Commit Graph

387 Commits

Author SHA1 Message Date
ea4514374b Update ESS, to get a bugfix. 2020-07-09 00:41:59 +02:00
94a90d989c Update the engine and Voxelman to grab the prop related changes. 2020-07-07 18:40:24 +02:00
3baf2addec Added in a few test props. 2020-07-06 22:40:44 +02:00
432d0bf312 Reduced the default entity visibility range. 2020-07-06 22:38:48 +02:00
f3169ccf82 Spawn mobs more sporadically. 2020-07-06 22:38:07 +02:00
90be9898d9 The current start tile will not draw a dungeon entrance for now, as I reduced the chunk size (which increases performance) and the code needs to be changed. 2020-07-06 22:37:54 +02:00
8fabc6159a Set levels to a few abilities. 2020-07-06 22:34:49 +02:00
3cacc01945 Update the game to go with the new modules. 2020-07-06 22:33:56 +02:00
c3171a00eb Remove the old PropTool test data. 2020-07-06 22:29:09 +02:00
d528010273 Moved around a few autoloads. 2020-07-04 20:30:42 +02:00
73d13bee12 The spell book will now show not yet learned class spell. 2020-06-23 21:59:23 +02:00
1f52100aaa Update Voxelman, and the engine to the latest and work on getting props to work again. Also brought back the test props. 2020-06-23 20:58:14 +02:00
b587a63f60 Brought back the old VoxelChunk prop spawning implementation. I only made it compile error free for now. 2020-06-23 01:23:35 +02:00
d3ad430b8b Fix naturalist's mana EntityResource reference. 2020-06-20 21:03:22 +02:00
153b15eb4d Update ESS to get the EntityResourceData removal update. Also update the Engine. 2020-06-20 16:15:24 +02:00
c707736c78 Increase the MessageQueue's max size, as Godot was complaining on import. 2020-06-20 16:12:41 +02:00
b9c7767b98 Update ESS to get the new crash related commits. Also update the engine. 2020-06-18 22:46:24 +02:00
65a95ece4e Added an about menu. Done every tab except for the third parties for this project, will finish it soon. 2020-06-16 20:40:09 +02:00
1e0a17b6cc Now weapons are added to the test player model via the ModelVisual. Also moved the sheath action's processing into PlayerGD. 2020-06-16 19:10:52 +02:00
b3b67de715 Add tool keyword to AttachPoint. 2020-06-16 18:52:30 +02:00
ad72ae4def Now sheathing works without reparenting nodes. 2020-06-16 18:50:49 +02:00
6626b8ed38 Initial weapon sheathing support. ALso updated ESS to get a few new constants. 2020-06-16 18:44:42 +02:00
7e7dc3b43e Update ESS to get the Attachment ModelVisualEntry implementation/changes. 2020-06-16 15:55:01 +02:00
2e1f1a1e84 Grab the CharacterSkeletonPoints enum removal change from ESS. 2020-06-16 13:53:12 +02:00
e9253466ef Update ESS again, so CharacterSkeleton3D also uses the enums from the project settings for it's model entries. 2020-06-16 13:47:10 +02:00
3f132e4828 Update ESS to the latest to get CharacterSkeleton3D's attach point rework. 2020-06-16 13:40:16 +02:00
2d46c1bb10 Update ESS, so CharacterSkeleton uses the bone id in VisualEntry properly. Remove the null entries from the test character visuals. Also fix left upper arm. 2020-06-16 11:42:10 +02:00
2b0c4821e2 Added AdaptiveTheme, it modifies the margins in the ui's theme. Removed AdaptiveButton. 2020-06-15 19:27:49 +02:00
483c50dfac Added a touchscreen mode setting, and an AdaptiveButton that will set it's own min size if the setting is enabled. I did not replace all buttons yet, just made sure everything looks consistent. Also smaller theme improvements. 2020-06-15 18:37:51 +02:00
b9ecd4248d Reworked castbar, now it will always be properly centered. 2020-06-15 17:49:14 +02:00
7d4291190a Also color the castbar. 2020-06-15 17:40:52 +02:00
7c08311b75 Color health, mana, and xp bars. 2020-06-15 17:39:47 +02:00
4ceb9f134c Fix "Cannot get ratio when minimum and maximum value are equal." Errors, and small tweaks to Nameplates. 2020-06-15 15:23:47 +02:00
3ad461adb5 Fix initial value for the nameplates. 2020-06-15 15:10:10 +02:00
d0586063d1 Update the engine, and ESS, to get the Cooldown and CategoryCooldown removal change. 2020-06-13 21:53:10 +02:00
dc6aab9a2d Update ProfileManager call. 2020-06-13 15:36:21 +02:00
315df2a10a Now entities will be snapped to the terrarin after they spawn. 2020-06-13 15:30:49 +02:00
bb955630fc Fix class doesn't exist error. 2020-06-13 15:19:41 +02:00
2dfba2bc97 Update Voxelman to the latest to get the mesher changes. 2020-06-12 19:55:37 +02:00
ea6daeb5d4 Update ESS to get the aura trigger and stat attribute reworks. 2020-06-06 17:01:08 +02:00
bb56fb05c5 Update ESS tot he latest to get the getter/setter renames. Also fix an unrelated error. 2020-06-05 19:45:42 +02:00
70b1b4badd Update ESS to get the TalentRowData changes. Also updated the engine. 2020-06-05 18:05:54 +02:00
68dd994e56 A little cleanup to the player ui. Also removed the trainer window, and disabled the craft window's button. 2020-06-04 11:21:03 +02:00
662055e4bf Fix skeleton mesh generation in single threaded mode. Also update ThreadPool to get the it's single thread mode fixes. 2020-05-30 23:23:38 +02:00
2c5518095f Renamed the model manager module to module manager (Typo lol). Also disabled it, as it needs to be updated. 2020-05-30 19:30:35 +02:00
e2869c7b89 CharacterSkeleton now uses the ThreadPool module to generate meshes. Also updated MeshTools to get the 2 functions I added to the singleton. 2020-05-30 19:25:32 +02:00
8f71e087e7 Update mesh utils to get the MeshMerger, and the engine. The CharacterSkeletonGD now uses it. 2020-05-30 14:04:37 +02:00
f943749a47 A few tweaks. 2020-05-26 17:45:58 +02:00
510272bc3b Added a simple stub Character Window (with 2 culomns), and the talent window now also has 2 culomns, one will be physical (character level) talents, and one will be astral (class). 2020-05-26 17:41:05 +02:00
23dac4b5bc Re-enabled class xp, and class learning, as I found a better
(and a lot more unique) way to bring the game.
2020-05-26 17:38:08 +02:00
048bb06eea Added a trainer window. It's functionality has not been implemented yet. 2020-05-25 12:44:03 +02:00
3a8784b7aa Increase the world threads to 8. 2020-05-23 22:09:53 +02:00
6d330cb491 Re-enable threaded character model generation. 2020-05-23 22:09:40 +02:00
d4ccb9d743 Update Voxelman and the BS module, because ported the biome generation code to c++. Also now the voxel world only updates lods manually with gdscript. 2020-05-23 22:09:19 +02:00
08c0c69aa7 Now the CharacterSkeleton uses Arrays directly. 2020-05-23 19:56:03 +02:00
fbc1c056a1 Redone the seams for the character's model. 2020-05-23 19:29:32 +02:00
6b50033f29 Now the visibility/lod/wakeup check has a timer for mobs. 2020-05-23 18:49:06 +02:00
b4867ec012 Revert the despawn range. 2020-05-23 18:24:25 +02:00
8bf46093e7 Increase the chunk despawn range by one. 2020-05-23 18:13:30 +02:00
43a768de17 Hide mesh while the animation tree is disabled. 2020-05-23 18:12:53 +02:00
c0f1b21788 Removed IKs from the blender model, also fixed a few more issues with it. In blender the animations look bad, but in godot they still work, they will be fixed later. Removed an old generated skin file, it seems like this caused all the old model import problems. Reoriented the meshes, now without the old skin. 2020-05-23 12:25:12 +02:00
ce23b724c9 Update ESS, to get the ModelVisualEntry rework. 2020-05-21 15:42:22 +02:00
e1d24dc838 Updated ESS to get the ModelVisual, and ModelVisualEntry changes. 2020-05-20 22:14:56 +02:00
794820e08c Update ESS. 2020-05-20 20:41:26 +02:00
9721a80086 Fix broken dependencies. 2020-05-20 01:42:02 +02:00
2302657002 Update ESS, to get the ItemVisual to ModelVisual rename. 2020-05-19 21:10:07 +02:00
94b76f5635 Update HEADS to get the new customizable EquipSlots from ESS, and to get a bugfix from Voxelman. 2020-05-19 18:59:30 +02:00
7c1f365503 Turned off class xp, and class spell and recipe learning. After a lot of thinking I don't think a metagame like this will work for what I'm trying to achieve. 2020-05-17 18:58:11 +02:00
a109c9070f Mostly reoriented the model's bodyparts. It's not perfect, but good enough for now. 2020-05-17 18:51:34 +02:00
e43cce888a Now all of the current character's bodyparts are in gltf. 2020-05-17 17:00:16 +02:00
6fe13fbaf3 The current character model has been ported to use procedural animations. Also from now on it's imported from gltf2. The mesh generation is broken for the time being, will fix soon. Also updated every module and the engine. 2020-05-17 16:28:31 +02:00
c6b4dffc66 Reduced chunk's texture scale to 3. 2020-05-12 16:51:07 +02:00
99f01c6c95 Update the engine, and Voxelman to the latest. 2020-05-09 21:25:45 +02:00
dce511474c Reduce the body visibility to 90 meters for the character I have. 2020-05-09 20:41:49 +02:00
52b89c9746 Only calculate texture for uv2 if it actually needs to happen. So far doing it like this seems faster. 2020-05-09 20:41:17 +02:00
b3418a8c84 Don't set the interaction type to loot if an entity doesn't have a lootdb. 2020-05-06 21:58:58 +02:00
39827852b3 Fix clientside spell cast events. (cast success will need to be sent to clients later.) 2020-05-06 21:51:47 +02:00
0c1ac31224 Spawn the correct mob. 2020-05-06 21:50:15 +02:00
d12d58d61b Update ESS (and the engine) to the latest, to get the stat reworks. 2020-05-03 00:17:23 +02:00
0f4093fc44 Update ESS, so StatData is inside EntityData instead of EntityClassData. 2020-04-29 18:14:46 +02:00
c3deaf1403 Update ESS to the latest to get the baked in health and speed resources. 2020-04-29 01:10:10 +02:00
8e50bda8ef Updated ESS, now the Speed and Health ResourceData instantiates the c++ version. 2020-04-28 23:58:25 +02:00
73bbe9bbca Update ESS to get the event handler renames. 2020-04-28 20:49:03 +02:00
3efc211e52 Update ESS to the latest, to get all the Entity method renames. 2020-04-28 19:09:06 +02:00
cbe4e31d3a Update ESS to get the equipment method name update. 2020-04-28 12:34:28 +02:00
84e341bcc6 Update ESS to get the clientside notification api changes. 2020-04-28 11:46:56 +02:00
2bc4fff27d Update ESS to the latest to get the changes for the serverside events. 2020-04-27 21:32:52 +02:00
3544cd88fc Health and Speed are now EntityResources. The Stat versions are now just flat modifiers to them. Added back the Mana stat as a flat mana modifier. Also updated ESS to get the changes necessary for this system. 2020-04-27 18:40:20 +02:00
7b76a90a8f Removed mana from stats. 2020-04-27 17:11:10 +02:00
688be51b56 new project.godot after I removed the addon I was testing the .gitignore with. 2020-04-26 15:50:39 +02:00
9d1f4128f8 Removed ess_data as a dependency from the setup script, but added it into this repo and renamed it to module manager. 2020-04-26 15:47:21 +02:00
74304c87e8 Fix .gitignore to only ignore the modules folder that is in the root of the project. This commit contains the missing files from #6ef0a84fbecf . 2020-04-26 15:43:07 +02:00
89f67dcf30 Removed the settings from ess_data.json, as the data plugin will need to be reworked to be useful again. 2020-04-26 13:38:11 +02:00
6ef0a84fbe Renamed the data directory into modules. 2020-04-26 13:36:10 +02:00
0670f0eaf1 Moved the fonts out from data. 2020-04-26 13:32:24 +02:00
7e1b654a83 Moved shaders into the core module aswell. 2020-04-26 13:31:03 +02:00
dd4fb4fd0b Moved the xp data into core aswell, and removed the data module. Also updated HEADS to get the xp_data property fix from ESS. 2020-04-26 13:30:31 +02:00
37acb59dba Moved materials into the core module aswell. 2020-04-26 13:26:02 +02:00
7723a03def Moved a few things into a new core module. Also updated HEADS to get a typo fix for ESS. 2020-04-26 13:25:29 +02:00
6842b7cd65 Organized/cleaned up the rest of the spells. 2020-04-26 13:14:51 +02:00