026652931b
Physics bodies (the dungeon teleporters) on windows and even wine doesn't receive the mouse click events properly. So temporarily added a different way to detect clicks on them for windows.
2021-08-28 12:06:10 +02:00
6b36577aa3
Spawn mobs into the dungeons.
2021-08-28 00:55:59 +02:00
12e7618cd3
Now the dungeons will delete themselves when their teleporter goes out of range in the world. (The world is disabled while in a dungeon, so they won't despawn while the player is inside.)
2021-08-28 00:29:24 +02:00
c6ae7518c0
Deactivate / activate the world on teleporting to a dungeon.
2021-08-28 00:09:05 +02:00
9a8d658643
Now dungeons and teleporters get spawned in the world. They use placeholder graphics for now.
2021-08-27 23:07:58 +02:00
4f02de36d9
Material cache support for the character.
2021-08-26 00:15:30 +02:00
fae48b30cf
Updated Terraman to get the new prop texture merging/caching support and texture packer as I added const and const references to it's api wherever possible.
2021-08-08 14:11:14 +02:00
5228fbe0d2
Created a prop with the other tree texture.
2021-08-07 17:58:19 +02:00
d56b96bf24
Turn on collision for the tree.
2021-08-07 14:41:43 +02:00
86511cdd26
Temporarily set the tree's texture to the prop material, and also added prop materials to the library.
2021-08-07 11:33:14 +02:00
522242182c
Let TerraWorld apply voxel scale to the tree. Also now the tree's scale's random range is a lot smaller.
2021-08-07 11:32:23 +02:00
f29445bdf6
Now the trees are spawned with terraman's prop system. It does need some fixes though.
2021-08-07 10:14:17 +02:00
885ba9e4d4
Removed one of the two tree meshes as they are the same.
2021-08-07 10:07:41 +02:00
254fb23d98
Now trees will spawn on grass. Currently it's done with nodes/mesh instances for testing. It actually looks a lot better that I anticipated, so I'll soon port it to use terraman's prop system (Which also needs to have material caches implemented).
2021-08-06 22:33:50 +02:00
c7938caaa8
increased the height for the stone texture.
2021-08-06 21:53:15 +02:00
29a41a8077
Rescaled one of the tree and added a collision shape to it.
2021-08-06 21:51:22 +02:00
abc1d53813
Added 2 trees from https://opengameart.org/content/rpg-item-collection-3 .
2021-08-06 21:42:44 +02:00
41fba2bec7
The test/simple biome now gets generated by summing 2 noises. I made the main elevation noise scaled out more.
2021-08-06 20:38:47 +02:00
1697167975
Changed the simple biome's generator to FastNoise from OpenSimplexNoise. Also scaled it out more.
2021-08-06 19:24:13 +02:00
0c849a6c8a
Brought in the player's movement controller implementation from the tower. This also means jumping is now possible. (I don't yet have animations for it though.)
2021-07-20 21:58:32 +02:00
596bb64db8
Changed the procedural animations back to normal Animations.
2021-07-20 19:57:16 +02:00
8aa89457e4
Update mesh data resource to the latest to get the new mesh optimization settings. Reimported the character's meshes with the remove doubles interpolate normals setting. This reduced the character's vertex count from 1850 to 617 without any visual change.
2021-07-19 18:56:59 +02:00
4aa2a21d4f
Created a new material for the test shield.
2021-07-19 15:54:22 +02:00
8f60d2a87e
Updated the engine and modules. Had to add a new class to the broken seals module to be able to call 2 protected functions in MeshInstance , to have gpu skinning for my merged characters again. Not yet sure whether it's a regression or not.
2021-07-19 15:47:47 +02:00
fd189d0d26
Optimized the character's meshes. The head will need some more tweaks, but I think it's mostly going to work. Also apparently the meshes get imported with broken up triangles, so they have way too high vertex count (1800 per character). I'll fix that in the mdr importer.
2021-07-19 15:01:20 +02:00
7e272029d1
Updated WorldGenerator to the latest. I removed Dungeon, DungeonRoom adn DungeonCorridor, and added a Building class (it's a cleaned up version of Dungeon right now, it will work differently later.).
2021-04-19 22:30:51 +02:00
e582f4d6e5
Removed the voxelman specific code/resources from the project.
2021-04-19 10:41:41 +02:00
3e07631361
Now the planet generator uses Terraman. Also updated the modules, as I fixed a vmethod.
2021-04-18 23:56:44 +02:00
3d7b24ff5a
Update copyright headers.
2021-04-15 11:52:32 +02:00
76265b54a8
Fix editor world generation.
2021-03-22 23:41:58 +01:00
cda3fe3638
Moved species_human.tres to the folder it should have been.
2021-02-07 17:18:55 +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
c18ecacd5a
Update Voxelman and the mesh_utils module. Now lods over 4 is supported for terrarins.
2020-10-20 17:07:05 +02:00
c154b678af
Updated ESS to get the changes/cleanups to EntityData.
2020-10-19 12:23:00 +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
e9ade41995
Small cleanups and updated Voxelman to the latest, to get the prop job fixes.
2020-10-06 19:26:13 +02:00
91656e1060
Fix a path for the item tooltip inside the inventory ui.
2020-09-24 16:23:41 +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
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
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
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
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
988abb7849
Set the world's voxel scale to 2.6.
2020-08-14 14:33:20 +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
adad0c0778
Now spawned mobs will match the player's level. (For testing.)
2020-08-03 21:51:09 +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
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
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
1222ad6c7c
Update mesh data resource to the latest to get the improvements, and the engine.
2020-07-26 23:30:39 +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
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
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
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
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
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
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
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
e986d8d488
build_model is now called as deferred.
2020-07-10 10:31:09 +02:00
149d7f4bb2
Update WorldGenerator to the latest.
2020-07-10 02:40:12 +02:00
1c584d9477
Increase the version to 0.3. The focus is mostly on the gameplay from now on (finally).
2020-07-09 00:47:33 +02:00
ea4514374b
Update ESS, to get a bugfix.
2020-07-09 00:41:59 +02:00
3baf2addec
Added in a few test props.
2020-07-06 22:40:44 +02:00
432d0bf312
Reduced the default entity visibility range.
2020-07-06 22:38:48 +02:00