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b181be5ddf
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Fix error spam due to missing method.
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2021-09-06 12:26:31 +02:00 |
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9fb8e01314
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Fix error printed to the console on clients.
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2021-08-31 02:00:49 +02:00 |
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4f7cb3c904
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Fixed networked movement.
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2021-08-31 01:57:32 +02:00 |
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9ba79d9dc4
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More work on fixing networking. Also updated ESS to get the fixes from it too.
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2021-08-31 00:40:45 +02:00 |
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288eaabe18
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Updated ESS to get the Entity controller property rework.
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2021-08-30 20:18:29 +02:00 |
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e6d21cbb8a
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Remove the nameplate if the entity gets controlled by the player and it wasn't before.
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2021-08-30 17:45:40 +02:00 |
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67b3ce48f5
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Work on fixing networking.
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2021-08-30 00:35:27 +02:00 |
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c0280ce6f3
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Don't spawn mobs at all during world generation on a client.
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2021-08-29 23:38:15 +02:00 |
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f8803b99ab
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Fix update_visibility in PlayerGDBase. Also fix spawn_for in the entity spawner.
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2021-08-29 23:32:54 +02:00 |
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3dd4f4592a
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Fix setting up network_owner in the spawner.
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2021-08-29 21:39:51 +02:00 |
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fcf4e520e9
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Now the generated terrain and dungeons are actually seeded.
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2021-08-29 19:38:58 +02:00 |
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715e4f209f
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Don't spawn trees in the 0,0 chunk.
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2021-08-29 11:43:27 +02:00 |
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026652931b
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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.
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2021-08-28 12:06:10 +02:00 |
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3b3650c851
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Bump version.
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2021-08-28 10:36:58 +02:00 |
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6b36577aa3
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Spawn mobs into the dungeons.
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2021-08-28 00:55:59 +02:00 |
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12e7618cd3
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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.)
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2021-08-28 00:29:24 +02:00 |
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c6ae7518c0
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Deactivate / activate the world on teleporting to a dungeon.
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2021-08-28 00:09:05 +02:00 |
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9a8d658643
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Now dungeons and teleporters get spawned in the world. They use placeholder graphics for now.
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2021-08-27 23:07:58 +02:00 |
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4b5f6253db
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The dungeon will now spawn plugs.
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2021-08-27 19:30:27 +02:00 |
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99bab47f9f
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Implemented room overlap checks for the building. It's only 2d for now.
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2021-08-27 01:05:03 +02:00 |
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78c08c4f28
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Re-generate room points for all the test rooms, and also re-export them to props.
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2021-08-26 20:54:10 +02:00 |
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7ee9a14b01
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Small changes to the test dungeon.
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2021-08-26 00:18:39 +02:00 |
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4f02de36d9
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Material cache support for the character.
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2021-08-26 00:15:30 +02:00 |
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1d5fff0f06
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Figured out room transforms.
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2021-08-25 01:03:27 +02:00 |
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2b2d175a66
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Initial Building implementation. The room transforms are still broken, will figure them out later.
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2021-08-24 21:10:32 +02:00 |
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1b492b863f
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Added more test rooms and started working on the dungeon class.
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2021-08-20 23:53:09 +02:00 |
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861676531b
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Exported the test rooms into props.
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2021-08-18 19:02:32 +02:00 |
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65fba11bcd
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Remade the test rooms with TiledWalls. Also committing the rest of the test stuff I made during the last few days to test the portal system.
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2021-08-18 17:54:43 +02:00 |
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f83e53b0a1
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Added a test room to help with implementing portal and room support to the prop system.
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2021-08-12 20:53:13 +02:00 |
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583fadae70
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Updated the props module to get the automatic lod change support to PropInstanceMerger.
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2021-08-12 18:47:07 +02:00 |
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70a1ebef4c
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Updated the props module. Now when the scene to prop conversion tool re-converts props the editor will pick up the changes without a restart.
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2021-08-11 20:36:24 +02:00 |
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60e7d4af78
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Updated the props module, I reimplemented vertex color lights + rao for PropInstanceMerger. Also updated mesh_utils, MeshMerger did not use vector write proxies.
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2021-08-11 19:20:26 +02:00 |
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94681037ff
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Added a few more small test prop scenes.
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2021-08-10 19:10:01 +02:00 |
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364dea8159
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Disabled the mesh data resource editor addon.
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2021-08-10 19:09:40 +02:00 |
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c16bb42ea1
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Updated the props module to get the PropCache singleton rework. Set up the project settings for it.
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2021-08-09 22:13:18 +02:00 |
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d1cfc79887
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Bump version to 0.3.5.
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2021-08-08 21:13:21 +02:00 |
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fae48b30cf
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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.
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2021-08-08 14:11:14 +02:00 |
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5228fbe0d2
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Created a prop with the other tree texture.
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2021-08-07 17:58:19 +02:00 |
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d56b96bf24
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Turn on collision for the tree.
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2021-08-07 14:41:43 +02:00 |
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7476d08ed2
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Updated Terraman (and the engine) to get JobSteps support for PropJob. This also fixes the error spam during mesh generation.
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2021-08-07 13:56:24 +02:00 |
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86511cdd26
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Temporarily set the tree's texture to the prop material, and also added prop materials to the library.
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2021-08-07 11:33:14 +02:00 |
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522242182c
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Let TerraWorld apply voxel scale to the tree. Also now the tree's scale's random range is a lot smaller.
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2021-08-07 11:32:23 +02:00 |
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f29445bdf6
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Now the trees are spawned with terraman's prop system. It does need some fixes though.
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2021-08-07 10:14:17 +02:00 |
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885ba9e4d4
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Removed one of the two tree meshes as they are the same.
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2021-08-07 10:07:41 +02:00 |
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254fb23d98
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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).
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2021-08-06 22:33:50 +02:00 |
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c7938caaa8
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increased the height for the stone texture.
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2021-08-06 21:53:15 +02:00 |
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29a41a8077
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Rescaled one of the tree and added a collision shape to it.
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2021-08-06 21:51:22 +02:00 |
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abc1d53813
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Added 2 trees from https://opengameart.org/content/rpg-item-collection-3 .
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2021-08-06 21:42:44 +02:00 |
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41fba2bec7
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The test/simple biome now gets generated by summing 2 noises. I made the main elevation noise scaled out more.
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2021-08-06 20:38:47 +02:00 |
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1697167975
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Changed the simple biome's generator to FastNoise from OpenSimplexNoise. Also scaled it out more.
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2021-08-06 19:24:13 +02:00 |
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