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mirror of https://github.com/Relintai/broken_seals.git synced 2024-12-28 13:27:10 +01:00
Commit Graph

925 Commits

Author SHA1 Message Date
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
cdee4cb3fa Updated the engine. Now the skeleton editor actually works. 2021-09-26 17:20:03 +02:00
c65c809084 Updated the engine and modules. 2021-09-25 23:41:14 +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
85bec5de68 Switched to my own godot fork temporarily. I'm hoping that eventually I'll be able to switch to godot 4.x. (I expect this to still take quite a while.) However until then I'm planning to just grab all the useful prs/features and either merge or backport them, as development for the 3.x branch has slowed down considerably (and understandably). Also I need features more for the project than compatibility so this way I can just change anything when needed. 2021-09-21 20:22:29 +02:00
1ec78bd663 Updated the ess module. It only got a special case compile fix. 2021-09-21 12:27:15 +02:00
23d697c13a Updated the engine. 2021-09-14 11:23:45 +02:00
32baaaa696 Updated the mesh data resource module. I removed the xatlas test code from it. 2021-09-14 11:22:22 +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
008c3048d5 Updated the engine. 2021-09-11 16:07:04 +02:00
f52bfb0190 Now the slim build's arguments are also taken from the module config. 2021-09-06 19:10:40 +02:00
9f1183966e Updated the engine again. 2021-09-06 19:04:50 +02:00
7039679776 Ignore the __pycache__ folder. 2021-09-06 18:47:13 +02:00
b036c74037 Removed the module data from the main build script. It's now in a new module_config.py file. 2021-09-06 18:46:51 +02:00
134daf47c6 Updated the engine. 2021-09-06 18:33:40 +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
7e420f538d Updated ESS to get a small property hint fix for EntityCreateInfo. 2021-08-30 00:35:10 +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
51f0f08d08 Updated the entity spell system module to get an improvement to ORPC, and the entity controller setter. The props module and mesh data instance also got updated, they only had a compile fix for 3.3. 2021-08-29 21:39:06 +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
6977551dba Fix the javascript build commands in podman_build_all.sh. 2021-08-28 12:57:57 +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
01cf5ae03b Updated the props module. I fixed mesh builds in PropInstanceMerger when threading is disabled, and the build time is long enough so that it needs multiple frames. 2021-08-28 11:31:15 +02:00
3b3650c851 Bump version. 2021-08-28 10:36:58 +02:00
0c85195cd1 Updated the engine. 2021-08-28 00:57:16 +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
d4cb1684ca Updated Terraman to get the new chunk_added and chunk_removed signals. 2021-08-28 00:28:05 +02:00
c6ae7518c0 Deactivate / activate the world on teleporting to a dungeon. 2021-08-28 00:09:05 +02:00
5dc0ed2daf Updated terraman. So now the world can be deactivated. 2021-08-28 00:08:41 +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
d6ba00be37 Updated the engine. 2021-08-27 19:29:45 +02:00