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c18409a2f2
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Implemented lod for mobs. Also Updated HEADS to grab a crash fix from Voxelman, and the update to Skeleton3D from ESS.
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2020-03-30 23:18:28 +02:00 |
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d30e33a122
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Now the transvoxel mesher bakes alternative uv coordinates into uv2 so it can inetrpolate between different voxel surfaces near seams (based on COLOR.a).
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2020-02-13 03:31:42 +01:00 |
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0610cf0704
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Update everything, to grab the multithreading fixes from Voxelman.
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2020-02-12 14:20:26 +01:00 |
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2cbc037e92
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Updated HEADS, changed world scale to 1, and texture scale to 4.
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2020-01-31 20:00:27 +01:00 |
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855002f8e2
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Update HEADS.
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2020-01-20 17:32:19 +01:00 |
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057d3d6acd
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Added a few weapon models from OGA, to test the style with.
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2020-01-19 02:43:55 +01:00 |
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ff0c2f362c
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Implemented different row scenes for the options menu, and exposed/implemented a few video-related options.
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2019-12-25 01:36:34 +01:00 |
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78458b2d91
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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.
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2019-12-24 03:10:29 +01:00 |
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ab51e06585
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Update HEADS, and fix errors.
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2019-12-10 11:09:02 +01:00 |
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0755ceb74d
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Shadows are disabled again (for now), so it's easier to test on low end hardware, before I implement a setting for it.
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2019-12-07 17:15:08 +01:00 |
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3587693a99
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Turns out my main monitor's color balance was set differently, changed the settings so the style would work with the proper defaults
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2019-12-07 17:00:32 +01:00 |
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ad8c9fb653
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Work on the style.
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2019-12-07 15:54:46 +01:00 |
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ca8bdf9ce2
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Now the characters and terrarin use the same material, and shader.
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2019-12-03 15:22:45 +01:00 |
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865d97018e
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Found a better way to handle strafing. Also now animations are in place for both the left and right strafe.
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2019-11-25 02:55:01 +01:00 |
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72d9502698
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Data Part 3.
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2019-11-20 13:59:32 +01:00 |
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