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e7334f483b
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Changes to player_ui to support modularization, and now the CharacterWindow is a module, and it's added to the UI dynamically.
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2020-09-22 15:10:34 +02:00 |
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4c902fe7a7
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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.
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2020-09-22 14:28:41 +02:00 |
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2a0f36a03f
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Update ESS. The EntitySpawner is inherited from Node now.
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2020-09-22 14:00:57 +02:00 |
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6a70b36e04
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Spell points are off now, as I think trainers will work better for this game. Made the spell book window handle it properly.
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2020-09-10 10:46:49 +02:00 |
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02b647471b
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Implemented the character window. Also fixed a typo with stats.
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2020-08-04 20:10:01 +02:00 |
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a37e8f5976
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Added weapon damage stats. Also work on the character window.
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2020-08-04 19:30:17 +02:00 |
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4e3e9d4bbf
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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.
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2020-08-03 19:13:17 +02:00 |
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e5fc8314f5
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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.
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2020-08-03 13:29:45 +02:00 |
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c9d53f5801
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Implement keybindings.
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2020-07-31 01:15:13 +02:00 |
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59d57669fa
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Now the movement keys are bindable.
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2020-07-27 18:47:40 +02:00 |
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1222ad6c7c
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Update mesh data resource to the latest to get the improvements, and the engine.
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2020-07-26 23:30:39 +02:00 |
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d3c7d4afbe
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Re-enabled spell points, and disabled auto spell learning.
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2020-07-24 22:38:10 +02:00 |
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4084debdad
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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.
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2020-07-18 18:30:39 +02:00 |
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5f8cfba661
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Re-enabled batching, as after a scons cache clean I can't seem to be able to reproduce those crashes anymore.
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2020-07-18 14:14:18 +02:00 |
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69deb6002b
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Disable batching for now, it seems like it causes some crashes now. It might not be the root cause though.
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2020-07-18 13:35:09 +02:00 |
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dda00d0491
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Moved the menu into a new folder.
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2020-07-12 19:46:30 +02:00 |
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faae05e1a9
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Removed the steering ai framework as it was not used.
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2020-07-11 15:18:01 +02:00 |
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19b158c877
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Update ESS to get the XPData rework.
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2020-07-10 17:18:03 +02:00 |
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2e3e0d88f4
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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.
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2020-07-10 11:16:02 +02:00 |
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1c584d9477
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Increase the version to 0.3. The focus is mostly on the gameplay from now on (finally).
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2020-07-09 00:47:33 +02:00 |
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d528010273
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Moved around a few autoloads.
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2020-07-04 20:30:42 +02:00 |
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c707736c78
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Increase the MessageQueue's max size, as Godot was complaining on import.
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2020-06-20 16:12:41 +02:00 |
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6626b8ed38
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Initial weapon sheathing support. ALso updated ESS to get a few new constants.
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2020-06-16 18:44:42 +02:00 |
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3f132e4828
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Update ESS to the latest to get CharacterSkeleton3D's attach point rework.
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2020-06-16 13:40:16 +02:00 |
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bb955630fc
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Fix class doesn't exist error.
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2020-06-13 15:19:41 +02:00 |
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2dfba2bc97
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Update Voxelman to the latest to get the mesher changes.
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2020-06-12 19:55:37 +02:00 |
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2c5518095f
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Renamed the model manager module to module manager (Typo lol). Also disabled it, as it needs to be updated.
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2020-05-30 19:30:35 +02:00 |
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23dac4b5bc
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Re-enabled class xp, and class learning, as I found a better
(and a lot more unique) way to bring the game.
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2020-05-26 17:38:08 +02:00 |
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e1d24dc838
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Updated ESS to get the ModelVisual, and ModelVisualEntry changes.
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2020-05-20 22:14:56 +02:00 |
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94b76f5635
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Update HEADS to get the new customizable EquipSlots from ESS, and to get a bugfix from Voxelman.
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2020-05-19 18:59:30 +02:00 |
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7c1f365503
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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.
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2020-05-17 18:58:11 +02:00 |
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3544cd88fc
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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.
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2020-04-27 18:40:20 +02:00 |
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7b76a90a8f
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Removed mana from stats.
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2020-04-27 17:11:10 +02:00 |
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688be51b56
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new project.godot after I removed the addon I was testing the .gitignore with.
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2020-04-26 15:50:39 +02:00 |
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9d1f4128f8
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Removed ess_data as a dependency from the setup script, but added it into this repo and renamed it to module manager.
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2020-04-26 15:47:21 +02:00 |
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238f0f2946
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Moved a few more things, and deleted an unneeded folder.
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2020-04-26 10:17:55 +02:00 |
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04da48826e
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Update HEADS to get the customizable stats for ESS.
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2020-04-25 21:41:42 +02:00 |
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4b23a059ce
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Removed the Mob, Player and NetworkedPlayer scenes.
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2020-04-24 14:41:31 +02:00 |
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1de820dfcc
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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.
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2020-04-18 20:58:43 +02:00 |
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dada397e92
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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.
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2020-04-18 14:35:28 +02:00 |
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2202b75ddb
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Update HEADS, mainly to grab the latest ESS changes.
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2020-04-14 17:04:59 +02:00 |
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26e20ee516
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Update ESS. (Removed WorldSpell, because the same thing can be implemented into spells a lot simpler.)
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2020-04-07 02:13:10 +02:00 |
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68157fa433
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Update Voxelman to the latest.
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2020-04-06 14:53:27 +02:00 |
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8b53d559b6
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Update every module, to grab recent improvements/fixes. Update everything to work with the latest Voxelman.
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2020-04-02 21:40:08 +02:00 |
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066c43b48a
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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.
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2020-03-29 21:30:40 +02:00 |
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fa5b987d0d
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Update ESS to get the automatic save fix for ProfileManager, and turn it on.
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2020-03-20 14:47:11 +01:00 |
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e02dbe69a7
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Implemented profile based class levelling. Update HEADS to grab the changes from the ESS side.
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2020-03-20 03:32:44 +01:00 |
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8106222585
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Now the actionbars are profile-based. Also an update ESS to get the ProfileManager, and the levelling changes.
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2020-03-18 03:08:37 +01:00 |
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16d4c9ae2e
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Update to the latest Voxelman, to get the VoxelChunk->VoxelChunk,VoxelChunkDefault refactor.
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2020-03-12 23:26:19 +01:00 |
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c9ffc5a821
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Added 2 spells to Naturalist, implemented range, and started implementing mana.
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2020-03-10 15:33:48 +01:00 |
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