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
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
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
e826266b7a
-CharacterSkeleton now uses _enter_tree() instead of _init() to set itself up, also it will duplicate the character material here, instead of durgin generation. This fixed a threading related crash.
...
-TVVoxelChunk will now just use the library's prop material instead of creating one.
Also update HEADS for a threading fix in Voxelman, and the deferred spawning requests.
2020-02-16 16:23:45 +01:00
f3f9de391a
Update HEADS to get the new prop related changes from Voxelman, and the WorldGenerator. Changed the voxel scale in the menu aswell.
2020-02-16 02:57:24 +01:00
7de251a0cf
Update HEADS to grab Voxelman with the transvoxel mesher port. Also removed a few experimental meshers.
2020-02-13 14:00:19 +01:00
d30e33a122
Now the transvoxel mesher bakes alternative uv coordinates into uv2 so it can inetrpolate between different voxel surfaces near seams (based on COLOR.a).
2020-02-13 03:31:42 +01:00
0610cf0704
Update everything, to grab the multithreading fixes from Voxelman.
2020-02-12 14:20:26 +01:00
87c8c286ce
Re-enabled prop mesh building. Also small cleanups to materials.
2020-02-11 01:27:39 +01:00
f909042c09
Updated voxelman to the latest. Also experimented with meshing.
2020-01-13 00:43:45 +01:00
f2e4858685
Removed one of the lights. Also increased the strength of the remaining.
2019-12-23 22:58:52 +01:00
2f39cde662
Removed the old voxel textures. Also cleaned up voxel libraries.
2019-12-23 22:53:51 +01:00
25f3e98f43
Created 3 textures using godot-procedural-textures ( https://github.com/RodZill4/godot-procedural-textures ). Also the test dungeon start room now generates a little ruined structure outside as the entrace.
2019-12-08 19:44:08 +01:00
ad8c9fb653
Work on the style.
2019-12-07 15:54:46 +01:00
b58f5093da
Converted most of the SpatialMaterials to ShaderMaterial.
2019-12-03 16:33:46 +01:00
ca8bdf9ce2
Now the characters and terrarin use the same material, and shader.
2019-12-03 15:22:45 +01:00
6c42a45910
Main material now uses a simple custom shader. Updated modules to head.
2019-11-25 12:13:16 +01:00
b3e02338ec
Replaced the white character textures with actual textures from open game art.
2019-11-21 00:10:56 +01:00
7bbe78a1f7
Data part 2.
2019-11-20 13:55:27 +01:00