gets hidden.
2020-07-29 15:35:48 +02:00
485d2c3124
Update the engine, and ESS to get the backend support for EntityResource mods. Reimplemented speed changing aura, and consequently fixed Nature's Swiftness.
2020-07-29 14:38:53 +02:00
555d2e1878
Let's not call update_lods() in a loop. This fixes the framerate drops on weaker devices, like phones. Also increase the chunk despawn range by one.
2020-07-28 22:15:29 +02:00
fec2b2bd46
Update signal handler arguments.
2020-07-27 22:56:07 +02:00
a3bfaf9e2a
Now closing windows will properly reset their opener toggles.
2020-07-27 22:52:58 +02:00
58ce8bb9d6
Aspect of Scorpions now has a 1.5 seconds cast time. Also added 3 talents that can reduce it back to 1.2 seconds.
2020-07-27 22:35:48 +02:00
c658f1c26f
Add missing parameter.
2020-07-27 22:13:37 +02:00
59d57669fa
Now the movement keys are bindable.
2020-07-27 18:47:40 +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
37bebc1cae
Update the talent window to use the new class interfaces.
2020-07-25 23:26:22 +02:00
5f53e390b9
Added 3 specs for the naturalist, and small tweaks to the talent window.
2020-07-25 23:01:29 +02:00
d3c7d4afbe
Re-enabled spell points, and disabled auto spell learning.
2020-07-24 22:38:10 +02:00
2a0eaa8610
Only set placed to true if the raycast actually found something.
2020-07-23 20:15:56 +02:00
d990f2e15e
Comment out debug message.
2020-07-23 19:46:44 +02:00
949f186928
Now the dungeon can have multiple levels.
2020-07-23 19:44:15 +02:00
7b5712a996
Make the teleporter work with the dungeon even when it's noit loaded, also fixed and enablen mob spawning in the dungeon.
2020-07-23 00:12:19 +02:00
e95f5ac67e
Now the dungeon gets generated properly at any y coordinate. Set it to -50.
2020-07-22 22:05:10 +02:00
6044d301c1
Update world generator to the latest to get the new instancing improvement.
2020-07-22 02:02:53 +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
7770879003
Implemented mob spawning (turned it off for now). Also now the menu now won't spawn in the dungeon.
2020-07-21 00:30:06 +02:00
41a528a892
Fix entrance position.
2020-07-20 23:48:21 +02:00
7a5b0336a9
Set approximated box colliders to the core wall models.
2020-07-20 21:48:06 +02:00
a95b386d01
Implement texture mapping for the dungeon.
2020-07-20 21:25:54 +02:00
8997fae8c2
Now the dungeon (mostly) properly gets written to chunks based on it's map's data. I implemented wall post processing with bit shifting, and since using bit shifting with scripting languages is not as common I threw in a few comments on how it works, hopefully someone will find it useful. Also fix 2 line's indentation level.
2020-07-20 15:03:57 +02:00
3e3b480ac3
Update the engine.
2020-07-20 01:35:53 +02:00
56deab2de7
Updated Voxelman to get the mesh data resource helper update. Also a bit of work on dungeon generation.
2020-07-20 01:17:47 +02:00
07107af461
Added mdr walls looking at every direction. Also added a test prop crypt entrance.
2020-07-19 15:03:51 +02:00
b147b81e01
Add range check to the new teleporter.
2020-07-18 22:50:10 +02:00
f96a66300b
Implemented a teleporter, it has a test cube mesh with the brick texture for now, and made the dungeon spawn it. Also work on setting up the dungeon generation.
2020-07-18 22:42:50 +02:00
4084debdad
Removed a few now unneeded classes/scenes, and moved some of the around. Small tweaks/fixes and comments. Also updated modules to grab a few smaller fixes/improvements.
2020-07-18 18:30:39 +02:00
5f8cfba661
Re-enabled batching, as after a scons cache clean I can't seem to be able to reproduce those crashes anymore.
2020-07-18 14:14:18 +02:00
69deb6002b
Disable batching for now, it seems like it causes some crashes now. It might not be the root cause though.
2020-07-18 13:35:09 +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
c6429124fb
Update the WorldGenerator module to get the instance() helpers.
2020-07-17 20:54:49 +02:00
630db200dc
Fix signal handler argument count mismatch.
2020-07-17 19:36:28 +02:00
be6ebf48f3
Update ESS to get the aura damage calculation update.
2020-07-17 19:29:24 +02:00
1c4c3a5d55
Comment out the code that was implementing spell scaling in Aura. Also update ESS so auras continue to deal damage/heal even if the original caster's node is not available anymore.
2020-07-16 16:07:30 +02:00
dda00d0491
Moved the menu into a new folder.
2020-07-12 19:46:30 +02:00
c294b4a008
Fix a few settings for Nature's Switfness. And small tweaks.
2020-07-11 21:08:45 +02:00
8168adc914
Remove leftover print.
2020-07-11 18:39:46 +02:00
08ebbd24f8
Fix global cooldowns.
2020-07-11 18:37:41 +02:00
33ed628aa3
Attributions for the test character textures.
2020-07-11 15:30:39 +02:00
faae05e1a9
Removed the steering ai framework as it was not used.
2020-07-11 15:18:01 +02:00
e0d90b5925
Removed a few now unused textures.
2020-07-11 15:04:59 +02:00
647cf4e904
Convert the icon attributions to the new format.
2020-07-11 15:01:41 +02:00
69a68c52a1
Convert the font's license to the new format.
2020-07-11 14:38:12 +02:00
f352fc85c5
Convert the test weapons Attributions file to the new format.
2020-07-11 14:32:27 +02:00
5a529c8d07
Small improvements, and the implementation now also supports the File tag.
2020-07-11 14:32:06 +02:00
741c1542bd
Implemented the third party attibutions tab.
2020-07-11 14:14:11 +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
8a20ca0f3e
Start mesh build job at the end of build in Skeleton.
2020-07-11 01:00:25 +02:00
2a2a6a555d
Rename the continue button to load in the menu.
2020-07-10 21:56:59 +02:00
cd0ed54744
Fix parameters for signal handler.
2020-07-10 21:55:19 +02:00
7f79741267
Update logic.
2020-07-10 21:52:07 +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
836949b205
The initial sheathing setup is also called as deferred now.
2020-07-10 10:34:25 +02:00
e986d8d488
build_model is now called as deferred.
2020-07-10 10:31:09 +02:00
d68d49b5de
Reduce the amount of crashes.
2020-07-10 10:29:07 +02:00
149d7f4bb2
Update WorldGenerator to the latest.
2020-07-10 02:40:12 +02:00