Commit Graph

61 Commits

Author SHA1 Message Date
daf42e692c Apparently the blend node handles transparency properly, the original dirt texture had the same transparency issue. (I'll fix that later.) So added a make_tileable node to it, and made it export the texture. 2021-10-24 02:42:03 +02:00
dfa3b7ed51 Reworked the colorize node, this fixes it's output via connections. 2021-10-24 01:59:20 +02:00
baa30dd3f5 Recreated the dirt texture with mat_maker_gd. 2021-10-24 01:18:40 +02:00
321302e9c5 Committing image .import files as they get a new property stored on reimport. 2021-09-29 11:24:07 +02:00
c0280ce6f3 Don't spawn mobs at all during world generation on a client. 2021-08-29 23:38:15 +02:00
fcf4e520e9 Now the generated terrain and dungeons are actually seeded. 2021-08-29 19:38:58 +02:00
715e4f209f Don't spawn trees in the 0,0 chunk. 2021-08-29 11:43:27 +02:00
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
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
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
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
c18ecacd5a Update Voxelman and the mesh_utils module. Now lods over 4 is supported for terrarins. 2020-10-20 17:07:05 +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
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
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
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
adad0c0778 Now spawned mobs will match the player's level. (For testing.) 2020-08-03 21:51:09 +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
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
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