Commit Graph

72 Commits

Author SHA1 Message Date
Relintai 6ef0a84fbe Renamed the data directory into modules. 2020-04-26 13:36:10 +02:00
Relintai 37acb59dba Moved materials into the core module aswell. 2020-04-26 13:26:02 +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 42ab2960cc Moved voxel textures and surfaces into the voxel libraries folder. 2020-04-26 11:09:31 +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 dee366cbf7 Now entities create their own bodies when they are missing. Also update ESS to the latest to get the body-related changes. 2020-04-24 13:48:54 +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 b15c97b099 Update HEADS. Removed the air block, as it's no longer needed. 2020-04-17 00:39:46 +02:00
Relintai 68157fa433 Update Voxelman to the latest. 2020-04-06 14:53:27 +02:00
Relintai 590238216c Update Voxelman to the latest. 2020-04-06 14:40:14 +02:00
Relintai c992c0e545 Update to the latest Voxelman. 2020-04-06 01:12:07 +02:00
Relintai 156d24bee7 Update Voxelman to the latest to grab the new improvements. 2020-04-05 02:27:39 +02:00
Relintai 768af776e4 Update every module, to get the prop refactors. 2020-04-04 17:29:23 +02:00
Relintai 7b763a8f8b Remove nonexistent function call. 2020-04-03 00:44:03 +02:00
Relintai 8b53d559b6 Update every module, to grab recent improvements/fixes. Update everything to work with the latest Voxelman. 2020-04-02 21:40:08 +02:00
Relintai 33ea27207e Fix running the game. 2020-03-31 13:43:01 +02:00
Relintai df960a8ce5 Make chunk lod selection linear. 2020-03-30 23:33:15 +02:00
Relintai 874891cbe9 Removed lod code from TVVoxelChunk as it got ported to Voxelman. Update HEADS to get the new version. 2020-03-30 19:48:41 +02:00
Relintai 29e61139a8 Update Voxelman to grab the mesh storage generalization. This simplifies the lod code a bit. 2020-03-30 18:35:52 +02:00
Relintai 7c9b916a61 Ported bake_mesh_array_uv and bake_mesh_array_uv into VoxelChunk. 2020-03-30 14:58:57 +02:00
Relintai e16524ff9d Chunks should start at lod level 0. 2020-03-30 01:38:14 +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 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
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 c00ae9b9bb Implemented mana. Also updated HEADS, as ESS had lots of changes for EntityResources so this can work. 2020-03-11 16:38:01 +01:00
Relintai 704aa85e93 This is part of the debug code aswell. 2020-03-10 12:16:41 +01:00
Relintai 2717880233 text code for the mesh simplifier. It is commented out. 2020-03-10 10:59:16 +01:00
Relintai ce8290329b Update Voxelman to the latest to grab the improvements. 2020-03-06 21:32:52 +01:00
Relintai 2bb497f1d9 Grab the latest Voxelman for the VoxelMesher improvements. 2020-03-04 23:38:45 +01:00
Relintai afac386180 Only disable build step limit when not in editor. ALso update Voxelman to the latest to grab a fix. 2020-03-04 21:02:02 +01:00
Relintai fc46791887 Smaller improvements for the initial world generation. 2020-03-04 19:47:31 +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 69666f37c6 Fix editor freeze on loading saved chunks. 2020-02-26 12:19:55 +01:00
Relintai 84668b4153 Grab the latest Voxelman, and small amounts of test code. 2020-02-26 01:16:19 +01:00
Relintai 3e68b820b5 Commented out the terrarin mesh build phase for now, the c++ version is ok if I'm not experimenting. 2020-02-26 01:14:42 +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 c34a194c82 Few debug lines for the mesh simplifier. 2020-02-21 14:10:49 +01:00
Relintai 59003f89f2 Added a few lines to test the mesh simplifier (they are commented out). Also update everything to the latest. 2020-02-20 14:28:00 +01:00
Relintai a796c54454 Temporarily ported BUILD_PHASE_TERRARIN_MESH to gdscript, so I can test/develop the mesh simplifier easier. 2020-02-20 14:01:39 +01:00
Relintai cf0242ead6 Update to the latest Voxelman to get the api updates. 2020-02-20 13:48:52 +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 1213360c58 Went back to using the voxel textures I created, but set them to be 256x256. 2020-02-15 15:42:40 +01:00
Relintai 7c429e21a4 Fixed the remaining errors during generation, and disabled the cubic mesher for now. Also updated voxelman. 2020-02-14 20:26:55 +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