Commit Graph

1166 Commits

Author SHA1 Message Date
33ea27207e Fix running the game. 2020-03-31 13:43:01 +02:00
f94b905cb5 Grab the desktop tools=no build fix for Voxelman. 2020-03-31 00:58:50 +02:00
df960a8ce5 Make chunk lod selection linear. 2020-03-30 23:33:15 +02:00
174ad7220d Only use 4 threads. 2020-03-30 23:22:41 +02:00
c18409a2f2 Implemented lod for mobs. Also Updated HEADS to grab a crash fix from Voxelman, and the update to Skeleton3D from ESS. 2020-03-30 23:18:28 +02:00
874891cbe9 Removed lod code from TVVoxelChunk as it got ported to Voxelman. Update HEADS to get the new version. 2020-03-30 19:48:41 +02:00
29e61139a8 Update Voxelman to grab the mesh storage generalization. This simplifies the lod code a bit. 2020-03-30 18:35:52 +02:00
7c9b916a61 Ported bake_mesh_array_uv and bake_mesh_array_uv into VoxelChunk. 2020-03-30 14:58:57 +02:00
db5eacfe36 Turn on threaded builds again, the crashes are caused by deleting chunks while they are generating (e.g. clicking the load button too early for example). 2020-03-30 01:40:04 +02:00
24abdae01f Update HEADS to get the compile fix from the mesh simplifier. 2020-03-30 01:38:32 +02:00
e16524ff9d Chunks should start at lod level 0. 2020-03-30 01:38:14 +02:00
4111bb9643 HEADS got left out. 2020-03-30 01:22:46 +02:00
205abe67a7 Fully implemented lod. Lod level 1 just drops the uv2 channel, lod level 2 merges together the meshes, lod level 3 drops the uv channel by sampling the textures into vertex color. Updated HEADS to grab a voxelman change. Also temporarily disabled threaded chunk builds because I introduced (or made manifest) a crash. 2020-03-30 01:22:25 +02:00
066c43b48a Started implementing lod for the world. The current idea is for Lod level 1 to not use uv2. For lod level 2+ the meshes will be combined and the texture mapping will be converted to only vertex colors, and these will be simplified. Also update the modules to get all the new features needed. 2020-03-29 21:30:40 +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
c43779f749 Updated HEADS. 2020-03-28 11:47:34 +01:00
9d666ebe5b Properly escape 2 windows paths. 2020-03-26 18:31:28 +01:00
15867a0889 More tweaks. 2020-03-25 01:40:25 +01:00
c8bcf48a1f More tweaks. 2020-03-25 01:32:43 +01:00
7a582c4e70 Tweak the touch control sizes a bit more. 2020-03-25 01:02:02 +01:00
0e453670ff Now the TurnPanel and TouchPad's size is a lot smaller, this makes tap targeting a lot simpler, and more intuitive. (Eventually I will probably go back to the original plan, revert the size but add clickthrough support.) 2020-03-25 00:53:53 +01:00
468284fc60 Added a use llvm option to the setup/build script. 2020-03-24 19:05:53 +01:00
fb36237635 Update HEAD to get the multithreading-related fixes from Voxelman. 2020-03-24 19:02:27 +01:00
f1bd772b76 Fix CharacterEntry's toggle mode. 2020-03-24 17:44:02 +01:00
0f35523183 Removed one more unneeded script. 2020-03-24 17:01:29 +01:00
e0b706bb72 Removed the now unneeded winows build scripts. 2020-03-24 17:00:11 +01:00
92b6f03828 Update everything to get the new msvc-related fixes. 2020-03-24 16:59:23 +01:00
0a46eab184 Windows support for the build and setup script. 2020-03-24 16:58:37 +01:00
6c4a808baa Now the character's button in the menu will be selected by default. (Its still a button for now.) 2020-03-24 02:22:01 +01:00
e92890c61f Experimental automatic load, and renamed a few buttons. 2020-03-24 00:56:19 +01:00
832043c49e Reworked the menu a bit as an experiment, now a player can only have one character active at a time. (It is really hacky for now, it will show more characters if manually added.) 2020-03-23 22:23:12 +01:00
eaa90467aa Udpate EDD to get the trainer data update, and the binding fixes. 2020-03-20 19:22:04 +01:00
55c5791991 Now the spell book can hide not learned class spells. 2020-03-20 15:06:29 +01:00
a8868d81dc Rename retire to renounce. 2020-03-20 14:48:29 +01:00
fa5b987d0d Update ESS to get the automatic save fix for ProfileManager, and turn it on. 2020-03-20 14:47:11 +01:00
e02dbe69a7 Implemented profile based class levelling. Update HEADS to grab the changes from the ESS side. 2020-03-20 03:32:44 +01:00
78180afff0 Improved the character selection and creation menu a bit by giving more info. Also fixed a bug. 2020-03-19 21:15:07 +01:00
a40af5d0aa Update HEADS to grab the ProfileManager change from ESS. 2020-03-19 20:31:10 +01:00
5f4a055a6e Experimented with the sky color. Also update HEADS to grab the VoxelStructure changes. 2020-03-19 13:11:43 +01:00
abd0e00056 Increased the world's voxel scale to 3 (again). 2020-03-19 01:36:21 +01:00
8106222585 Now the actionbars are profile-based. Also an update ESS to get the ProfileManager, and the levelling changes. 2020-03-18 03:08:37 +01:00
0c99bd0d35 Update HEADS, and remove the code that got ported to Voxelman. 2020-03-15 19:36:35 +01:00
16d4c9ae2e Update to the latest Voxelman, to get the VoxelChunk->VoxelChunk,VoxelChunkDefault refactor. 2020-03-12 23:26:19 +01:00
ae0d64a069 Few small fixes/cleanups. Also updated heads to get an uninitialized variable fix from ESS. This fixed player spawning issues. 2020-03-12 13:50:14 +01:00
c00ae9b9bb Implemented mana. Also updated HEADS, as ESS had lots of changes for EntityResources so this can work. 2020-03-11 16:38:01 +01:00
2931751a05 HEAD update got left out from previous commit. 2020-03-10 15:40:17 +01:00
c9ffc5a821 Added 2 spells to Naturalist, implemented range, and started implementing mana. 2020-03-10 15:33:48 +01:00
cb6faf1120 Updated everything to get the improvements from ESS (spell scailng became a project wide setting.) Spell scaling is now off. Added back in ranks, as in the long run ranks will work better. 2020-03-10 13:30:40 +01:00
704aa85e93 This is part of the debug code aswell. 2020-03-10 12:16:41 +01:00