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d89c5b0188
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Moved Naturalist into into it's own module. Also updated ESS to get a few typo fixes that are needed.
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2020-04-26 12:28:40 +02:00 |
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77ccce7d74
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Moved the camera out of data.
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2020-04-26 11:26:42 +02:00 |
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b0874ebbb6
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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.)
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2020-04-26 11:12:20 +02:00 |
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42ab2960cc
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Moved voxel textures and surfaces into the voxel libraries folder.
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2020-04-26 11:09:31 +02:00 |
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fee3ba9137
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Grouped the files of my current test planet together, and made the planet loading code use the new folder structure.
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2020-04-26 10:59:22 +02:00 |
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238f0f2946
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Moved a few more things, and deleted an unneeded folder.
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2020-04-26 10:17:55 +02:00 |
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162f9c3bd2
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Moved around a few folders.
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2020-04-26 10:10:07 +02:00 |
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cb987df446
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Fix turn panel.
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2020-04-26 00:57:32 +02:00 |
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1b16cbf376
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Fix running desktop export.
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2020-04-26 00:29:43 +02:00 |
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04da48826e
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Update HEADS to get the customizable stats for ESS.
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2020-04-25 21:41:42 +02:00 |
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4b23a059ce
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Removed the Mob, Player and NetworkedPlayer scenes.
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2020-04-24 14:41:31 +02:00 |
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2d5f4d9d88
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Clear a few now unneeded nodepaths.
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2020-04-24 14:34:05 +02:00 |
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39e28c2035
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Now the player ui and the nameplates are dynamically allocated aswell.
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2020-04-24 14:32:04 +02:00 |
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dee366cbf7
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Now entities create their own bodies when they are missing. Also update ESS to the latest to get the body-related changes.
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2020-04-24 13:48:54 +02:00 |
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2382f9d3c1
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Now the camera gets instantiated when needed automatically by the body script.
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2020-04-24 09:45:16 +02:00 |
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1d7a428987
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Mob and NetworkedPlayer now also uses the body script and fixed a nullreference error. Also updated HEADS to get a fix for Voxelman.
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2020-04-24 09:19:41 +02:00 |
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b30a02f7b8
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Moved movement handling code from Player.gd to a new gdscript that is on the player's body. Also update everything to the latest to grab the changes to ESS.
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2020-04-24 00:49:51 +02:00 |
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1e3e65bd73
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Update ESS so saving spells and recipes work with paths aswell. Re-enable static resource db with id remapping.
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2020-04-19 18:43:46 +02:00 |
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a2933a2b7b
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Update ESS to the latest to get the id to resource path changes.
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2020-04-19 18:27:38 +02:00 |
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1a04066f4c
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Update ESS to grab the new database class. Main Scene now uses it, instead of the static db.
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2020-04-18 22:51:17 +02:00 |
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6a5cd7a9a2
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Update HEADS to grab the profile defaults fix from ESS.
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2020-04-18 21:27:22 +02:00 |
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1de820dfcc
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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.
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2020-04-18 20:58:43 +02:00 |
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dada397e92
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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.
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2020-04-18 14:35:28 +02:00 |
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b776f0cf2f
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Update HEADS, to grab the latest voxelman. Also smaller doc-related fixes to the other modules.
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2020-04-18 02:55:13 +02:00 |
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b15c97b099
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Update HEADS. Removed the air block, as it's no longer needed.
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2020-04-17 00:39:46 +02:00 |
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d7d67d97eb
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Update ESS.
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2020-04-15 00:25:25 +02:00 |
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2202b75ddb
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Update HEADS, mainly to grab the latest ESS changes.
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2020-04-14 17:04:59 +02:00 |
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16ac08ea66
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Update all modules.
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2020-04-09 16:12:02 +02:00 |
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371cb1abbc
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Update Voxelman to grab the mesher optimizations.
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2020-04-07 14:41:35 +02:00 |
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a9601ad077
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Update ESS to the latest.
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2020-04-07 13:13:07 +02:00 |
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26e20ee516
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Update ESS. (Removed WorldSpell, because the same thing can be implemented into spells a lot simpler.)
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2020-04-07 02:13:10 +02:00 |
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fbcb328cb1
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UPdate Voxelman to the latest to grab the bugfixes. Also chunks now generate faster.
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2020-04-06 20:26:05 +02:00 |
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68157fa433
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Update Voxelman to the latest.
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2020-04-06 14:53:27 +02:00 |
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590238216c
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Update Voxelman to the latest.
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2020-04-06 14:40:14 +02:00 |
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7b2475be36
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Removed a few unneeded files.
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2020-04-06 01:21:52 +02:00 |
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c992c0e545
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Update to the latest Voxelman.
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2020-04-06 01:12:07 +02:00 |
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156d24bee7
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Update Voxelman to the latest to grab the new improvements.
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2020-04-05 02:27:39 +02:00 |
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768af776e4
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Update every module, to get the prop refactors.
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2020-04-04 17:29:23 +02:00 |
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7b763a8f8b
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Remove nonexistent function call.
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2020-04-03 00:44:03 +02:00 |
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8b53d559b6
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Update every module, to grab recent improvements/fixes. Update everything to work with the latest Voxelman.
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2020-04-02 21:40:08 +02:00 |
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33ea27207e
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Fix running the game.
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2020-03-31 13:43:01 +02:00 |
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df960a8ce5
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Make chunk lod selection linear.
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2020-03-30 23:33:15 +02:00 |
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174ad7220d
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Only use 4 threads.
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2020-03-30 23:22:41 +02:00 |
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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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874891cbe9
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Removed lod code from TVVoxelChunk as it got ported to Voxelman. Update HEADS to get the new version.
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2020-03-30 19:48:41 +02:00 |
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29e61139a8
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Update Voxelman to grab the mesh storage generalization. This simplifies the lod code a bit.
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2020-03-30 18:35:52 +02:00 |
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7c9b916a61
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Ported bake_mesh_array_uv and bake_mesh_array_uv into VoxelChunk.
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2020-03-30 14:58:57 +02:00 |
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db5eacfe36
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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).
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2020-03-30 01:40:04 +02:00 |
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e16524ff9d
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Chunks should start at lod level 0.
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2020-03-30 01:38:14 +02:00 |
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205abe67a7
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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.
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2020-03-30 01:22:25 +02:00 |
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