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
3cacc01945
Update the game to go with the new modules.
2020-07-06 22:33:56 +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
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
3a8784b7aa
Increase the world threads to 8.
2020-05-23 22:09:53 +02:00
6b50033f29
Now the visibility/lod/wakeup check has a timer for mobs.
2020-05-23 18:49:06 +02:00
8bf46093e7
Increase the chunk despawn range by one.
2020-05-23 18:13:30 +02:00
6ef0a84fbe
Renamed the data directory into modules.
2020-04-26 13:36:10 +02:00
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
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
162f9c3bd2
Moved around a few folders.
2020-04-26 10:10:07 +02:00
1b16cbf376
Fix running desktop export.
2020-04-26 00:29:43 +02:00
04da48826e
Update HEADS to get the customizable stats for ESS.
2020-04-25 21:41:42 +02:00
1e3e65bd73
Update ESS so saving spells and recipes work with paths aswell. Re-enable static resource db with id remapping.
2020-04-19 18:43:46 +02:00
a2933a2b7b
Update ESS to the latest to get the id to resource path changes.
2020-04-19 18:27:38 +02:00
1a04066f4c
Update ESS to grab the new database class. Main Scene now uses it, instead of the static db.
2020-04-18 22:51:17 +02:00
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
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
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
2202b75ddb
Update HEADS, mainly to grab the latest ESS changes.
2020-04-14 17:04:59 +02:00
590238216c
Update Voxelman to the latest.
2020-04-06 14:40:14 +02:00
174ad7220d
Only use 4 threads.
2020-03-30 23:22:41 +02:00
c18409a2f2
Implemented lod for mobs. Also Updated HEADS to grab a crash fix from Voxelman, and the update to Skeleton3D from ESS.
2020-03-30 23:18:28 +02:00
db5eacfe36
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).
2020-03-30 01:40:04 +02:00
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
6c4a808baa
Now the character's button in the menu will be selected by default. (Its still a button for now.)
2020-03-24 02:22:01 +01:00
e92890c61f
Experimental automatic load, and renamed a few buttons.
2020-03-24 00:56:19 +01:00
832043c49e
Reworked the menu a bit as an experiment, now a player can only have one character active at a time. (It is really hacky for now, it will show more characters if manually added.)
2020-03-23 22:23:12 +01:00
a8868d81dc
Rename retire to renounce.
2020-03-20 14:48:29 +01:00
e02dbe69a7
Implemented profile based class levelling. Update HEADS to grab the changes from the ESS side.
2020-03-20 03:32:44 +01:00
78180afff0
Improved the character selection and creation menu a bit by giving more info. Also fixed a bug.
2020-03-19 21:15:07 +01:00
5f4a055a6e
Experimented with the sky color. Also update HEADS to grab the VoxelStructure changes.
2020-03-19 13:11:43 +01:00
abd0e00056
Increased the world's voxel scale to 3 (again).
2020-03-19 01:36:21 +01:00
0c99bd0d35
Update HEADS, and remove the code that got ported to Voxelman.
2020-03-15 19:36:35 +01:00
16d4c9ae2e
Update to the latest Voxelman, to get the VoxelChunk->VoxelChunk,VoxelChunkDefault refactor.
2020-03-12 23:26:19 +01:00
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
f4cfd4f897
Update everything to the latest, to grab the voxelman changes, as it got a lot faster, and not the TransvoxelMesher optimizes it's meshes, which usually means around 500 less vertex per chunk. Disabled threading for now.
2020-03-09 00:22:54 +01:00
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
84668b4153
Grab the latest Voxelman, and small amounts of test code.
2020-02-26 01:16:19 +01:00
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
5185e97d65
Update to the latest ESS, to get the update to class and character level separation.
2020-02-20 12:21:31 +01:00
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
f3f9de391a
Update HEADS to get the new prop related changes from Voxelman, and the WorldGenerator. Changed the voxel scale in the menu aswell.
2020-02-16 02:57:24 +01:00
546832d10b
Experimented more with the world's scale. Now it's set to 1.6.
2020-02-15 14:55:54 +01:00
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
c77dfd8350
Removed a few more now unused classes, and reorganized the Voxelman folder.
2020-02-13 14:06:56 +01:00
d30e33a122
Now the transvoxel mesher bakes alternative uv coordinates into uv2 so it can inetrpolate between different voxel surfaces near seams (based on COLOR.a).
2020-02-13 03:31:42 +01:00
17973cb2bd
Actually enable threaded world generation.
2020-02-12 14:31:36 +01:00