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d27e3e0d03
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Readme.md cleanup part 2.
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2020-06-10 12:21:50 +02:00 |
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bf582640ef
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Readme.md cleanup part 1.
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2020-06-10 10:44:18 +02:00 |
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d27363175d
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Remove the compilation db patch, as it got merged into Godot a while ago.
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2020-06-10 09:52:52 +02:00 |
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988bd26d38
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Fix the order of the links for the thread pool module.
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2020-06-10 09:42:57 +02:00 |
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MB
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23684b1099
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Merge pull request #1 from mbscode/mbscode-patch-1
Fix thread pool module repository reference.
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2020-06-09 21:09:17 +05:30 |
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MB
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e7ccf0df85
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Fix thread pool module repository reference.
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2020-06-09 21:08:24 +05:30 |
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ea6daeb5d4
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Update ESS to get the aura trigger and stat attribute reworks.
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2020-06-06 17:01:08 +02:00 |
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bb56fb05c5
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Update ESS tot he latest to get the getter/setter renames. Also fix an unrelated error.
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2020-06-05 19:45:42 +02:00 |
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70b1b4badd
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Update ESS to get the TalentRowData changes. Also updated the engine.
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2020-06-05 18:05:54 +02:00 |
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68dd994e56
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A little cleanup to the player ui. Also removed the trainer window, and disabled the craft window's button.
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2020-06-04 11:21:03 +02:00 |
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662055e4bf
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Fix skeleton mesh generation in single threaded mode. Also update ThreadPool to get the it's single thread mode fixes.
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2020-05-30 23:23:38 +02:00 |
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2c5518095f
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Renamed the model manager module to module manager (Typo lol). Also disabled it, as it needs to be updated.
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2020-05-30 19:30:35 +02:00 |
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e2869c7b89
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CharacterSkeleton now uses the ThreadPool module to generate meshes. Also updated MeshTools to get the 2 functions I added to the singleton.
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2020-05-30 19:25:32 +02:00 |
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8f71e087e7
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Update mesh utils to get the MeshMerger, and the engine. The CharacterSkeletonGD now uses it.
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2020-05-30 14:04:37 +02:00 |
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f943749a47
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A few tweaks.
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2020-05-26 17:45:58 +02:00 |
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510272bc3b
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Added a simple stub Character Window (with 2 culomns), and the talent window now also has 2 culomns, one will be physical (character level) talents, and one will be astral (class).
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2020-05-26 17:41:05 +02:00 |
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23dac4b5bc
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Re-enabled class xp, and class learning, as I found a better
(and a lot more unique) way to bring the game.
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2020-05-26 17:38:08 +02:00 |
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048bb06eea
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Added a trainer window. It's functionality has not been implemented yet.
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2020-05-25 12:44:03 +02:00 |
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7bd29dcf83
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Added my new thread pool module.
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2020-05-24 21:19:20 +02:00 |
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3a8784b7aa
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Increase the world threads to 8.
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2020-05-23 22:09:53 +02:00 |
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6d330cb491
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Re-enable threaded character model generation.
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2020-05-23 22:09:40 +02:00 |
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d4ccb9d743
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Update Voxelman and the BS module, because ported the biome generation code to c++. Also now the voxel world only updates lods manually with gdscript.
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2020-05-23 22:09:19 +02:00 |
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bd7104d150
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Added my new Broken Seals module.
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2020-05-23 20:31:00 +02:00 |
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44f1ce9d39
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Replaced my fast quadratic mesh simplifier module with the new mesh_utils one. This one will contain all of the mesh merging/simplification stuff in a centralized manner (with a singleton).
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2020-05-23 20:19:04 +02:00 |
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08c0c69aa7
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Now the CharacterSkeleton uses Arrays directly.
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2020-05-23 19:56:03 +02:00 |
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fbc1c056a1
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Redone the seams for the character's model.
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2020-05-23 19:29:32 +02:00 |
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6b50033f29
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Now the visibility/lod/wakeup check has a timer for mobs.
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2020-05-23 18:49:06 +02:00 |
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b4867ec012
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Revert the despawn range.
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2020-05-23 18:24:25 +02:00 |
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8bf46093e7
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Increase the chunk despawn range by one.
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2020-05-23 18:13:30 +02:00 |
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43a768de17
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Hide mesh while the animation tree is disabled.
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2020-05-23 18:12:53 +02:00 |
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c0f1b21788
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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.
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2020-05-23 12:25:12 +02:00 |
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7efb64e562
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Update Voxelman to get the compatibility rework.
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2020-05-23 10:39:11 +02:00 |
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9ef45fd8ad
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update HEADS, to get the new ESS.
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2020-05-22 21:01:56 +02:00 |
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9bece84377
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Update ESS to get customizable texture layers.
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2020-05-22 17:30:05 +02:00 |
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ce23b724c9
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Update ESS, to get the ModelVisualEntry rework.
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2020-05-21 15:42:22 +02:00 |
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e1d24dc838
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Updated ESS to get the ModelVisual, and ModelVisualEntry changes.
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2020-05-20 22:14:56 +02:00 |
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794820e08c
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Update ESS.
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2020-05-20 20:41:26 +02:00 |
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9721a80086
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Fix broken dependencies.
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2020-05-20 01:42:02 +02:00 |
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2302657002
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Update ESS, to get the ItemVisual to ModelVisual rename.
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2020-05-19 21:10:07 +02:00 |
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94b76f5635
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Update HEADS to get the new customizable EquipSlots from ESS, and to get a bugfix from Voxelman.
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2020-05-19 18:59:30 +02:00 |
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7c1f365503
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Turned off class xp, and class spell and recipe learning. After a lot of thinking I don't think a metagame like this will work for what I'm trying to achieve.
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2020-05-17 18:58:11 +02:00 |
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a109c9070f
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Mostly reoriented the model's bodyparts. It's not perfect, but good enough for now.
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2020-05-17 18:51:34 +02:00 |
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e43cce888a
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Now all of the current character's bodyparts are in gltf.
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2020-05-17 17:00:16 +02:00 |
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6fe13fbaf3
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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.
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2020-05-17 16:28:31 +02:00 |
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c6b4dffc66
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Reduced chunk's texture scale to 3.
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2020-05-12 16:51:07 +02:00 |
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99f01c6c95
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Update the engine, and Voxelman to the latest.
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2020-05-09 21:25:45 +02:00 |
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dce511474c
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Reduce the body visibility to 90 meters for the character I have.
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2020-05-09 20:41:49 +02:00 |
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52b89c9746
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Only calculate texture for uv2 if it actually needs to happen. So far doing it like this seems faster.
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2020-05-09 20:41:17 +02:00 |
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b3418a8c84
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Don't set the interaction type to loot if an entity doesn't have a lootdb.
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2020-05-06 21:58:58 +02:00 |
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39827852b3
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Fix clientside spell cast events. (cast success will need to be sent to clients later.)
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2020-05-06 21:51:47 +02:00 |
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