Commit Graph

68 Commits

Author SHA1 Message Date
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
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
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
08c0c69aa7 Now the CharacterSkeleton uses Arrays directly. 2020-05-23 19:56:03 +02:00
6b50033f29 Now the visibility/lod/wakeup check has a timer for mobs. 2020-05-23 18:49:06 +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
794820e08c Update ESS. 2020-05-20 20:41:26 +02:00
2302657002 Update ESS, to get the ItemVisual to ModelVisual rename. 2020-05-19 21:10:07 +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
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
c3deaf1403 Update ESS to the latest to get the baked in health and speed resources. 2020-04-29 01:10:10 +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
84e341bcc6 Update ESS to get the clientside notification api changes. 2020-04-28 11:46:56 +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
6ef0a84fbe Renamed the data directory into modules. 2020-04-26 13:36:10 +02:00
2bbed83601 Grouped character species related data into a new folder. 2020-04-26 13:04:35 +02:00
77ccce7d74 Moved the camera out of data. 2020-04-26 11:26:42 +02:00
04da48826e Update HEADS to get the customizable stats for ESS. 2020-04-25 21:41:42 +02:00
4b23a059ce Removed the Mob, Player and NetworkedPlayer scenes. 2020-04-24 14:41:31 +02:00
2d5f4d9d88 Clear a few now unneeded nodepaths. 2020-04-24 14:34:05 +02:00
39e28c2035 Now the player ui and the nameplates are dynamically allocated aswell. 2020-04-24 14:32:04 +02:00
dee366cbf7 Now entities create their own bodies when they are missing. Also update ESS to the latest to get the body-related changes. 2020-04-24 13:48:54 +02:00
2382f9d3c1 Now the camera gets instantiated when needed automatically by the body script. 2020-04-24 09:45:16 +02:00
1d7a428987 Mob and NetworkedPlayer now also uses the body script and fixed a nullreference error. Also updated HEADS to get a fix for Voxelman. 2020-04-24 09:19:41 +02:00
b30a02f7b8 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. 2020-04-24 00:49:51 +02:00
a2933a2b7b Update ESS to the latest to get the id to resource path changes. 2020-04-19 18:27:38 +02:00
6a5cd7a9a2 Update HEADS to grab the profile defaults fix from ESS. 2020-04-18 21:27:22 +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
2202b75ddb Update HEADS, mainly to grab the latest ESS changes. 2020-04-14 17:04:59 +02:00
16ac08ea66 Update all modules. 2020-04-09 16:12:02 +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
0e453670ff Now the TurnPanel and TouchPad's size is a lot smaller, this makes tap targeting a lot simpler, and more intuitive. (Eventually I will probably go back to the original plan, revert the size but add clickthrough support.) 2020-03-25 00:53:53 +01:00
9cab73125e Forgot to change it for the networked player scene. 2020-03-05 10:30:44 +01:00
e7b2014bee Reduce mob nameplate range to 50 meters. 2020-03-05 10:29:58 +01:00
3081388a79 Actual contents of f2ac08f7. Not sure how I managed to mess up like this. 2020-03-04 18:47:20 +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
67d412abfb Update to the latest ESS, to get bugfixes, and the getter style upgrade. 2020-02-26 21:22:30 +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
a1fd74a34a Update to the latest ESS. (Separated level into class and character levels.) 2020-02-19 12:19:28 +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
0f88eb8e80 Update to the latest ess. (Spawning rework). 2020-02-03 18:37:11 +01:00
ae09b0194e ESS update. 2020-02-01 11:20:05 +01:00
3044cb8275 Update the license for 2020. 2020-01-31 20:01:34 +01:00
27979df911 Update HEADS, and small chaneg to player's script. 2020-01-25 22:12:45 +01:00
eab9d82d0c Fix matrix multiplication order for the display player, and small tweaks to the menu. 2020-01-14 13:40:38 +01:00