Commit Graph

20 Commits

Author SHA1 Message Date
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
1213360c58 Went back to using the voxel textures I created, but set them to be 256x256. 2020-02-15 15:42:40 +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
2cbc037e92 Updated HEADS, changed world scale to 1, and texture scale to 4. 2020-01-31 20:00:27 +01:00
855002f8e2 Update HEADS. 2020-01-20 17:32:19 +01:00
057d3d6acd Added a few weapon models from OGA, to test the style with. 2020-01-19 02:43:55 +01:00
ff0c2f362c Implemented different row scenes for the options menu, and exposed/implemented a few video-related options. 2019-12-25 01:36:34 +01:00
78458b2d91 Lots of work on the character model. Also now the character skeleton only have 1 levels of inheritance. (Armature.dae->model instead of armature.dae->armature.tscn->model). This fixes quite a few issues, but some changes were necessary to scripts. 2019-12-24 03:10:29 +01:00
2f39cde662 Removed the old voxel textures. Also cleaned up voxel libraries. 2019-12-23 22:53:51 +01:00
58f7b65e63 Work on the character model. 2019-12-18 20:52:38 +01:00
2eaecddfa8 Started reworking the current model's skeleton. 2019-12-17 23:16:10 +01:00
ab51e06585 Update HEADS, and fix errors. 2019-12-10 11:09:02 +01:00
0755ceb74d Shadows are disabled again (for now), so it's easier to test on low end hardware, before I implement a setting for it. 2019-12-07 17:15:08 +01:00
3587693a99 Turns out my main monitor's color balance was set differently, changed the settings so the style would work with the proper defaults 2019-12-07 17:00:32 +01:00
ad8c9fb653 Work on the style. 2019-12-07 15:54:46 +01:00
ca8bdf9ce2 Now the characters and terrarin use the same material, and shader. 2019-12-03 15:22:45 +01:00
865d97018e Found a better way to handle strafing. Also now animations are in place for both the left and right strafe. 2019-11-25 02:55:01 +01:00
71d16d8bfd Work on player animations. 2019-11-24 16:05:25 +01:00
72d9502698 Data Part 3. 2019-11-20 13:59:32 +01:00