6c5f2c0e95
sdf3d_shape cone and asd3d_shape_torus nodes.
2021-10-26 11:05:57 +02:00
709dd8081d
sdf3d_shape_cylinder node.
2021-10-26 10:54:22 +02:00
e7556f14de
sdf3d_shape_box node.
2021-10-26 10:47:27 +02:00
2f4f4888cf
sdf3d_color node.
2021-10-26 10:38:57 +02:00
c5c75a4d40
Removed the ptex files.
2021-10-24 13:39:16 +02:00
783532fe93
Recreated the rest of the textures which was made with material maker wityh mat_maker_gd.
2021-10-24 13:38:49 +02:00
a0a54b388f
Rename the row_col parameter to col_row in brick as it was supposed to be.
2021-10-24 13:33:27 +02:00
23fd87a294
Recreated the grass texture in mat_maker_gd.
2021-10-24 13:14:49 +02:00
facdcb6469
Now implemented node deletion.
2021-10-24 12:49:49 +02:00
b609b3caa4
Fixed the alpha of the dirt texture with the new fill channel node.
2021-10-24 11:59:38 +02:00
a165061608
Added a new fill channel node.
2021-10-24 11:48:38 +02:00
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
33be950fd6
Make texture slots scale their images. Also their size is now set to 128x128.
2021-10-24 02:37:14 +02:00
898ec5a387
Small improvement for the blend node. It still doesn't handles transparency properly.
2021-10-24 02:15:32 +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
676de9083c
make_tileable node.
2021-10-24 01:01:15 +02:00
a5e81bc69c
Gaussian blur node.
2021-10-24 00:44:02 +02:00
61c6ea476e
Emboss node.
2021-10-23 21:36:41 +02:00
2f4912c2b9
blend node.
2021-10-23 20:10:14 +02:00
e42a25a53b
sdf3d_render and sdf3d_sphere nodes.
2021-10-23 00:18:44 +02:00
577e9d705a
Curve node.
2021-10-22 23:24:29 +02:00
fc8fa79624
sd_op_morph node.
2021-10-22 11:06:17 +02:00
27ba62e20a
sd_op_circle_repeat node.
2021-10-22 11:01:35 +02:00
8a896d0e3d
sd_repeat node.
2021-10-22 10:51:06 +02:00
d570d8aea3
sd_annular_shape node.
2021-10-22 10:15:12 +02:00
d2dd31ae72
sd_op_ronded_shape node.
2021-10-22 09:29:34 +02:00
d4da602f65
sd_op_smooth_bool node.
2021-10-21 21:41:18 +02:00
c849944f2b
Fix typo.
2021-10-21 21:39:48 +02:00
89b6600dd9
sd_op_bool node.
2021-10-21 21:33:49 +02:00
dc56ca252b
sd_tf_scale, sd_tf_rotate, sd_tf_translate nodes.
2021-10-20 20:22:44 +02:00
6f2437279e
Fixed curves, and the curve editor, and added curve support for sd_shape_line.
2021-10-20 19:53:05 +02:00
3841c50674
Added sd_shape_line node. Initial setup for curves, but they don't yet work properly with it.
2021-10-20 18:33:11 +02:00
bb7fee062c
Make sure that polygon's changed method is called even when the control points were only moved.
2021-10-20 18:06:02 +02:00
17d0dc99dd
Actually export the points in polygon base.
2021-10-20 17:59:50 +02:00
5d0c999103
Emit changed events properly in sd shapes.
2021-10-20 17:57:42 +02:00
1e57dba26e
Better output text for the arc and circle shape nodes, and removed sdf.gd.
2021-10-20 17:47:40 +02:00
a690c76612
Made the polygon editor work with my setup, and added sd_polygon_shape node.
2021-10-20 17:46:31 +02:00
c082ee9a60
Added the curve editor and polygon editor from Material Maker. I only fixed compile so far.
2021-10-20 11:54:54 +02:00
df1a1c59a2
sd_shape_arc and sd_shape_rhombus nodes.
2021-10-19 22:42:03 +02:00
2984eef392
sd_shape_box node.
2021-10-19 22:20:45 +02:00
01c886d56f
Now sd_shape_circle will emit changed events properly for it's type.
2021-10-19 18:26:12 +02:00
bcd0fdbbb1
Added sd show and sd shape circle nodes.
2021-10-19 18:04:00 +02:00
47cb1b8086
Voronoi node.
2021-10-19 15:38:12 +02:00
8feda525db
FBM noise node.
2021-10-19 13:43:35 +02:00
fb502505a3
Anisotropic noise node.
2021-10-19 13:08:50 +02:00
7ef34acfbf
Color noise node.
2021-10-19 12:44:02 +02:00
31547bf86f
Color value node.
2021-10-19 12:21:56 +02:00
98ade190f9
Value node.
2021-10-19 12:13:15 +02:00
0cd3f2d8db
Noise node.
2021-10-19 11:15:01 +02:00
dade6413b3
Cleaned up the noises folder.
2021-10-18 20:20:29 +02:00
a317240526
Scratches node.
2021-10-18 20:06:49 +02:00
0e07f2388c
sine_wave node.
2021-10-18 19:39:51 +02:00
63713bc6cd
Fix random color output on the bricks node.
2021-10-18 19:28:06 +02:00
c91c947871
Beehive node.
2021-10-18 19:26:54 +02:00
6ea422c166
IChing node.
2021-10-18 18:44:39 +02:00
a186c71f9a
Runes node.
2021-10-18 18:14:08 +02:00
2b2c485992
Weave pattern node.
2021-10-18 17:59:57 +02:00
e6468b8226
Added the bricks node.
2021-10-18 15:32:30 +02:00
095fcab86c
Truchet node.
2021-10-18 14:16:50 +02:00
4f6829beb3
Pattern node.
2021-10-18 14:01:18 +02:00
c634c3b882
Colorize node.
2021-10-18 13:17:25 +02:00
e04f17dac2
Added the image picker button from Material Maker. Also added image node.
2021-10-18 12:33:31 +02:00
e036935e4b
Removed a few unneeded classes.
2021-10-18 11:01:38 +02:00
c9edde9ef9
Added uniform and greyscale_uniform nodes for mat_maker_gd.
2021-10-18 11:00:13 +02:00
01bb81675e
Lots of work on gradient_type_4. It doesn't work properly yet, however the current implementation produces a cyberpunk-ish neon like effect, so I also saved it as gradient_type_5 for the time being.
2021-10-17 21:01:54 +02:00
56aa47ccc3
Radial gradient node.
2021-10-17 17:41:50 +02:00
f74ad34219
Implemented circular gradient node, and fixed circular gradient calculation.
2021-10-17 17:40:16 +02:00
6a241d3051
Split the new gradient node into a gradient_base and gradient nodes.
2021-10-17 17:23:06 +02:00
4282cc8385
Implemented the gradient node. Made Material Maker's gradient editor work with my setup.
2021-10-17 17:18:41 +02:00
d23c7b00b8
Turned the widget scripts into tool scripts.
2021-10-17 00:58:07 +02:00
7dfdf6c1ce
Also added the icons, and fixed all resource paths.
2021-10-17 00:35:35 +02:00
45fc6bcdbd
Added the color picker, the float edit, and the gradient editor widgets from material maker.
2021-10-17 00:11:51 +02:00
7ab05bf407
Renamed colors.gd to filter.gd.
2021-10-13 18:51:34 +02:00
bfcf4b0475
Went through the rest of the .mmg files.
2021-10-13 18:48:59 +02:00
bf0afa6ad6
Tuned most of the remaining .mmg files into comments.
2021-10-13 12:54:29 +02:00
8a907bfb6b
Turned a lot more mmg files into comments.
2021-10-13 00:38:05 +02:00
a25d43ae29
Turned all except one sdf related mmg files into comments. In a more crude way than before.
2021-10-12 22:23:31 +02:00
c9fe275357
Processed a 4 more mmg files.
2021-10-12 19:59:24 +02:00
c54948d81a
Turn more .mmg files into comments.
2021-10-12 19:04:40 +02:00
ea795998cf
Comments from weave.mmg and weave2.mmg.
2021-10-12 18:20:07 +02:00
3ceb7a3236
Comments from the rest of the sdf3d mmg files.
2021-10-12 17:54:31 +02:00
666f735379
Comments from sdf3d_color.mmg.
2021-10-12 16:48:51 +02:00
56ebdb0ec5
Comments from iching.mmg.
2021-10-12 16:36:20 +02:00
e6d4b2b755
Comments from sdf3d_angle.mmg.
2021-10-12 13:20:15 +02:00
33e8a8adb0
Comments from sdf3d_circle_repeat.mmg.
2021-10-12 13:07:06 +02:00
4ee9c69d15
Comments from sdf3d_boolean.mmg.
2021-10-12 12:24:38 +02:00
d75ee3dac2
Comments from sdf3d_torus.mmg.
2021-10-12 12:16:46 +02:00
95eb126b8f
Comments from sdf3d_plane.mmg.
2021-10-12 12:11:49 +02:00
55c23bc6b2
Comments from sdf3d_cylinder.mmg.
2021-10-12 11:58:46 +02:00
2eabdc5536
COmments from sdf3d_rotate.mmg.
2021-10-12 11:27:32 +02:00
a5b96ad8f1
Comments from scratches.mmg.
2021-10-12 11:12:20 +02:00
eacc08e69a
Comments from runes.mmg.
2021-10-12 10:58:39 +02:00
13e3d248d0
Notes from sdf3d_repeat.mmg.
2021-10-11 20:12:34 +02:00
52d73a0abd
Comments from sdf3d_cone.mmg.
2021-10-11 16:41:39 +02:00
8fff2bc0e9
Comments from sdf3d_capsule.mmg.
2021-10-11 14:14:05 +02:00
1a65e35471
Notes from sdf3d_sphere.mmg.
2021-10-11 13:40:13 +02:00
3f12c7c23e
Notes from sdf3d_box.mmg.
2021-10-11 13:30:58 +02:00
b04d8b7fc6
Notes from uneven_bricks.mmg.
2021-10-11 13:18:24 +02:00
b31eb46120
Notes from bricks.mmg. Also improvements to beehive notes.
2021-10-11 12:55:18 +02:00
b622bb2f73
Turned pattern.mmg to notes.
2021-10-11 11:47:00 +02:00
d6148fd43c
Notes for the beehive pattern.
2021-10-11 11:01:42 +02:00
f6e1207c3e
Notes for noise_fbm.gd.
2021-10-11 10:51:00 +02:00
b077bc83ac
Add relevant comments from radial_gradient.mmg and circular_gradient.mmg.
2021-10-11 10:20:56 +02:00
44df757149
Add relevant thingd as comments from gradient.mmg to gradients.gd.
2021-10-10 10:39:23 +02:00
bfd32409d2
Added more notes to colors.gd, and removed the corresponding material maker mmg files.
2021-10-10 09:00:39 +02:00
c07ca3d8d8
Implement restoring node connections on opening an MMMaterian in mat_maker_gd's editor.
2021-10-09 19:30:57 +02:00
da126d1d45
Removed the input and output slot type parameter from the simple MMGraphNode property methods. Input and output was only available with universal properties anyway.
2021-10-09 19:15:15 +02:00
babee4f93a
Fix division by zero error in shape.gd.
2021-10-09 19:07:50 +02:00
a0a2a81acf
Implement type conversions for universal properties.
2021-10-09 19:07:32 +02:00
956d35fd84
Add support for disconnection and connecting universal properties via the mat_maker_gd editor plugin.
2021-10-09 18:48:01 +02:00
8758111bf6
Renamed output.gd to output_image.gd and implemented it's logic.
2021-10-09 14:47:55 +02:00
52858a6970
Add line edit slot support to mm_graph_node.
2021-10-09 14:47:26 +02:00
ebef2b0fd5
Update the test resource.
2021-10-09 14:09:44 +02:00
56a6bb75a9
The image property in shape.gd is not supposed to be exported.
2021-10-09 14:07:33 +02:00
c816f0e0fe
Finish up the new mat_maker_gd input/output notification api and made shape use it. Now shape's image updates whenever a property changes.
2021-10-09 14:04:09 +02:00
7fd3ccd4ad
Generic image rendering / property connection api for mat_maker_gd.
2021-10-09 13:33:59 +02:00
51dfad5018
Added image universal property to shape.gd. Not yet used.
2021-10-07 15:48:38 +02:00
6f5c7395ba
Added a new output node.
2021-10-07 15:47:09 +02:00
e31aedbb1b
Now add slot universal methods in MMGraphNode only take an universal property as argument. Also added an universal texture slot. Had to add init_properties and _init_properties, and had to change register_methods to _register_methods in subclasses.
2021-10-06 10:30:22 +02:00
8654865b1b
Add everything needed to construct slots to the universal property.
2021-10-06 09:53:40 +02:00
efc5d8ae9c
Added image type to MMNodeUniversalProperty.
2021-10-06 09:46:34 +02:00
f1afa03c66
Removed obj, getter and params from MMNodeUniversalProperty, now instead it will have an another MMNodeUniversalProperty ref as input_property. Also smaller simplifications.
2021-10-06 09:27:22 +02:00
1611efc9d1
Moved the SlotTypes enum from MMNode to MMNodeUniversalProperty.
2021-10-06 09:15:48 +02:00
9f24edd50f
Now shape's radius and edge is using universal property.
2021-10-06 00:56:13 +02:00
cca43432f3
Add uv parameter to get_value, and call emit_changed() in get_default_value in the universal property.
2021-10-06 00:53:19 +02:00
04c3098390
Fix issues with universal property handling in MMGraphNode.
2021-10-06 00:51:52 +02:00
ebb8098ba2
Initial shapes node implementation / cleanup. It still needs universal inputs.
2021-10-06 00:24:13 +02:00
0923f1095b
Enum slot support for mat_maker_gd.
2021-10-06 00:23:24 +02:00
27471b8bdf
Universal input support for mat_maker_gd. Nothing is using it yet, so it might need fixes.
2021-10-05 23:14:54 +02:00
88aa8e84ac
Optional range parameter for some of ht eadd slot methods.
2021-10-05 20:59:47 +02:00
59c43c0cab
Now all add_slot methods return the slot index.
2021-10-05 20:21:11 +02:00
0548a8b7fd
Did the same to noise_voronoi.gd.
2021-10-05 17:54:06 +02:00
28e7719c52
Add the original shader code top colors.gd aswell.
2021-10-05 17:27:15 +02:00
a80d0334a1
Updated noise_fbm code based on the new shaders.
2021-10-05 13:33:27 +02:00
49f9cf7d01
Added the shader code for noise_fbm aswell.
2021-10-05 13:26:40 +02:00
2074729364
Missed one.
2021-10-05 11:57:40 +02:00
057ad6c4bc
Fix a few newlines.
2021-10-05 11:56:51 +02:00
1bc5139058
Merge branch 'master' of github.com:Relintai/broken_seals
2021-10-05 11:54:28 +02:00
9f41deb164
Added the current shader code from material maker as a comment to shapes.
2021-10-05 11:54:16 +02:00
b55487d6df
Added a vector2 slot to MMGraphNode.
2021-10-04 18:29:11 +02:00
54003493f2
Fix errors.
2021-10-04 15:14:41 +02:00
e8a3874cfb
Added universal slot type.
2021-10-04 15:10:38 +02:00
679e992ef8
Add step as a parameter to add_slot_float.
2021-10-04 15:00:00 +02:00
ef784088b4
Implemented int and float slots.
2021-10-04 14:58:15 +02:00
634d28b713
Added slot color support.
2021-10-04 13:28:00 +02:00
2eb6f789dd
Added a SlotTypes Enum.
2021-10-04 13:27:29 +02:00
a13908fcec
Also pass the seed to get_value for, and cleaned up perlin.gd.
2021-10-04 13:15:18 +02:00
0943dc32f8
Aldo pass slot_idx to get_value_for.
2021-10-04 13:11:08 +02:00
4b334a6ad6
Initial slot api for MMGraphNode. Already supports images. Also implemented the image generation helper methods for MMMaterial and MMNode.
2021-10-04 13:09:43 +02:00
537d44bc63
Now the editor loads and created nodes from MMNodes, and also implemented MMNode and graphnode creating logic for the add button/dialog.
2021-10-04 11:55:47 +02:00
1374df2b59
Not mat maker nodes inherit fromMMNode instead of TextureRect.
2021-10-04 11:54:52 +02:00
c5621036b2
Added an Add button to the mat maker's editor.
2021-10-04 11:27:35 +02:00
0c099d3325
Added a new MMGraphNode script.
2021-10-04 11:24:47 +02:00
137fd29f35
Also add MMMaterial as a custom type.
2021-10-04 11:24:02 +02:00
5bb4822164
MMNode now has a class_name declaration.
2021-10-04 11:23:43 +02:00
96e07af946
Removed the test scenes from mat_maker_gd.
2021-10-04 10:12:47 +02:00
059cabc48b
Main nodes for mat_maker_gd and Initial setup for an editor plugin.
2021-10-03 19:56:35 +02:00
46dae7373b
Moved color related methods to a new colors.gd file.
2021-10-03 17:12:13 +02:00
44bdbeb56d
Moved shapes to a new shapes.gd file.
2021-10-03 17:04:54 +02:00
55f85a9b2d
Moved the rest of the gradient related code to gradients.gd.
2021-10-03 17:02:07 +02:00
0fc71e0f2c
Moved circular gradient calculations to gradients.gd. This time the logic had to be changed extensively and the new logic still has bugs. It will be fixed later.
2021-10-03 13:41:31 +02:00
b3604ffebc
Same change to sdf3d.
2021-10-03 10:10:56 +02:00
2f521f2998
Moved sdf2d stuff to a new sdf2d script.
2021-10-03 01:07:39 +02:00
743e92ad55
Finished patterns.
2021-10-03 00:23:55 +02:00
cb7fd0a873
Moving pattern related things to a central patterns.gd.
2021-10-02 19:48:45 +02:00
5129cda7f1
Same change to perlin related calculations.
2021-10-02 18:45:29 +02:00
735b1f67cd
Moved every voronoi related calculations to a new class.
2021-10-02 17:20:26 +02:00
fdac5e5e85
Moved all fbm related calculations to a new noise_fbm class.
2021-10-02 16:59:50 +02:00
1d6a95d578
Moved even more things to commons.gd.
2021-10-02 15:38:12 +02:00
01fd374344
Moved a lot more things to Commons.gd.
2021-10-02 10:39:30 +02:00
e4eccdc034
Simple nodes are using Commons.gd aswell.
2021-10-01 23:37:14 +02:00
f3504fd634
SDF3d also uses Commons.gs now.
2021-10-01 23:32:11 +02:00
15971442d0
Sdf also uses Commons.gd.
2021-10-01 23:30:23 +02:00
0869d1096b
Patterns now also use Commons.gd.
2021-10-01 23:24:08 +02:00
bb338ea1aa
Nises now also use Commons.gd.
2021-10-01 23:07:05 +02:00
1e621a8278
Filter nodes now use the common methods from Common.gd.
2021-10-01 22:41:03 +02:00
50b7575ef9
Added Commons.gd to store common static methods for mat_maker_gd.
2021-10-01 22:39:22 +02:00
69767cd08b
Reorganize mat_maker_gd.
2021-10-01 22:04:09 +02:00
88caf0d31f
Added the color-palette plugin from the AssetLib.
2021-10-01 10:17:08 +02:00
bc1c8b2718
Created an addon from https://github.com/Relintai/mat_maker_gd . (Only the ported stuff). Also took the nodes from the newest https://github.com/RodZill4/material-maker .
2021-10-01 00:54:13 +02:00
96fff0331e
Mesh data resource editor now uses MeshUtils to uv unwrap meshes. Removed my half-finished unwrapping code.
2021-09-29 11:27:42 +02:00
321302e9c5
Committing image .import files as they get a new property stored on reimport.
2021-09-29 11:24:07 +02:00
410161831f
Bit more experimentation.
2021-09-28 14:54:26 +02:00
626b02dc94
Bit more work on uv unwrapping.
2021-09-28 14:38:51 +02:00
a6caaadb38
A bit more work on uv unwrapping.
2021-09-27 19:27:12 +02:00
1260374274
Bit more work on uv unwrapping.
2021-09-27 18:24:16 +02:00
3a13c1e21b
Added uv normalization to the unwrap algorithm. Also now it sets the new uvs to the mesh data resource. Doesn't work properly yet though.
2021-09-27 14:43:57 +02:00
e5de63c421
Initial uv layout implementation.
2021-09-27 14:15:17 +02:00
660933915b
More work on uv unwrapping.
2021-09-27 12:52:33 +02:00
a2208d0489
More work on the uv unwrapping algorithm.
2021-09-27 12:38:57 +02:00
2c266711a3
I think I figured out a way to uv unwrap meshes for the mesh data resource editor. Started implementing it. Mesh partitioning is done.
2021-09-26 23:02:51 +02:00
ed3c6eb19d
Use the forward_spatial_gui_input variant which has the index parameter in mesh data resource editor by default.
2021-09-26 20:04:42 +02:00
eee70dac69
Removed the bone_editor addon, as now the engine has a skeleton editor built in.
2021-09-26 17:23:00 +02:00
6062255177
Updated the engine to the latest. Also removed "as" casts after get_node_or_null-s, as now when they return null you get an error.
2021-09-22 00:11:19 +02:00
8e0e86ef39
Work on the mesh data resource editor plugin. Also updated the mesh data resource module to the latest.
2021-09-13 18:47:56 +02:00
74b35246c8
Now the mesh data resource addon actually shows uvs in the uv editor.
2021-09-13 12:32:33 +02:00
de97b132a2
Fixed the set rest pose implementation.
2021-09-13 11:27:20 +02:00
878f045f92
Added my seketon editor test scene.
2021-09-12 23:18:26 +02:00
d9e0ed3741
Initial set rest pose implementation for the bone editor. Doesn't work properly yet.
2021-09-12 23:18:05 +02:00
242321fd7a
Bone hierarchy editing support.
2021-09-12 15:52:22 +02:00
6c32deb131
Now the bone editor addon can create bones.
2021-09-12 15:28:40 +02:00
b181be5ddf
Fix error spam due to missing method.
2021-09-06 12:26:31 +02:00
9fb8e01314
Fix error printed to the console on clients.
2021-08-31 02:00:49 +02:00
4f7cb3c904
Fixed networked movement.
2021-08-31 01:57:32 +02:00
9ba79d9dc4
More work on fixing networking. Also updated ESS to get the fixes from it too.
2021-08-31 00:40:45 +02:00
288eaabe18
Updated ESS to get the Entity controller property rework.
2021-08-30 20:18:29 +02:00
e6d21cbb8a
Remove the nameplate if the entity gets controlled by the player and it wasn't before.
2021-08-30 17:45:40 +02:00
67b3ce48f5
Work on fixing networking.
2021-08-30 00:35:27 +02:00
c0280ce6f3
Don't spawn mobs at all during world generation on a client.
2021-08-29 23:38:15 +02:00
f8803b99ab
Fix update_visibility in PlayerGDBase. Also fix spawn_for in the entity spawner.
2021-08-29 23:32:54 +02:00
3dd4f4592a
Fix setting up network_owner in the spawner.
2021-08-29 21:39:51 +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
3b3650c851
Bump version.
2021-08-28 10:36:58 +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
4b5f6253db
The dungeon will now spawn plugs.
2021-08-27 19:30:27 +02:00
99bab47f9f
Implemented room overlap checks for the building. It's only 2d for now.
2021-08-27 01:05:03 +02:00
78c08c4f28
Re-generate room points for all the test rooms, and also re-export them to props.
2021-08-26 20:54:10 +02:00
7ee9a14b01
Small changes to the test dungeon.
2021-08-26 00:18:39 +02:00
4f02de36d9
Material cache support for the character.
2021-08-26 00:15:30 +02:00
1d5fff0f06
Figured out room transforms.
2021-08-25 01:03:27 +02:00
2b2d175a66
Initial Building implementation. The room transforms are still broken, will figure them out later.
2021-08-24 21:10:32 +02:00
1b492b863f
Added more test rooms and started working on the dungeon class.
2021-08-20 23:53:09 +02:00
861676531b
Exported the test rooms into props.
2021-08-18 19:02:32 +02:00
65fba11bcd
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.
2021-08-18 17:54:43 +02:00
f83e53b0a1
Added a test room to help with implementing portal and room support to the prop system.
2021-08-12 20:53:13 +02:00
583fadae70
Updated the props module to get the automatic lod change support to PropInstanceMerger.
2021-08-12 18:47:07 +02:00
70a1ebef4c
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.
2021-08-11 20:36:24 +02:00
60e7d4af78
Updated the props module, I reimplemented vertex color lights + rao for PropInstanceMerger. Also updated mesh_utils, MeshMerger did not use vector write proxies.
2021-08-11 19:20:26 +02:00
94681037ff
Added a few more small test prop scenes.
2021-08-10 19:10:01 +02:00
364dea8159
Disabled the mesh data resource editor addon.
2021-08-10 19:09:40 +02:00
c16bb42ea1
Updated the props module to get the PropCache singleton rework. Set up the project settings for it.
2021-08-09 22:13:18 +02:00
d1cfc79887
Bump version to 0.3.5.
2021-08-08 21:13:21 +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
7476d08ed2
Updated Terraman (and the engine) to get JobSteps support for PropJob. This also fixes the error spam during mesh generation.
2021-08-07 13:56:24 +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
bf40b5c12f
Updated ess to the latest. Replaced the range checks with the newly added helper calls.
2021-08-05 23:01:31 +02:00
2e15d3f74e
Same logic for the vendor window.
2021-08-05 22:07:34 +02:00
78af5acc8a
The trainer window will now close itself if the player gets too far.
2021-08-05 22:04:37 +02:00
6c7f8625b5
Added interaction range check.
2021-08-05 21:55:33 +02:00
124c163212
Added a new library based on TerramanLibraryMergerPCM, and set the main world to use it.
2021-08-03 01:13:25 +02:00
523d5e478b
Added the multirun addon to the project. (Disabled by default)
2021-08-01 15:44:24 +02:00
b3c7c142c5
Now tab containers are also navigable with keys in the menu.
2021-07-31 15:46:59 +02:00
dca4ea1cb4
Keyboard/controller navigation for the main menu.
2021-07-31 15:09:54 +02:00
e34e005890
Update the engine tot he latest.
2021-07-26 09:59:46 +02:00
cea803979c
Fix property deprecation warnings.
2021-07-20 22:12:50 +02:00
8e2a6d96e7
Increased the jump height a bit.
2021-07-20 22:05:48 +02:00
bebf321c7c
Changed the physics engine to GodotPhysics. So far it seems like everything is working with it. After the recent improvements it actually feels better now than bullet.
2021-07-20 22:03:25 +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
560df5b16f
Added a few audio buses.
2021-07-19 20:09:47 +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
4c63763c75
Increased the world's scale to 3.
2021-06-08 15:40:53 +02:00
364d181e35
Update the engine and modules to get the PropInstance improvements / implementation.
2021-04-27 18:04:16 +02:00
0b2e4616ad
Bump version to 0.3.4.
2021-04-24 09:16:32 +02:00
225c086286
Player type should be networked.
2021-04-21 22:00:06 +02:00
00711977d4
Work on fixing networking. Fixed hosting, and character uploading.
2021-04-21 21:55:15 +02:00
71d2cf0358
Turn off chunk generation in the menu, as the chunks are saved.
2021-04-21 21:53:46 +02:00
a8d6a69e4e
Added an exit button to the menu. It will hide itself on the web and mobile platforms.
2021-04-21 20:10:32 +02:00
7c99802509
Update Terraman to get the android chunk generation fix.
2021-04-21 12:05:09 +02:00
21e1f3af23
Don't generate lods in the menu.
2021-04-21 10:49:49 +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
a3634380ed
Updated Terraman and added the new chunk_lod_first_falloff parameter to the ingame settings.
2021-04-19 18:39:43 +02:00
b20303a24e
Re-enable lods. The simple lod seams still need work. Also updated Terraman for a the fixes.
2021-04-19 18:19:19 +02:00
a8ec0ec501
Fix in editor level generation.
2021-04-19 17:33:57 +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
a4e54f048a
Updated the modules. I added lots of getters and setters to WorldGenerator.
2021-04-18 23:16:33 +02:00
81f2bacec9
Replaced voxelman in the menu aswell.
2021-04-18 20:03:03 +02:00
148cee772b
Now the game uses terraman instead of voxelman ingame.
2021-04-18 19:55:34 +02:00
287e7af447
The level generator will now also use a third cell type.
2021-04-18 19:41:56 +02:00
a4459a949d
Now the test terrain generator will set a few cells to a different type.
2021-04-18 19:39:12 +02:00
ccb6070bd8
Updated Terraman to get the lighting generation fixes, and crash fixes.
2021-04-18 19:38:17 +02:00
e16aa1c73f
Updated terraman to the latest.
2021-04-17 19:31:23 +02:00
9e9a0e62c0
The level generator will now get noise values in world coordinates. Also updated Terraman.
2021-04-17 19:21:48 +02:00
1dac12d28e
Updated terraman. Now it uses JobSteps.
2021-04-17 19:07:35 +02:00
02548015ea
Updated the engine and modules. TerraMesherBlocky now only supports having one mesher and one liquid mesher.
2021-04-17 16:03:14 +02:00
0621a5da3b
Fix error spam on test generation.
2021-04-17 12:27:47 +02:00
13fff7b64c
Updated the modules, and added a few test scripts/scenes for terraman.
2021-04-17 00:45:08 +02:00
3d7b24ff5a
Update copyright headers.
2021-04-15 11:52:32 +02:00
d87694cb03
Renamed a few methods in the mesh data resource editor.
2021-03-24 19:09:02 +01:00
382d1079f6
Started work on a uv editor.
2021-03-23 19:03:32 +01:00
131369ed71
Mesh data resource editor's gizmo now properly uses indices.
2021-03-23 18:18:07 +01:00
1e20ac43a4
Clean up the buttons on the mesh data editor's panel. Also added buttons for face manipulation.
2021-03-23 15:27:37 +01:00
ef47ab6b63
Now the mesh data resource editor will update the mesh aswell.
2021-03-23 11:24:44 +01:00
76265b54a8
Fix editor world generation.
2021-03-22 23:41:58 +01:00
dceba985b4
Implemented vertex scaling mode for mesh data resource editor.
2021-03-16 12:24:24 +01:00
79733aa63a
Mesh data editor's vertex translation should work properly with any rotation of the editor's camera.
2021-03-15 15:25:19 +01:00
5d9651253c
In mesh data editor now the selected vertices are draggable with the handles, instead of blender like commands. Also now axis constraints are togglable per axis.
2021-03-15 15:02:25 +01:00
c05519244d
Added events for mesh data resource. Also simple half-baked vertex translation implementation.
2021-03-02 21:41:24 +01:00
696887b44c
Added arlez80's bone editor from the asset lib as an alternative to the patch.
2021-03-02 13:10:46 +01:00
ec558d1a16
More work/experimentation on the mesh data resource editor.
2021-03-02 13:03:02 +01:00
4e071994f6
More initial work / experiments on the mesh data resource editor plugin.
2021-02-28 00:18:38 +01:00
8fe94c3ca4
Removed gdpose, as its no longer needed.
2021-02-23 01:34:02 +01:00
70654ec3d2
Updated the engine, and modules (ThreadPool had a compile fix after a few changes in the 3.2 branch.). Also now plugins are handled a bit differently, so committed project.godot aswell.
2021-02-20 22:47:13 +01:00
0abef7af9f
Starter experimenting with writing a continent generator.
2021-02-20 19:53:28 +01:00
7cdf7f2f61
Work on the mesh data resource editor plugin.
2021-02-09 01:40:13 +01:00
06912c320e
Created/added a new mesh_data_resource_editor plugin.
2021-02-08 08:24:40 +01:00
cda3fe3638
Moved species_human.tres to the folder it should have been.
2021-02-07 17:18:55 +01:00
570922ba14
Enable gdpose.
2021-02-07 17:18:06 +01:00
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
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
94a90d989c
Update the engine and Voxelman to grab the prop related changes.
2020-07-07 18:40:24 +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
f3169ccf82
Spawn mobs more sporadically.
2020-07-06 22:38:07 +02:00
90be9898d9
The current start tile will not draw a dungeon entrance for now, as I reduced the chunk size (which increases performance) and the code needs to be changed.
2020-07-06 22:37:54 +02:00
8fabc6159a
Set levels to a few abilities.
2020-07-06 22:34:49 +02:00
3cacc01945
Update the game to go with the new modules.
2020-07-06 22:33:56 +02:00
c3171a00eb
Remove the old PropTool test data.
2020-07-06 22:29:09 +02:00
d528010273
Moved around a few autoloads.
2020-07-04 20:30:42 +02:00
73d13bee12
The spell book will now show not yet learned class spell.
2020-06-23 21:59:23 +02:00
1f52100aaa
Update Voxelman, and the engine to the latest and work on getting props to work again. Also brought back the test props.
2020-06-23 20:58:14 +02:00
b587a63f60
Brought back the old VoxelChunk prop spawning implementation. I only made it compile error free for now.
2020-06-23 01:23:35 +02:00
d3ad430b8b
Fix naturalist's mana EntityResource reference.
2020-06-20 21:03:22 +02:00
153b15eb4d
Update ESS to get the EntityResourceData removal update. Also update the Engine.
2020-06-20 16:15:24 +02:00
c707736c78
Increase the MessageQueue's max size, as Godot was complaining on import.
2020-06-20 16:12:41 +02:00
b9c7767b98
Update ESS to get the new crash related commits. Also update the engine.
2020-06-18 22:46:24 +02:00
65a95ece4e
Added an about menu. Done every tab except for the third parties for this project, will finish it soon.
2020-06-16 20:40:09 +02:00
1e0a17b6cc
Now weapons are added to the test player model via the ModelVisual. Also moved the sheath action's processing into PlayerGD.
2020-06-16 19:10:52 +02:00
b3b67de715
Add tool keyword to AttachPoint.
2020-06-16 18:52:30 +02:00
ad72ae4def
Now sheathing works without reparenting nodes.
2020-06-16 18:50:49 +02:00
6626b8ed38
Initial weapon sheathing support. ALso updated ESS to get a few new constants.
2020-06-16 18:44:42 +02:00
7e7dc3b43e
Update ESS to get the Attachment ModelVisualEntry implementation/changes.
2020-06-16 15:55:01 +02:00
2e1f1a1e84
Grab the CharacterSkeletonPoints enum removal change from ESS.
2020-06-16 13:53:12 +02:00
e9253466ef
Update ESS again, so CharacterSkeleton3D also uses the enums from the project settings for it's model entries.
2020-06-16 13:47:10 +02:00
3f132e4828
Update ESS to the latest to get CharacterSkeleton3D's attach point rework.
2020-06-16 13:40:16 +02:00
2d46c1bb10
Update ESS, so CharacterSkeleton uses the bone id in VisualEntry properly. Remove the null entries from the test character visuals. Also fix left upper arm.
2020-06-16 11:42:10 +02:00
2b0c4821e2
Added AdaptiveTheme, it modifies the margins in the ui's theme. Removed AdaptiveButton.
2020-06-15 19:27:49 +02:00
483c50dfac
Added a touchscreen mode setting, and an AdaptiveButton that will set it's own min size if the setting is enabled. I did not replace all buttons yet, just made sure everything looks consistent. Also smaller theme improvements.
2020-06-15 18:37:51 +02:00
b9ecd4248d
Reworked castbar, now it will always be properly centered.
2020-06-15 17:49:14 +02:00
7d4291190a
Also color the castbar.
2020-06-15 17:40:52 +02:00
7c08311b75
Color health, mana, and xp bars.
2020-06-15 17:39:47 +02:00
4ceb9f134c
Fix "Cannot get ratio when minimum and maximum value are equal." Errors, and small tweaks to Nameplates.
2020-06-15 15:23:47 +02:00
3ad461adb5
Fix initial value for the nameplates.
2020-06-15 15:10:10 +02:00
d0586063d1
Update the engine, and ESS, to get the Cooldown and CategoryCooldown removal change.
2020-06-13 21:53:10 +02:00
dc6aab9a2d
Update ProfileManager call.
2020-06-13 15:36:21 +02:00
315df2a10a
Now entities will be snapped to the terrarin after they spawn.
2020-06-13 15:30:49 +02:00
bb955630fc
Fix class doesn't exist error.
2020-06-13 15:19:41 +02:00
2dfba2bc97
Update Voxelman to the latest to get the mesher changes.
2020-06-12 19:55:37 +02:00
ea6daeb5d4
Update ESS to get the aura trigger and stat attribute reworks.
2020-06-06 17:01:08 +02:00
bb56fb05c5
Update ESS tot he latest to get the getter/setter renames. Also fix an unrelated error.
2020-06-05 19:45:42 +02:00
70b1b4badd
Update ESS to get the TalentRowData changes. Also updated the engine.
2020-06-05 18:05:54 +02:00
68dd994e56
A little cleanup to the player ui. Also removed the trainer window, and disabled the craft window's button.
2020-06-04 11:21:03 +02:00
662055e4bf
Fix skeleton mesh generation in single threaded mode. Also update ThreadPool to get the it's single thread mode fixes.
2020-05-30 23:23:38 +02:00
2c5518095f
Renamed the model manager module to module manager (Typo lol). Also disabled it, as it needs to be updated.
2020-05-30 19:30:35 +02:00
e2869c7b89
CharacterSkeleton now uses the ThreadPool module to generate meshes. Also updated MeshTools to get the 2 functions I added to the singleton.
2020-05-30 19:25:32 +02:00
8f71e087e7
Update mesh utils to get the MeshMerger, and the engine. The CharacterSkeletonGD now uses it.
2020-05-30 14:04:37 +02:00
f943749a47
A few tweaks.
2020-05-26 17:45:58 +02:00
510272bc3b
Added a simple stub Character Window (with 2 culomns), and the talent window now also has 2 culomns, one will be physical (character level) talents, and one will be astral (class).
2020-05-26 17:41:05 +02:00
23dac4b5bc
Re-enabled class xp, and class learning, as I found a better
...
(and a lot more unique) way to bring the game.
2020-05-26 17:38:08 +02:00
048bb06eea
Added a trainer window. It's functionality has not been implemented yet.
2020-05-25 12:44:03 +02:00
3a8784b7aa
Increase the world threads to 8.
2020-05-23 22:09:53 +02:00
6d330cb491
Re-enable threaded character model generation.
2020-05-23 22:09:40 +02:00
d4ccb9d743
Update Voxelman and the BS module, because ported the biome generation code to c++. Also now the voxel world only updates lods manually with gdscript.
2020-05-23 22:09:19 +02:00
08c0c69aa7
Now the CharacterSkeleton uses Arrays directly.
2020-05-23 19:56:03 +02:00
fbc1c056a1
Redone the seams for the character's model.
2020-05-23 19:29:32 +02:00
6b50033f29
Now the visibility/lod/wakeup check has a timer for mobs.
2020-05-23 18:49:06 +02:00
b4867ec012
Revert the despawn range.
2020-05-23 18:24:25 +02:00
8bf46093e7
Increase the chunk despawn range by one.
2020-05-23 18:13:30 +02:00
43a768de17
Hide mesh while the animation tree is disabled.
2020-05-23 18:12:53 +02:00
c0f1b21788
Removed IKs from the blender model, also fixed a few more issues with it. In blender the animations look bad, but in godot they still work, they will be fixed later. Removed an old generated skin file, it seems like this caused all the old model import problems. Reoriented the meshes, now without the old skin.
2020-05-23 12:25:12 +02:00
ce23b724c9
Update ESS, to get the ModelVisualEntry rework.
2020-05-21 15:42:22 +02:00
e1d24dc838
Updated ESS to get the ModelVisual, and ModelVisualEntry changes.
2020-05-20 22:14:56 +02:00
794820e08c
Update ESS.
2020-05-20 20:41:26 +02:00
9721a80086
Fix broken dependencies.
2020-05-20 01:42:02 +02:00
2302657002
Update ESS, to get the ItemVisual to ModelVisual rename.
2020-05-19 21:10:07 +02:00
94b76f5635
Update HEADS to get the new customizable EquipSlots from ESS, and to get a bugfix from Voxelman.
2020-05-19 18:59:30 +02:00
7c1f365503
Turned off class xp, and class spell and recipe learning. After a lot of thinking I don't think a metagame like this will work for what I'm trying to achieve.
2020-05-17 18:58:11 +02:00
a109c9070f
Mostly reoriented the model's bodyparts. It's not perfect, but good enough for now.
2020-05-17 18:51:34 +02:00
e43cce888a
Now all of the current character's bodyparts are in gltf.
2020-05-17 17:00:16 +02:00
6fe13fbaf3
The current character model has been ported to use procedural animations. Also from now on it's imported from gltf2. The mesh generation is broken for the time being, will fix soon. Also updated every module and the engine.
2020-05-17 16:28:31 +02:00
c6b4dffc66
Reduced chunk's texture scale to 3.
2020-05-12 16:51:07 +02:00
99f01c6c95
Update the engine, and Voxelman to the latest.
2020-05-09 21:25:45 +02:00
dce511474c
Reduce the body visibility to 90 meters for the character I have.
2020-05-09 20:41:49 +02:00
52b89c9746
Only calculate texture for uv2 if it actually needs to happen. So far doing it like this seems faster.
2020-05-09 20:41:17 +02:00
b3418a8c84
Don't set the interaction type to loot if an entity doesn't have a lootdb.
2020-05-06 21:58:58 +02:00
39827852b3
Fix clientside spell cast events. (cast success will need to be sent to clients later.)
2020-05-06 21:51:47 +02:00
0c1ac31224
Spawn the correct mob.
2020-05-06 21:50:15 +02:00
d12d58d61b
Update ESS (and the engine) to the latest, to get the stat reworks.
2020-05-03 00:17:23 +02:00
0f4093fc44
Update ESS, so StatData is inside EntityData instead of EntityClassData.
2020-04-29 18:14:46 +02:00
c3deaf1403
Update ESS to the latest to get the baked in health and speed resources.
2020-04-29 01:10:10 +02:00
8e50bda8ef
Updated ESS, now the Speed and Health ResourceData instantiates the c++ version.
2020-04-28 23:58:25 +02:00
73bbe9bbca
Update ESS to get the event handler renames.
2020-04-28 20:49:03 +02:00
3efc211e52
Update ESS to the latest, to get all the Entity method renames.
2020-04-28 19:09:06 +02:00
cbe4e31d3a
Update ESS to get the equipment method name update.
2020-04-28 12:34:28 +02:00
84e341bcc6
Update ESS to get the clientside notification api changes.
2020-04-28 11:46:56 +02:00
2bc4fff27d
Update ESS to the latest to get the changes for the serverside events.
2020-04-27 21:32:52 +02:00
3544cd88fc
Health and Speed are now EntityResources. The Stat versions are now just flat modifiers to them. Added back the Mana stat as a flat mana modifier. Also updated ESS to get the changes necessary for this system.
2020-04-27 18:40:20 +02:00
7b76a90a8f
Removed mana from stats.
2020-04-27 17:11:10 +02:00
688be51b56
new project.godot after I removed the addon I was testing the .gitignore with.
2020-04-26 15:50:39 +02:00
9d1f4128f8
Removed ess_data as a dependency from the setup script, but added it into this repo and renamed it to module manager.
2020-04-26 15:47:21 +02:00
74304c87e8
Fix .gitignore to only ignore the modules folder that is in the root of the project. This commit contains the missing files from #6ef0a84fbecf .
2020-04-26 15:43:07 +02:00
89f67dcf30
Removed the settings from ess_data.json, as the data plugin will need to be reworked to be useful again.
2020-04-26 13:38:11 +02:00
6ef0a84fbe
Renamed the data directory into modules.
2020-04-26 13:36:10 +02:00
0670f0eaf1
Moved the fonts out from data.
2020-04-26 13:32:24 +02:00
7e1b654a83
Moved shaders into the core module aswell.
2020-04-26 13:31:03 +02:00
dd4fb4fd0b
Moved the xp data into core aswell, and removed the data module. Also updated HEADS to get the xp_data property fix from ESS.
2020-04-26 13:30:31 +02:00
37acb59dba
Moved materials into the core module aswell.
2020-04-26 13:26:02 +02:00
7723a03def
Moved a few things into a new core module. Also updated HEADS to get a typo fix for ESS.
2020-04-26 13:25:29 +02:00
6842b7cd65
Organized/cleaned up the rest of the spells.
2020-04-26 13:14:51 +02:00
94e151cecb
Moved the environment into the planet folder.
2020-04-26 13:06:25 +02:00
e9423709c8
Removed some unneeded files.
2020-04-26 13:05:28 +02:00
2bbed83601
Grouped character species related data into a new folder.
2020-04-26 13:04:35 +02:00
599034c568
Comment out a few print statements.
2020-04-26 13:02:34 +02:00
0bef0a2339
Moved the naturalist based mob into naturalist's folder.
2020-04-26 12:55:55 +02:00
57849c4cf7
Moved cursors out from data.
2020-04-26 12:34:12 +02:00
93be3fb81b
Remove a folder from the base resourcedb.
2020-04-26 12:33:25 +02:00
53b6b34dd0
Also move the spell effects of naturalist into it's folder.
2020-04-26 12:30:42 +02:00
d89c5b0188
Moved Naturalist into into it's own module. Also updated ESS to get a few typo fixes that are needed.
2020-04-26 12:28:40 +02:00
77ccce7d74
Moved the camera out of data.
2020-04-26 11:26:42 +02:00
b0874ebbb6
Renamed voxel_libraries to voxel_library and moved in into the test planet's folder. (Note that the library is at the moment used by World scene, this will be changed later.)
2020-04-26 11:12:20 +02:00
42ab2960cc
Moved voxel textures and surfaces into the voxel libraries folder.
2020-04-26 11:09:31 +02:00
fee3ba9137
Grouped the files of my current test planet together, and made the planet loading code use the new folder structure.
2020-04-26 10:59:22 +02:00
238f0f2946
Moved a few more things, and deleted an unneeded folder.
2020-04-26 10:17:55 +02:00
162f9c3bd2
Moved around a few folders.
2020-04-26 10:10:07 +02:00
cb987df446
Fix turn panel.
2020-04-26 00:57:32 +02:00
1b16cbf376
Fix running desktop export.
2020-04-26 00:29:43 +02:00
04da48826e
Update HEADS to get the customizable stats for ESS.
2020-04-25 21:41:42 +02:00
4b23a059ce
Removed the Mob, Player and NetworkedPlayer scenes.
2020-04-24 14:41:31 +02:00
2d5f4d9d88
Clear a few now unneeded nodepaths.
2020-04-24 14:34:05 +02:00
39e28c2035
Now the player ui and the nameplates are dynamically allocated aswell.
2020-04-24 14:32:04 +02:00
dee366cbf7
Now entities create their own bodies when they are missing. Also update ESS to the latest to get the body-related changes.
2020-04-24 13:48:54 +02:00
2382f9d3c1
Now the camera gets instantiated when needed automatically by the body script.
2020-04-24 09:45:16 +02:00
1d7a428987
Mob and NetworkedPlayer now also uses the body script and fixed a nullreference error. Also updated HEADS to get a fix for Voxelman.
2020-04-24 09:19:41 +02:00
b30a02f7b8
Moved movement handling code from Player.gd to a new gdscript that is on the player's body. Also update everything to the latest to grab the changes to ESS.
2020-04-24 00:49:51 +02:00
1e3e65bd73
Update ESS so saving spells and recipes work with paths aswell. Re-enable static resource db with id remapping.
2020-04-19 18:43:46 +02:00
a2933a2b7b
Update ESS to the latest to get the id to resource path changes.
2020-04-19 18:27:38 +02:00
1a04066f4c
Update ESS to grab the new database class. Main Scene now uses it, instead of the static db.
2020-04-18 22:51:17 +02:00
6a5cd7a9a2
Update HEADS to grab the profile defaults fix from ESS.
2020-04-18 21:27:22 +02:00
1de820dfcc
Now the game pretty much supports modding. MainScene will now look through the project opening all files named game_module.tres and in alphabetic order of their resource_path if exist it calls load_module on them. ESS's resourcedb is now created by MainScene, and it's the static type, with id remapping on. Append your resourcedbs into it. See game_module.gd. Also updated HEADS to grab the latest ESS.
2020-04-18 20:58:43 +02:00
dada397e92
Update HEADS to get the new ESS changes. Because of these changes the Entities autoload is now removed, it's code/functionality has been brought into a new bs_entity_spawner resource.
2020-04-18 14:35:28 +02:00
b776f0cf2f
Update HEADS, to grab the latest voxelman. Also smaller doc-related fixes to the other modules.
2020-04-18 02:55:13 +02:00
b15c97b099
Update HEADS. Removed the air block, as it's no longer needed.
2020-04-17 00:39:46 +02:00
d7d67d97eb
Update ESS.
2020-04-15 00:25:25 +02:00
2202b75ddb
Update HEADS, mainly to grab the latest ESS changes.
2020-04-14 17:04:59 +02:00
16ac08ea66
Update all modules.
2020-04-09 16:12:02 +02:00
371cb1abbc
Update Voxelman to grab the mesher optimizations.
2020-04-07 14:41:35 +02:00
a9601ad077
Update ESS to the latest.
2020-04-07 13:13:07 +02:00
26e20ee516
Update ESS. (Removed WorldSpell, because the same thing can be implemented into spells a lot simpler.)
2020-04-07 02:13:10 +02:00
fbcb328cb1
UPdate Voxelman to the latest to grab the bugfixes. Also chunks now generate faster.
2020-04-06 20:26:05 +02:00
68157fa433
Update Voxelman to the latest.
2020-04-06 14:53:27 +02:00
590238216c
Update Voxelman to the latest.
2020-04-06 14:40:14 +02:00
7b2475be36
Removed a few unneeded files.
2020-04-06 01:21:52 +02:00
c992c0e545
Update to the latest Voxelman.
2020-04-06 01:12:07 +02:00
156d24bee7
Update Voxelman to the latest to grab the new improvements.
2020-04-05 02:27:39 +02:00
768af776e4
Update every module, to get the prop refactors.
2020-04-04 17:29:23 +02:00
7b763a8f8b
Remove nonexistent function call.
2020-04-03 00:44:03 +02:00
8b53d559b6
Update every module, to grab recent improvements/fixes. Update everything to work with the latest Voxelman.
2020-04-02 21:40:08 +02:00
33ea27207e
Fix running the game.
2020-03-31 13:43:01 +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
e16524ff9d
Chunks should start at lod level 0.
2020-03-30 01:38:14 +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
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
f1bd772b76
Fix CharacterEntry's toggle mode.
2020-03-24 17:44:02 +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
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
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
c9ffc5a821
Added 2 spells to Naturalist, implemented range, and started implementing mana.
2020-03-10 15:33:48 +01:00