Commit Graph

69 Commits

Author SHA1 Message Date
Relintai 6ef0a84fbe Renamed the data directory into modules. 2020-04-26 13:36:10 +02:00
Relintai 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
Relintai 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
Relintai 162f9c3bd2 Moved around a few folders. 2020-04-26 10:10:07 +02:00
Relintai 1b16cbf376 Fix running desktop export. 2020-04-26 00:29:43 +02:00
Relintai 04da48826e Update HEADS to get the customizable stats for ESS. 2020-04-25 21:41:42 +02:00
Relintai 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
Relintai a2933a2b7b Update ESS to the latest to get the id to resource path changes. 2020-04-19 18:27:38 +02:00
Relintai 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
Relintai 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
Relintai 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
Relintai 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
Relintai 2202b75ddb Update HEADS, mainly to grab the latest ESS changes. 2020-04-14 17:04:59 +02:00
Relintai 590238216c Update Voxelman to the latest. 2020-04-06 14:40:14 +02:00
Relintai 174ad7220d Only use 4 threads. 2020-03-30 23:22:41 +02:00
Relintai 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
Relintai 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
Relintai 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
Relintai 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
Relintai e92890c61f Experimental automatic load, and renamed a few buttons. 2020-03-24 00:56:19 +01:00
Relintai 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
Relintai a8868d81dc Rename retire to renounce. 2020-03-20 14:48:29 +01:00
Relintai e02dbe69a7 Implemented profile based class levelling. Update HEADS to grab the changes from the ESS side. 2020-03-20 03:32:44 +01:00
Relintai 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
Relintai 5f4a055a6e Experimented with the sky color. Also update HEADS to grab the VoxelStructure changes. 2020-03-19 13:11:43 +01:00
Relintai abd0e00056 Increased the world's voxel scale to 3 (again). 2020-03-19 01:36:21 +01:00
Relintai 0c99bd0d35 Update HEADS, and remove the code that got ported to Voxelman. 2020-03-15 19:36:35 +01:00
Relintai 16d4c9ae2e Update to the latest Voxelman, to get the VoxelChunk->VoxelChunk,VoxelChunkDefault refactor. 2020-03-12 23:26:19 +01:00
Relintai 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
Relintai f4cfd4f897 Update everything to the latest, to grab the voxelman changes, as it got a lot faster, and not the TransvoxelMesher optimizes it's meshes, which usually means around 500 less vertex per chunk. Disabled threading for now. 2020-03-09 00:22:54 +01:00
Relintai f2ac08f7bc Now mobs actually won't move/fall when outside of the loaded and meshed area. Fix to mob spawning coordinates in simple biome. Also update Voxelman to grab the is_position_walkable fix. 2020-03-04 18:42:49 +01:00
Relintai 84668b4153 Grab the latest Voxelman, and small amounts of test code. 2020-02-26 01:16:19 +01:00
Relintai 2321f2630e Removed the fast quadratic mesh simplifier module, because as it turns out, it won't work with the kind of meshes this project has. 2020-02-21 17:57:00 +01:00
Relintai 5185e97d65 Update to the latest ESS, to get the update to class and character level separation. 2020-02-20 12:21:31 +01:00
Relintai 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
Relintai 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
Relintai 546832d10b Experimented more with the world's scale. Now it's set to 1.6. 2020-02-15 14:55:54 +01:00
Relintai d0a0d6ec39 Update HEADS to get the indexing/Cubic Mesher improvements from Voxelman. Updated most of the level generation logic. (A few errors still get printed to the console though.) Right now (temporarily) only the Cubic Mesher's mesh is visible. 2020-02-14 03:25:41 +01:00
Relintai c77dfd8350 Removed a few more now unused classes, and reorganized the Voxelman folder. 2020-02-13 14:06:56 +01:00
Relintai 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
Relintai 17973cb2bd Actually enable threaded world generation. 2020-02-12 14:31:36 +01:00
Relintai fad9e70f48 Set max_concurrent_generations in World back to one, as a quick and dirty crash fix. 2020-02-11 00:09:37 +01:00
Relintai b41f0a8f00 Update to the latest Voxelman, and improvements to the .vscode files. 2020-02-10 23:42:13 +01:00
Relintai 0f88eb8e80 Update to the latest ess. (Spawning rework). 2020-02-03 18:37:11 +01:00
Relintai ae09b0194e ESS update. 2020-02-01 11:20:05 +01:00
Relintai 3044cb8275 Update the license for 2020. 2020-01-31 20:01:34 +01:00
Relintai 2cbc037e92 Updated HEADS, changed world scale to 1, and texture scale to 4. 2020-01-31 20:00:27 +01:00
Relintai 4805bb8e81 Increased the world scale back to 3, also increased the chunk spawn range by one on the y axis. 2020-01-30 16:50:50 +01:00
Relintai 094081c34c Tweaks. 2020-01-15 16:20:43 +01:00
Relintai 6aa08476e1 Work on the style. Now the transvoxel mesher will scale the textures (like standard terrarin engines). Update to HEADS. 2020-01-14 23:15:46 +01:00