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
fad9e70f48
Set max_concurrent_generations in World back to one, as a quick and dirty crash fix.
2020-02-11 00:09:37 +01:00
b41f0a8f00
Update to the latest Voxelman, and improvements to the .vscode files.
2020-02-10 23:42:13 +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
2cbc037e92
Updated HEADS, changed world scale to 1, and texture scale to 4.
2020-01-31 20:00:27 +01:00
4805bb8e81
Increased the world scale back to 3, also increased the chunk spawn range by one on the y axis.
2020-01-30 16:50:50 +01:00
094081c34c
Tweaks.
2020-01-15 16:20:43 +01:00
6aa08476e1
Work on the style. Now the transvoxel mesher will scale the textures (like standard terrarin engines). Update to HEADS.
2020-01-14 23:15:46 +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
c75b1387ed
Changed the voxel scale to 3.
2020-01-10 11:51:34 +01:00
2e1cb09da2
Increased voxel scale to 4 again. Also updated HEADS.
2020-01-10 01:35:58 +01:00
49151412bf
Corrected the color of the textures by hand, and removed the color correction workaround with contrast.
2020-01-07 13:26:07 +01:00
c4c5d9fe82
Added an easy build option for the setup script. Also changed the contrast a bit.
2020-01-06 16:59:54 +01:00
382749220c
Update for the latest ESS.
2020-01-02 23:02:45 +01:00
f2e4858685
Removed one of the lights. Also increased the strength of the remaining.
2019-12-23 22:58:52 +01:00
2f39cde662
Removed the old voxel textures. Also cleaned up voxel libraries.
2019-12-23 22:53:51 +01:00
8b153238c9
Created a grass texture, and a dirt texture. Modified my old textures. Now the world's textures are 64x64, and the voxel scale is 2.
2019-12-23 22:45:29 +01:00
e9515bef2c
Changed the license to MIT.
2019-12-22 19:20:38 +01:00
0755ceb74d
Shadows are disabled again (for now), so it's easier to test on low end hardware, before I implement a setting for it.
2019-12-07 17:15:08 +01:00
3587693a99
Turns out my main monitor's color balance was set differently, changed the settings so the style would work with the proper defaults
2019-12-07 17:00:32 +01:00
054bb18cd3
Improved the menu a bit.
2019-12-07 16:12:27 +01:00
ad8c9fb653
Work on the style.
2019-12-07 15:54:46 +01:00
3e0b247251
Experimented with the world scale and different sized textures, I want to make the world less like pixel art. Also changed map generation a bit, but it will need more changes, as I originally implemented the transvoxel algorithm differently, in order to have proper voxel type information.
2019-12-06 23:17:12 +01:00
d4d4cfaa8a
Added the 3 elementalist spells to elementalist!s class.
2019-12-06 00:48:36 +01:00
5d01eddfee
Started work on a new class, the elementalist.
2019-12-05 01:00:45 +01:00
894e45df31
Set force dungeon to off.
2019-11-22 18:07:16 +01:00
907988a7d0
More files.
2019-11-20 14:05:35 +01:00