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