b31eb46120
Notes from bricks.mmg. Also improvements to beehive notes.
2021-10-11 12:55:18 +02:00
b622bb2f73
Turned pattern.mmg to notes.
2021-10-11 11:47:00 +02:00
d6148fd43c
Notes for the beehive pattern.
2021-10-11 11:01:42 +02:00
f6e1207c3e
Notes for noise_fbm.gd.
2021-10-11 10:51:00 +02:00
b077bc83ac
Add relevant comments from radial_gradient.mmg and circular_gradient.mmg.
2021-10-11 10:20:56 +02:00
44df757149
Add relevant thingd as comments from gradient.mmg to gradients.gd.
2021-10-10 10:39:23 +02:00
bfd32409d2
Added more notes to colors.gd, and removed the corresponding material maker mmg files.
2021-10-10 09:00:39 +02:00
c07ca3d8d8
Implement restoring node connections on opening an MMMaterian in mat_maker_gd's editor.
2021-10-09 19:30:57 +02:00
da126d1d45
Removed the input and output slot type parameter from the simple MMGraphNode property methods. Input and output was only available with universal properties anyway.
2021-10-09 19:15:15 +02:00
babee4f93a
Fix division by zero error in shape.gd.
2021-10-09 19:07:50 +02:00
a0a2a81acf
Implement type conversions for universal properties.
2021-10-09 19:07:32 +02:00
956d35fd84
Add support for disconnection and connecting universal properties via the mat_maker_gd editor plugin.
2021-10-09 18:48:01 +02:00
8758111bf6
Renamed output.gd to output_image.gd and implemented it's logic.
2021-10-09 14:47:55 +02:00
52858a6970
Add line edit slot support to mm_graph_node.
2021-10-09 14:47:26 +02:00
ebef2b0fd5
Update the test resource.
2021-10-09 14:09:44 +02:00
56a6bb75a9
The image property in shape.gd is not supposed to be exported.
2021-10-09 14:07:33 +02:00
c816f0e0fe
Finish up the new mat_maker_gd input/output notification api and made shape use it. Now shape's image updates whenever a property changes.
2021-10-09 14:04:09 +02:00
7fd3ccd4ad
Generic image rendering / property connection api for mat_maker_gd.
2021-10-09 13:33:59 +02:00
51dfad5018
Added image universal property to shape.gd. Not yet used.
2021-10-07 15:48:38 +02:00
6f5c7395ba
Added a new output node.
2021-10-07 15:47:09 +02:00
e31aedbb1b
Now add slot universal methods in MMGraphNode only take an universal property as argument. Also added an universal texture slot. Had to add init_properties and _init_properties, and had to change register_methods to _register_methods in subclasses.
2021-10-06 10:30:22 +02:00
8654865b1b
Add everything needed to construct slots to the universal property.
2021-10-06 09:53:40 +02:00
efc5d8ae9c
Added image type to MMNodeUniversalProperty.
2021-10-06 09:46:34 +02:00
f1afa03c66
Removed obj, getter and params from MMNodeUniversalProperty, now instead it will have an another MMNodeUniversalProperty ref as input_property. Also smaller simplifications.
2021-10-06 09:27:22 +02:00
1611efc9d1
Moved the SlotTypes enum from MMNode to MMNodeUniversalProperty.
2021-10-06 09:15:48 +02:00
9f24edd50f
Now shape's radius and edge is using universal property.
2021-10-06 00:56:13 +02:00
cca43432f3
Add uv parameter to get_value, and call emit_changed() in get_default_value in the universal property.
2021-10-06 00:53:19 +02:00
04c3098390
Fix issues with universal property handling in MMGraphNode.
2021-10-06 00:51:52 +02:00
ebb8098ba2
Initial shapes node implementation / cleanup. It still needs universal inputs.
2021-10-06 00:24:13 +02:00
0923f1095b
Enum slot support for mat_maker_gd.
2021-10-06 00:23:24 +02:00
27471b8bdf
Universal input support for mat_maker_gd. Nothing is using it yet, so it might need fixes.
2021-10-05 23:14:54 +02:00
88aa8e84ac
Optional range parameter for some of ht eadd slot methods.
2021-10-05 20:59:47 +02:00
59c43c0cab
Now all add_slot methods return the slot index.
2021-10-05 20:21:11 +02:00
0548a8b7fd
Did the same to noise_voronoi.gd.
2021-10-05 17:54:06 +02:00
28e7719c52
Add the original shader code top colors.gd aswell.
2021-10-05 17:27:15 +02:00
a80d0334a1
Updated noise_fbm code based on the new shaders.
2021-10-05 13:33:27 +02:00
49f9cf7d01
Added the shader code for noise_fbm aswell.
2021-10-05 13:26:40 +02:00
2074729364
Missed one.
2021-10-05 11:57:40 +02:00
057ad6c4bc
Fix a few newlines.
2021-10-05 11:56:51 +02:00
1bc5139058
Merge branch 'master' of github.com:Relintai/broken_seals
2021-10-05 11:54:28 +02:00
9f41deb164
Added the current shader code from material maker as a comment to shapes.
2021-10-05 11:54:16 +02:00
b55487d6df
Added a vector2 slot to MMGraphNode.
2021-10-04 18:29:11 +02:00
54003493f2
Fix errors.
2021-10-04 15:14:41 +02:00
e8a3874cfb
Added universal slot type.
2021-10-04 15:10:38 +02:00
679e992ef8
Add step as a parameter to add_slot_float.
2021-10-04 15:00:00 +02:00
ef784088b4
Implemented int and float slots.
2021-10-04 14:58:15 +02:00
634d28b713
Added slot color support.
2021-10-04 13:28:00 +02:00
2eb6f789dd
Added a SlotTypes Enum.
2021-10-04 13:27:29 +02:00
a13908fcec
Also pass the seed to get_value for, and cleaned up perlin.gd.
2021-10-04 13:15:18 +02:00
0943dc32f8
Aldo pass slot_idx to get_value_for.
2021-10-04 13:11:08 +02:00
4b334a6ad6
Initial slot api for MMGraphNode. Already supports images. Also implemented the image generation helper methods for MMMaterial and MMNode.
2021-10-04 13:09:43 +02:00
537d44bc63
Now the editor loads and created nodes from MMNodes, and also implemented MMNode and graphnode creating logic for the add button/dialog.
2021-10-04 11:55:47 +02:00
1374df2b59
Not mat maker nodes inherit fromMMNode instead of TextureRect.
2021-10-04 11:54:52 +02:00
c5621036b2
Added an Add button to the mat maker's editor.
2021-10-04 11:27:35 +02:00
0c099d3325
Added a new MMGraphNode script.
2021-10-04 11:24:47 +02:00
137fd29f35
Also add MMMaterial as a custom type.
2021-10-04 11:24:02 +02:00
5bb4822164
MMNode now has a class_name declaration.
2021-10-04 11:23:43 +02:00
96e07af946
Removed the test scenes from mat_maker_gd.
2021-10-04 10:12:47 +02:00
059cabc48b
Main nodes for mat_maker_gd and Initial setup for an editor plugin.
2021-10-03 19:56:35 +02:00
46dae7373b
Moved color related methods to a new colors.gd file.
2021-10-03 17:12:13 +02:00
44bdbeb56d
Moved shapes to a new shapes.gd file.
2021-10-03 17:04:54 +02:00
55f85a9b2d
Moved the rest of the gradient related code to gradients.gd.
2021-10-03 17:02:07 +02:00
0fc71e0f2c
Moved circular gradient calculations to gradients.gd. This time the logic had to be changed extensively and the new logic still has bugs. It will be fixed later.
2021-10-03 13:41:31 +02:00
b3604ffebc
Same change to sdf3d.
2021-10-03 10:10:56 +02:00
2f521f2998
Moved sdf2d stuff to a new sdf2d script.
2021-10-03 01:07:39 +02:00
743e92ad55
Finished patterns.
2021-10-03 00:23:55 +02:00
cb7fd0a873
Moving pattern related things to a central patterns.gd.
2021-10-02 19:48:45 +02:00
5129cda7f1
Same change to perlin related calculations.
2021-10-02 18:45:29 +02:00
735b1f67cd
Moved every voronoi related calculations to a new class.
2021-10-02 17:20:26 +02:00
fdac5e5e85
Moved all fbm related calculations to a new noise_fbm class.
2021-10-02 16:59:50 +02:00
1d6a95d578
Moved even more things to commons.gd.
2021-10-02 15:38:12 +02:00
01fd374344
Moved a lot more things to Commons.gd.
2021-10-02 10:39:30 +02:00
e4eccdc034
Simple nodes are using Commons.gd aswell.
2021-10-01 23:37:14 +02:00
f3504fd634
SDF3d also uses Commons.gs now.
2021-10-01 23:32:11 +02:00
15971442d0
Sdf also uses Commons.gd.
2021-10-01 23:30:23 +02:00
0869d1096b
Patterns now also use Commons.gd.
2021-10-01 23:24:08 +02:00
bb338ea1aa
Nises now also use Commons.gd.
2021-10-01 23:07:05 +02:00
1e621a8278
Filter nodes now use the common methods from Common.gd.
2021-10-01 22:41:03 +02:00
50b7575ef9
Added Commons.gd to store common static methods for mat_maker_gd.
2021-10-01 22:39:22 +02:00
69767cd08b
Reorganize mat_maker_gd.
2021-10-01 22:04:09 +02:00
88caf0d31f
Added the color-palette plugin from the AssetLib.
2021-10-01 10:17:08 +02:00
bc1c8b2718
Created an addon from https://github.com/Relintai/mat_maker_gd . (Only the ported stuff). Also took the nodes from the newest https://github.com/RodZill4/material-maker .
2021-10-01 00:54:13 +02:00
96fff0331e
Mesh data resource editor now uses MeshUtils to uv unwrap meshes. Removed my half-finished unwrapping code.
2021-09-29 11:27:42 +02:00
321302e9c5
Committing image .import files as they get a new property stored on reimport.
2021-09-29 11:24:07 +02:00
410161831f
Bit more experimentation.
2021-09-28 14:54:26 +02:00
626b02dc94
Bit more work on uv unwrapping.
2021-09-28 14:38:51 +02:00
a6caaadb38
A bit more work on uv unwrapping.
2021-09-27 19:27:12 +02:00
1260374274
Bit more work on uv unwrapping.
2021-09-27 18:24:16 +02:00
3a13c1e21b
Added uv normalization to the unwrap algorithm. Also now it sets the new uvs to the mesh data resource. Doesn't work properly yet though.
2021-09-27 14:43:57 +02:00
e5de63c421
Initial uv layout implementation.
2021-09-27 14:15:17 +02:00
660933915b
More work on uv unwrapping.
2021-09-27 12:52:33 +02:00
a2208d0489
More work on the uv unwrapping algorithm.
2021-09-27 12:38:57 +02:00
2c266711a3
I think I figured out a way to uv unwrap meshes for the mesh data resource editor. Started implementing it. Mesh partitioning is done.
2021-09-26 23:02:51 +02:00
ed3c6eb19d
Use the forward_spatial_gui_input variant which has the index parameter in mesh data resource editor by default.
2021-09-26 20:04:42 +02:00
eee70dac69
Removed the bone_editor addon, as now the engine has a skeleton editor built in.
2021-09-26 17:23:00 +02:00
6062255177
Updated the engine to the latest. Also removed "as" casts after get_node_or_null-s, as now when they return null you get an error.
2021-09-22 00:11:19 +02:00
8e0e86ef39
Work on the mesh data resource editor plugin. Also updated the mesh data resource module to the latest.
2021-09-13 18:47:56 +02:00
74b35246c8
Now the mesh data resource addon actually shows uvs in the uv editor.
2021-09-13 12:32:33 +02:00
de97b132a2
Fixed the set rest pose implementation.
2021-09-13 11:27:20 +02:00
878f045f92
Added my seketon editor test scene.
2021-09-12 23:18:26 +02:00
d9e0ed3741
Initial set rest pose implementation for the bone editor. Doesn't work properly yet.
2021-09-12 23:18:05 +02:00
242321fd7a
Bone hierarchy editing support.
2021-09-12 15:52:22 +02:00
6c32deb131
Now the bone editor addon can create bones.
2021-09-12 15:28:40 +02:00
b181be5ddf
Fix error spam due to missing method.
2021-09-06 12:26:31 +02:00
9fb8e01314
Fix error printed to the console on clients.
2021-08-31 02:00:49 +02:00
4f7cb3c904
Fixed networked movement.
2021-08-31 01:57:32 +02:00
9ba79d9dc4
More work on fixing networking. Also updated ESS to get the fixes from it too.
2021-08-31 00:40:45 +02:00
288eaabe18
Updated ESS to get the Entity controller property rework.
2021-08-30 20:18:29 +02:00
e6d21cbb8a
Remove the nameplate if the entity gets controlled by the player and it wasn't before.
2021-08-30 17:45:40 +02:00
67b3ce48f5
Work on fixing networking.
2021-08-30 00:35:27 +02:00
c0280ce6f3
Don't spawn mobs at all during world generation on a client.
2021-08-29 23:38:15 +02:00
f8803b99ab
Fix update_visibility in PlayerGDBase. Also fix spawn_for in the entity spawner.
2021-08-29 23:32:54 +02:00
3dd4f4592a
Fix setting up network_owner in the spawner.
2021-08-29 21:39:51 +02:00
fcf4e520e9
Now the generated terrain and dungeons are actually seeded.
2021-08-29 19:38:58 +02:00
715e4f209f
Don't spawn trees in the 0,0 chunk.
2021-08-29 11:43:27 +02:00
026652931b
Physics bodies (the dungeon teleporters) on windows and even wine doesn't receive the mouse click events properly. So temporarily added a different way to detect clicks on them for windows.
2021-08-28 12:06:10 +02:00
3b3650c851
Bump version.
2021-08-28 10:36:58 +02:00
6b36577aa3
Spawn mobs into the dungeons.
2021-08-28 00:55:59 +02:00
12e7618cd3
Now the dungeons will delete themselves when their teleporter goes out of range in the world. (The world is disabled while in a dungeon, so they won't despawn while the player is inside.)
2021-08-28 00:29:24 +02:00
c6ae7518c0
Deactivate / activate the world on teleporting to a dungeon.
2021-08-28 00:09:05 +02:00
9a8d658643
Now dungeons and teleporters get spawned in the world. They use placeholder graphics for now.
2021-08-27 23:07:58 +02:00
4b5f6253db
The dungeon will now spawn plugs.
2021-08-27 19:30:27 +02:00
99bab47f9f
Implemented room overlap checks for the building. It's only 2d for now.
2021-08-27 01:05:03 +02:00
78c08c4f28
Re-generate room points for all the test rooms, and also re-export them to props.
2021-08-26 20:54:10 +02:00
7ee9a14b01
Small changes to the test dungeon.
2021-08-26 00:18:39 +02:00
4f02de36d9
Material cache support for the character.
2021-08-26 00:15:30 +02:00
1d5fff0f06
Figured out room transforms.
2021-08-25 01:03:27 +02:00
2b2d175a66
Initial Building implementation. The room transforms are still broken, will figure them out later.
2021-08-24 21:10:32 +02:00
1b492b863f
Added more test rooms and started working on the dungeon class.
2021-08-20 23:53:09 +02:00
861676531b
Exported the test rooms into props.
2021-08-18 19:02:32 +02:00
65fba11bcd
Remade the test rooms with TiledWalls. Also committing the rest of the test stuff I made during the last few days to test the portal system.
2021-08-18 17:54:43 +02:00
f83e53b0a1
Added a test room to help with implementing portal and room support to the prop system.
2021-08-12 20:53:13 +02:00
583fadae70
Updated the props module to get the automatic lod change support to PropInstanceMerger.
2021-08-12 18:47:07 +02:00
70a1ebef4c
Updated the props module. Now when the scene to prop conversion tool re-converts props the editor will pick up the changes without a restart.
2021-08-11 20:36:24 +02:00
60e7d4af78
Updated the props module, I reimplemented vertex color lights + rao for PropInstanceMerger. Also updated mesh_utils, MeshMerger did not use vector write proxies.
2021-08-11 19:20:26 +02:00
94681037ff
Added a few more small test prop scenes.
2021-08-10 19:10:01 +02:00
364dea8159
Disabled the mesh data resource editor addon.
2021-08-10 19:09:40 +02:00
c16bb42ea1
Updated the props module to get the PropCache singleton rework. Set up the project settings for it.
2021-08-09 22:13:18 +02:00
d1cfc79887
Bump version to 0.3.5.
2021-08-08 21:13:21 +02:00
fae48b30cf
Updated Terraman to get the new prop texture merging/caching support and texture packer as I added const and const references to it's api wherever possible.
2021-08-08 14:11:14 +02:00
5228fbe0d2
Created a prop with the other tree texture.
2021-08-07 17:58:19 +02:00
d56b96bf24
Turn on collision for the tree.
2021-08-07 14:41:43 +02:00
7476d08ed2
Updated Terraman (and the engine) to get JobSteps support for PropJob. This also fixes the error spam during mesh generation.
2021-08-07 13:56:24 +02:00
86511cdd26
Temporarily set the tree's texture to the prop material, and also added prop materials to the library.
2021-08-07 11:33:14 +02:00
522242182c
Let TerraWorld apply voxel scale to the tree. Also now the tree's scale's random range is a lot smaller.
2021-08-07 11:32:23 +02:00
f29445bdf6
Now the trees are spawned with terraman's prop system. It does need some fixes though.
2021-08-07 10:14:17 +02:00
885ba9e4d4
Removed one of the two tree meshes as they are the same.
2021-08-07 10:07:41 +02:00
254fb23d98
Now trees will spawn on grass. Currently it's done with nodes/mesh instances for testing. It actually looks a lot better that I anticipated, so I'll soon port it to use terraman's prop system (Which also needs to have material caches implemented).
2021-08-06 22:33:50 +02:00
c7938caaa8
increased the height for the stone texture.
2021-08-06 21:53:15 +02:00
29a41a8077
Rescaled one of the tree and added a collision shape to it.
2021-08-06 21:51:22 +02:00
abc1d53813
Added 2 trees from https://opengameart.org/content/rpg-item-collection-3 .
2021-08-06 21:42:44 +02:00
41fba2bec7
The test/simple biome now gets generated by summing 2 noises. I made the main elevation noise scaled out more.
2021-08-06 20:38:47 +02:00
1697167975
Changed the simple biome's generator to FastNoise from OpenSimplexNoise. Also scaled it out more.
2021-08-06 19:24:13 +02:00
bf40b5c12f
Updated ess to the latest. Replaced the range checks with the newly added helper calls.
2021-08-05 23:01:31 +02:00
2e15d3f74e
Same logic for the vendor window.
2021-08-05 22:07:34 +02:00
78af5acc8a
The trainer window will now close itself if the player gets too far.
2021-08-05 22:04:37 +02:00
6c7f8625b5
Added interaction range check.
2021-08-05 21:55:33 +02:00
124c163212
Added a new library based on TerramanLibraryMergerPCM, and set the main world to use it.
2021-08-03 01:13:25 +02:00
523d5e478b
Added the multirun addon to the project. (Disabled by default)
2021-08-01 15:44:24 +02:00
b3c7c142c5
Now tab containers are also navigable with keys in the menu.
2021-07-31 15:46:59 +02:00
dca4ea1cb4
Keyboard/controller navigation for the main menu.
2021-07-31 15:09:54 +02:00
e34e005890
Update the engine tot he latest.
2021-07-26 09:59:46 +02:00
cea803979c
Fix property deprecation warnings.
2021-07-20 22:12:50 +02:00
8e2a6d96e7
Increased the jump height a bit.
2021-07-20 22:05:48 +02:00
bebf321c7c
Changed the physics engine to GodotPhysics. So far it seems like everything is working with it. After the recent improvements it actually feels better now than bullet.
2021-07-20 22:03:25 +02:00
0c849a6c8a
Brought in the player's movement controller implementation from the tower. This also means jumping is now possible. (I don't yet have animations for it though.)
2021-07-20 21:58:32 +02:00
596bb64db8
Changed the procedural animations back to normal Animations.
2021-07-20 19:57:16 +02:00
560df5b16f
Added a few audio buses.
2021-07-19 20:09:47 +02:00
8aa89457e4
Update mesh data resource to the latest to get the new mesh optimization settings. Reimported the character's meshes with the remove doubles interpolate normals setting. This reduced the character's vertex count from 1850 to 617 without any visual change.
2021-07-19 18:56:59 +02:00
4aa2a21d4f
Created a new material for the test shield.
2021-07-19 15:54:22 +02:00
8f60d2a87e
Updated the engine and modules. Had to add a new class to the broken seals module to be able to call 2 protected functions in MeshInstance , to have gpu skinning for my merged characters again. Not yet sure whether it's a regression or not.
2021-07-19 15:47:47 +02:00
fd189d0d26
Optimized the character's meshes. The head will need some more tweaks, but I think it's mostly going to work. Also apparently the meshes get imported with broken up triangles, so they have way too high vertex count (1800 per character). I'll fix that in the mdr importer.
2021-07-19 15:01:20 +02:00
4c63763c75
Increased the world's scale to 3.
2021-06-08 15:40:53 +02:00
364d181e35
Update the engine and modules to get the PropInstance improvements / implementation.
2021-04-27 18:04:16 +02:00
0b2e4616ad
Bump version to 0.3.4.
2021-04-24 09:16:32 +02:00
225c086286
Player type should be networked.
2021-04-21 22:00:06 +02:00
00711977d4
Work on fixing networking. Fixed hosting, and character uploading.
2021-04-21 21:55:15 +02:00
71d2cf0358
Turn off chunk generation in the menu, as the chunks are saved.
2021-04-21 21:53:46 +02:00
a8d6a69e4e
Added an exit button to the menu. It will hide itself on the web and mobile platforms.
2021-04-21 20:10:32 +02:00
7c99802509
Update Terraman to get the android chunk generation fix.
2021-04-21 12:05:09 +02:00
21e1f3af23
Don't generate lods in the menu.
2021-04-21 10:49:49 +02:00
7e272029d1
Updated WorldGenerator to the latest. I removed Dungeon, DungeonRoom adn DungeonCorridor, and added a Building class (it's a cleaned up version of Dungeon right now, it will work differently later.).
2021-04-19 22:30:51 +02:00
a3634380ed
Updated Terraman and added the new chunk_lod_first_falloff parameter to the ingame settings.
2021-04-19 18:39:43 +02:00
b20303a24e
Re-enable lods. The simple lod seams still need work. Also updated Terraman for a the fixes.
2021-04-19 18:19:19 +02:00
a8ec0ec501
Fix in editor level generation.
2021-04-19 17:33:57 +02:00
e582f4d6e5
Removed the voxelman specific code/resources from the project.
2021-04-19 10:41:41 +02:00
3e07631361
Now the planet generator uses Terraman. Also updated the modules, as I fixed a vmethod.
2021-04-18 23:56:44 +02:00
a4e54f048a
Updated the modules. I added lots of getters and setters to WorldGenerator.
2021-04-18 23:16:33 +02:00
81f2bacec9
Replaced voxelman in the menu aswell.
2021-04-18 20:03:03 +02:00
148cee772b
Now the game uses terraman instead of voxelman ingame.
2021-04-18 19:55:34 +02:00
287e7af447
The level generator will now also use a third cell type.
2021-04-18 19:41:56 +02:00
a4459a949d
Now the test terrain generator will set a few cells to a different type.
2021-04-18 19:39:12 +02:00
ccb6070bd8
Updated Terraman to get the lighting generation fixes, and crash fixes.
2021-04-18 19:38:17 +02:00
e16aa1c73f
Updated terraman to the latest.
2021-04-17 19:31:23 +02:00
9e9a0e62c0
The level generator will now get noise values in world coordinates. Also updated Terraman.
2021-04-17 19:21:48 +02:00
1dac12d28e
Updated terraman. Now it uses JobSteps.
2021-04-17 19:07:35 +02:00
02548015ea
Updated the engine and modules. TerraMesherBlocky now only supports having one mesher and one liquid mesher.
2021-04-17 16:03:14 +02:00
0621a5da3b
Fix error spam on test generation.
2021-04-17 12:27:47 +02:00
13fff7b64c
Updated the modules, and added a few test scripts/scenes for terraman.
2021-04-17 00:45:08 +02:00
3d7b24ff5a
Update copyright headers.
2021-04-15 11:52:32 +02:00
d87694cb03
Renamed a few methods in the mesh data resource editor.
2021-03-24 19:09:02 +01:00
382d1079f6
Started work on a uv editor.
2021-03-23 19:03:32 +01:00
131369ed71
Mesh data resource editor's gizmo now properly uses indices.
2021-03-23 18:18:07 +01:00
1e20ac43a4
Clean up the buttons on the mesh data editor's panel. Also added buttons for face manipulation.
2021-03-23 15:27:37 +01:00
ef47ab6b63
Now the mesh data resource editor will update the mesh aswell.
2021-03-23 11:24:44 +01:00
76265b54a8
Fix editor world generation.
2021-03-22 23:41:58 +01:00
dceba985b4
Implemented vertex scaling mode for mesh data resource editor.
2021-03-16 12:24:24 +01:00
79733aa63a
Mesh data editor's vertex translation should work properly with any rotation of the editor's camera.
2021-03-15 15:25:19 +01:00
5d9651253c
In mesh data editor now the selected vertices are draggable with the handles, instead of blender like commands. Also now axis constraints are togglable per axis.
2021-03-15 15:02:25 +01:00
c05519244d
Added events for mesh data resource. Also simple half-baked vertex translation implementation.
2021-03-02 21:41:24 +01:00
696887b44c
Added arlez80's bone editor from the asset lib as an alternative to the patch.
2021-03-02 13:10:46 +01:00
ec558d1a16
More work/experimentation on the mesh data resource editor.
2021-03-02 13:03:02 +01:00
4e071994f6
More initial work / experiments on the mesh data resource editor plugin.
2021-02-28 00:18:38 +01:00
8fe94c3ca4
Removed gdpose, as its no longer needed.
2021-02-23 01:34:02 +01:00
70654ec3d2
Updated the engine, and modules (ThreadPool had a compile fix after a few changes in the 3.2 branch.). Also now plugins are handled a bit differently, so committed project.godot aswell.
2021-02-20 22:47:13 +01:00
0abef7af9f
Starter experimenting with writing a continent generator.
2021-02-20 19:53:28 +01:00
7cdf7f2f61
Work on the mesh data resource editor plugin.
2021-02-09 01:40:13 +01:00
06912c320e
Created/added a new mesh_data_resource_editor plugin.
2021-02-08 08:24:40 +01:00
cda3fe3638
Moved species_human.tres to the folder it should have been.
2021-02-07 17:18:55 +01:00
570922ba14
Enable gdpose.
2021-02-07 17:18:06 +01:00
847640d35b
Also added gdpose and godot-plugin-refresher addons.
2021-02-07 16:37:39 +01:00
32648325e0
Added godoxel from https://github.com/aaronfranke/GraphicsEditor .
2021-02-07 15:15:13 +01:00
ef061631d2
Updated ESS, also added support for the new modelpart transforms on the gdscript side.
2021-01-29 16:33:27 +01:00
e31c58e1d6
Set world's chunk size back to 16. It looks better. Will add a runtime setting for it later, as 8x8x8 is better for weaker devices with low chunk spawn ranges.
2020-12-15 00:50:43 +01:00
af047e49f6
Updated the engine. Also moved the camera and character in the menu.
2020-11-29 00:06:51 +01:00
0f6adb6f06
Update Voxelman to the latest. (More method renames.)
2020-10-27 19:17:39 +01:00
f3d5a4d88d
Update Voxelman. Now VoxelChunk can also store VoxelStructures, and method renames.
2020-10-26 18:31:57 +01:00
fa079cd120
Update Voxelman to the latest. Mostly editor-related fixes.
2020-10-25 01:26:08 +02:00
c18ecacd5a
Update Voxelman and the mesh_utils module. Now lods over 4 is supported for terrarins.
2020-10-20 17:07:05 +02:00
9a07052455
Implement button index support for the in-game menu buttons.
2020-10-19 13:09:08 +02:00
901c275912
The character, crafting, spellbook and talent windows will properly ignore the mouse now.
2020-10-19 12:39:09 +02:00
c154b678af
Updated ESS to get the changes/cleanups to EntityData.
2020-10-19 12:23:00 +02:00
7a1c698c6e
Fix error in the CubicVoxelMesher script.
2020-10-19 12:21:42 +02:00
61fef54f5c
Update ESS. I moved the stats from EntityData to EntityClassData.
2020-10-18 23:16:29 +02:00
6358d0237d
Udpate ESS, I moved a few properties from EntityData to EntityClassData. Also update Voxelman it only had editor related changes.
2020-10-18 18:07:24 +02:00
a765f68a0e
Re-enable the loading screen for the world.
2020-10-06 21:10:35 +02:00
8888814101
Update the engine.
2020-10-06 21:10:15 +02:00
bfd41efd2e
Updated voxelman to the latest. Mesher/job creation now have to be handled by the world's _create_chunk.
2020-10-06 20:10:30 +02:00
e9ade41995
Small cleanups and updated Voxelman to the latest, to get the prop job fixes.
2020-10-06 19:26:13 +02:00
3e687befd0
Update Voxelman to the latest.
2020-10-06 00:09:25 +02:00
24d0573c13
The voxel scale is 2 now, and the texture scale is 3.
2020-10-01 13:47:58 +02:00
a76f474758
The texture scale for the world is now 2.
2020-09-27 05:17:20 +02:00
05d553c5b1
Fix error.
2020-09-26 01:24:24 +02:00
48476d1f7a
Removed a few now unnecessary scenes, and moved a few.
2020-09-24 17:06:02 +02:00
93097ada5e
Same for the trainer window.
2020-09-24 17:03:47 +02:00
2e14445d8d
Same for the vendor window.
2020-09-24 16:58:39 +02:00
ed417cf2c1
The loot window is now also a module.
2020-09-24 16:54:10 +02:00
91656e1060
Fix a path for the item tooltip inside the inventory ui.
2020-09-24 16:23:41 +02:00
1cc886593e
Same treatment for the inventory.
2020-09-24 11:11:50 +02:00
084aa107b9
The crafting window is a module now aswell.
2020-09-24 10:55:50 +02:00
2bab93e6c7
The TalentWindow is a module now aswell.
2020-09-24 10:39:34 +02:00
020f744e78
The SpellBook is now a module aswell.
2020-09-24 10:32:00 +02:00
6bcb37b339
Same treatment for the unitframes.
2020-09-22 16:52:12 +02:00
dcc0d1d83d
Same treatment for the CastBar.
2020-09-22 16:49:27 +02:00
96a32aa928
AuraFrame is also a module now.
2020-09-22 16:47:09 +02:00
c292704eb2
Now player_ui will automatically call set_player on the childs of gui_base. Removed the set_player calls from GUI.gd.
2020-09-22 16:43:05 +02:00
a1810628e9
Actionbars are also a module now.
2020-09-22 16:37:03 +02:00
56385cd5e9
Removed the minimap and the error frame from the player ui, as they were just placeholders at the moment.
2020-09-22 16:34:08 +02:00
4ea4478158
The touch controls are also a module now.
2020-09-22 16:32:21 +02:00
c6e4c8f4f0
Added index export to the ui windows module.
2020-09-22 16:27:44 +02:00
392cca545b
Now modules can be disabled. Also now player ui will automatically call set_player on windows (if the method exists).
2020-09-22 15:23:13 +02:00
e7334f483b
Changes to player_ui to support modularization, and now the CharacterWindow is a module, and it's added to the UI dynamically.
2020-09-22 15:10:34 +02:00
4c902fe7a7
Moved the module initialization code to a new DataManager autoload. Also added a new on_request_instance method to GameModule, and also added a request_instance method to the new DataManager. player_ui is requested through this new api.
2020-09-22 14:28:41 +02:00
2a0f36a03f
Update ESS. The EntitySpawner is inherited from Node now.
2020-09-22 14:00:57 +02:00
c520e9037a
Fix de-equipping items, and now the inventory will be properly refreshed after equipping/de-equipping. Also update ESS to get the backend equipping related fixes.
2020-09-15 17:01:53 +02:00
3368ab132b
Implemented texture layering for character clothing.
2020-09-15 11:36:08 +02:00
8ce19070ae
Fix items overriding textures for characters.
2020-09-15 10:54:50 +02:00
8648d5556c
Implemented buying from a vendor. Also fixed opening the spellbook from the last commit. Updated ESS to get backend support for buying items.
2020-09-15 01:18:00 +02:00
f68e3e1054
Implemented the vendor window (buying items are not yet implemented). Also added and spawned a test vendor. Updated ESS to get the required enum value.
2020-09-13 17:08:52 +02:00
980725ccd3
Hide the trainer window by default.
2020-09-13 00:22:37 +02:00
bf15090942
Resized and repositioned the trainer window.
2020-09-13 00:20:28 +02:00
7bf9fab465
Implement level requirement, and cost for the trainer window. Also update ESS to get support for it at the c++ side.
2020-09-13 00:08:32 +02:00
cddda7d5e2
Added interface options to the ingame menu. These are the character specific. Added an option to save a character's actionbars as the default.
2020-09-12 23:23:54 +02:00
e5d127c079
Update ESS so every character can have it's own actionbar profile. Remove now unneeded signal handler.
2020-09-12 23:02:43 +02:00
49d53b054d
Now the actionbar will grey out spells that are not known.
2020-09-12 20:00:29 +02:00
ab01405c5a
Implemented a trainer window, and trainer entities. Also updated ESS to get the support structure for them. Also added a naturalist trainer, and made the level spawn it in.
2020-09-12 01:01:43 +02:00
13fa745f16
Unlearned class spells are not shown in the spellbook anymore.
2020-09-10 10:48:46 +02:00
6a70b36e04
Spell points are off now, as I think trainers will work better for this game. Made the spell book window handle it properly.
2020-09-10 10:46:49 +02:00
6fb1f1ca9b
Implement and use the voxelman blocky style dungeon. Work on proper player pacement into it (will be fixed later). Also update voxelman to get the ensure_channel_allocated method.
2020-09-05 22:38:24 +02:00
93e370fb77
Update the procedural animations module to get the custom method call track support.
2020-09-02 00:32:54 +02:00
2d15234eb8
Little work on the vman dungeon.
2020-09-01 23:37:36 +02:00
f0ff24b2a7
Added a new voxelman based dungeon class. (Just the skeleton for now.)
2020-08-26 00:21:01 +02:00
97710f2b56
Updated Voxelman to get the blocky mesher changes. Now the second mesher in the VoxelChunk is a blocky mesher.
2020-08-26 00:20:35 +02:00
29177a4f83
Update voxelman to get the mesher channel customizations. Added an another mesher to TVVoxelChunk, it's using the alt type and isolevel channels (if they are not allocated it won't do anything).
2020-08-21 20:18:16 +02:00
664258b666
Revert "Found a really cool dungeon tileset on OpenGameArt ( https://opengameart.org/content/3d-walls-props ) and added it as a module."
...
Will take an another direction. If I add it back, It will probably end up in it's own repo as a module, as big (lfs) repos are usually a pain to deal with.
This reverts commit 5da696a64c
.
2020-08-21 13:13:07 +02:00
5da696a64c
Found a really cool dungeon tileset on OpenGameArt ( https://opengameart.org/content/3d-walls-props ) and added it as a module.
2020-08-18 21:25:24 +02:00
e138746d36
As a hackfix reduced the spawn height temporarily, so the dungeon loads in properly.
2020-08-16 18:21:39 +02:00
988abb7849
Set the world's voxel scale to 2.6.
2020-08-14 14:33:20 +02:00
6342dccbf4
The LootWindow now closes when the player moves.
2020-08-12 15:54:40 +02:00
8a46084f00
The character creation menu's anchors is now properly set to right wide.
2020-08-12 14:59:45 +02:00
0f907d9c90
Fixed the model's animations in the blender file, and re exported everything. Also fixed the death animation.
2020-08-11 21:38:50 +02:00
02b647471b
Implemented the character window. Also fixed a typo with stats.
2020-08-04 20:10:01 +02:00
a37e8f5976
Added weapon damage stats. Also work on the character window.
2020-08-04 19:30:17 +02:00
819371fd73
Now the mob level will be also be set properly to match player's on load.
2020-08-03 22:05:35 +02:00
1299b928b2
The target unit frame will now show the target's level.
2020-08-03 21:58:38 +02:00
adad0c0778
Now spawned mobs will match the player's level. (For testing.)
2020-08-03 21:51:09 +02:00
d37e190c2f
Entities now raycast from above for their initial placement. (Temporarily.)
2020-08-03 19:17:13 +02:00
4e3e9d4bbf
Added chunk spawn range, and chunk lod falloff (this is where lod level 0 changes to lod level 1) to the settings, and increased spawn height so mountains are not cut off anymore, and a few small tweaks. Also updated Voxelman to get the lod falloff property.
2020-08-03 19:13:17 +02:00
1e264ec9c8
Now the game will remember it's window position and size.
2020-08-03 14:51:06 +02:00
3405bb21fe
The inventory window is now a bit smaller.
2020-08-03 13:34:29 +02:00