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d0a0d6ec39
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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.
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2020-02-14 03:25:41 +01:00 |
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c77dfd8350
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Removed a few more now unused classes, and reorganized the Voxelman folder.
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2020-02-13 14:06:56 +01:00 |
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7de251a0cf
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Update HEADS to grab Voxelman with the transvoxel mesher port. Also removed a few experimental meshers.
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2020-02-13 14:00:19 +01:00 |
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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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c34569a658
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Update HEADS to grab the threading fixes from Voxelman.
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2020-02-12 20:41:46 +01:00 |
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17973cb2bd
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Actually enable threaded world generation.
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2020-02-12 14:31:36 +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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09f66ef438
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Moved the vscode files under a new tools folder. Added a compilation db patch (it's one of godot's pull requests), the setup script can apply it via running scons p . Added a test makefile to call scons.
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2020-02-12 01:23:12 +01:00 |
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b37e921f6a
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Fix a few errors in the new script.
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2020-02-11 17:45:58 +01:00 |
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9401acf564
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The setup script will now default to the 3.2 godot branch, and can use master with adding an m parameter like scons m , or for updating heads scons a=um .
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2020-02-11 17:06:06 +01:00 |
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87c8c286ce
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Re-enabled prop mesh building. Also small cleanups to materials.
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2020-02-11 01:27:39 +01:00 |
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fad9e70f48
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Set max_concurrent_generations in World back to one, as a quick and dirty crash fix.
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2020-02-11 00:09:37 +01:00 |
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c0821d421f
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HEADS was left out from the previous commit.
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2020-02-10 23:42:46 +01:00 |
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b41f0a8f00
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Update to the latest Voxelman, and improvements to the .vscode files.
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2020-02-10 23:42:13 +01:00 |
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373bebe335
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Update everything.
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2020-02-10 19:00:33 +01:00 |
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62536cf2e5
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Work on the procedurally generated textures.
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2020-02-09 18:48:28 +01:00 |
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1fa43b00e2
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Update the dependencies again, to grab a fix for ess.
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2020-02-08 03:15:50 +01:00 |
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bb176750d5
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Update again, to grab compile fix for TexturePacker.
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2020-02-07 23:49:23 +01:00 |
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7d4d9fce57
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Update everything.
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2020-02-07 23:27:00 +01:00 |
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0f88eb8e80
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Update to the latest ess. (Spawning rework).
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2020-02-03 18:37:11 +01:00 |
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2e212083e1
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Update to the latest ESS, and fix a few errors in the console.
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2020-02-02 02:45:47 +01:00 |
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5150dccf9e
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Update to the latest ESS.
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2020-02-01 15:44:22 +01:00 |
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ae09b0194e
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ESS update.
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2020-02-01 11:20:05 +01:00 |
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3cce5a2b3e
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Update everything to the latest.
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2020-02-01 02:45:36 +01:00 |
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3044cb8275
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Update the license for 2020.
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2020-01-31 20:01:34 +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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054dc382ea
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Moved the mesh simplifier into an another repository from voxelman, added that as a dependency, and updated HEADS.
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2020-01-31 16:38:33 +01:00 |
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4805bb8e81
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Increased the world scale back to 3, also increased the chunk spawn range by one on the y axis.
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2020-01-30 16:50:50 +01:00 |
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0a70b611da
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Update HEADS.
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2020-01-30 14:21:00 +01:00 |
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27979df911
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Update HEADS, and small chaneg to player's script.
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2020-01-25 22:12:45 +01:00 |
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4ca69552c4
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Added my new Procedural Animations as a dependency. Also full HEADS update. And fixed a smaller gdscript error.
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2020-01-24 16:30:52 +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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a7ee9c5fe2
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Removed some of the build scripts. Some were kept, because they aren't yet ported into the new script.
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2020-01-19 01:16:29 +01:00 |
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f84577b244
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HEADS update. Added shared module target builds to the build script. Also fixed the editor launch script to launch the editor properly with shared modules.
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2020-01-19 01:14:09 +01:00 |
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4df7af7e8e
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Small tweaks.
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2020-01-17 23:57:00 +01:00 |
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094081c34c
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Tweaks.
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2020-01-15 16:20:43 +01:00 |
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6aa08476e1
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Work on the style. Now the transvoxel mesher will scale the textures (like standard terrarin engines). Update to HEADS.
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2020-01-14 23:15:46 +01:00 |
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eab9d82d0c
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Fix matrix multiplication order for the display player, and small tweaks to the menu.
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2020-01-14 13:40:38 +01:00 |
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afa9701728
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Changed back the way biome handles isolevel, because this helps to hide the banding(?) at the side of the mountains with the transvoxel mesher.
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2020-01-14 13:26:15 +01:00 |
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f909042c09
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Updated voxelman to the latest. Also experimented with meshing.
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2020-01-13 00:43:45 +01:00 |
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ded9fa08a9
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Update HEADS.
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2020-01-12 14:49:31 +01:00 |
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7adabed50a
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Started reworking the graphics to a more usual colorful painterly style, because after lots of experimenting now I think that is the only style that will support the gameplay I want to create. The textures I added are from cc0textures.com. Will add proper attributions when everything settles.
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2020-01-12 14:33:17 +01:00 |
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c75b1387ed
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Changed the voxel scale to 3.
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2020-01-10 11:51:34 +01:00 |
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dafcf778ee
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Fix the link.
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2020-01-10 01:46:53 +01:00 |
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f975f6d5f2
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Updated the screenshot.
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2020-01-10 01:44:26 +01:00 |
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2e1cb09da2
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Increased voxel scale to 4 again. Also updated HEADS.
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2020-01-10 01:35:58 +01:00 |
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f49c2ac20c
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More work on the style/textures.
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2020-01-09 23:28:34 +01:00 |
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e718374c19
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More work on the textures.
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2020-01-09 17:50:34 +01:00 |
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3c84064f4f
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Update HEADS.
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2020-01-08 11:38:19 +01:00 |
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