f68e3e1054
Implemented the vendor window (buying items are not yet implemented). Also added and spawned a test vendor. Updated ESS to get the required enum value.
2020-09-13 17:08:52 +02:00
980725ccd3
Hide the trainer window by default.
2020-09-13 00:22:37 +02:00
bf15090942
Resized and repositioned the trainer window.
2020-09-13 00:20:28 +02:00
7bf9fab465
Implement level requirement, and cost for the trainer window. Also update ESS to get support for it at the c++ side.
2020-09-13 00:08:32 +02:00
cddda7d5e2
Added interface options to the ingame menu. These are the character specific. Added an option to save a character's actionbars as the default.
2020-09-12 23:23:54 +02:00
e5d127c079
Update ESS so every character can have it's own actionbar profile. Remove now unneeded signal handler.
2020-09-12 23:02:43 +02:00
49d53b054d
Now the actionbar will grey out spells that are not known.
2020-09-12 20:00:29 +02:00
ab01405c5a
Implemented a trainer window, and trainer entities. Also updated ESS to get the support structure for them. Also added a naturalist trainer, and made the level spawn it in.
2020-09-12 01:01:43 +02:00
13fa745f16
Unlearned class spells are not shown in the spellbook anymore.
2020-09-10 10:48:46 +02:00
6a70b36e04
Spell points are off now, as I think trainers will work better for this game. Made the spell book window handle it properly.
2020-09-10 10:46:49 +02:00
6fb1f1ca9b
Implement and use the voxelman blocky style dungeon. Work on proper player pacement into it (will be fixed later). Also update voxelman to get the ensure_channel_allocated method.
2020-09-05 22:38:24 +02:00
93e370fb77
Update the procedural animations module to get the custom method call track support.
2020-09-02 00:32:54 +02:00
2d15234eb8
Little work on the vman dungeon.
2020-09-01 23:37:36 +02:00
f0ff24b2a7
Added a new voxelman based dungeon class. (Just the skeleton for now.)
2020-08-26 00:21:01 +02:00
97710f2b56
Updated Voxelman to get the blocky mesher changes. Now the second mesher in the VoxelChunk is a blocky mesher.
2020-08-26 00:20:35 +02:00
29177a4f83
Update voxelman to get the mesher channel customizations. Added an another mesher to TVVoxelChunk, it's using the alt type and isolevel channels (if they are not allocated it won't do anything).
2020-08-21 20:18:16 +02:00
664258b666
Revert "Found a really cool dungeon tileset on OpenGameArt ( https://opengameart.org/content/3d-walls-props ) and added it as a module."
...
Will take an another direction. If I add it back, It will probably end up in it's own repo as a module, as big (lfs) repos are usually a pain to deal with.
This reverts commit 5da696a64c
.
2020-08-21 13:13:07 +02:00
5da696a64c
Found a really cool dungeon tileset on OpenGameArt ( https://opengameart.org/content/3d-walls-props ) and added it as a module.
2020-08-18 21:25:24 +02:00
e138746d36
As a hackfix reduced the spawn height temporarily, so the dungeon loads in properly.
2020-08-16 18:21:39 +02:00
988abb7849
Set the world's voxel scale to 2.6.
2020-08-14 14:33:20 +02:00
6342dccbf4
The LootWindow now closes when the player moves.
2020-08-12 15:54:40 +02:00
8a46084f00
The character creation menu's anchors is now properly set to right wide.
2020-08-12 14:59:45 +02:00
0f907d9c90
Fixed the model's animations in the blender file, and re exported everything. Also fixed the death animation.
2020-08-11 21:38:50 +02:00
02b647471b
Implemented the character window. Also fixed a typo with stats.
2020-08-04 20:10:01 +02:00
a37e8f5976
Added weapon damage stats. Also work on the character window.
2020-08-04 19:30:17 +02:00
819371fd73
Now the mob level will be also be set properly to match player's on load.
2020-08-03 22:05:35 +02:00
1299b928b2
The target unit frame will now show the target's level.
2020-08-03 21:58:38 +02:00
adad0c0778
Now spawned mobs will match the player's level. (For testing.)
2020-08-03 21:51:09 +02:00
d37e190c2f
Entities now raycast from above for their initial placement. (Temporarily.)
2020-08-03 19:17:13 +02:00
4e3e9d4bbf
Added chunk spawn range, and chunk lod falloff (this is where lod level 0 changes to lod level 1) to the settings, and increased spawn height so mountains are not cut off anymore, and a few small tweaks. Also updated Voxelman to get the lod falloff property.
2020-08-03 19:13:17 +02:00
1e264ec9c8
Now the game will remember it's window position and size.
2020-08-03 14:51:06 +02:00
3405bb21fe
The inventory window is now a bit smaller.
2020-08-03 13:34:29 +02:00
e12f3b1c08
Anchor the character selection menu as "Right Wide" so it scales properly.
2020-08-03 13:31:36 +02:00
e5fc8314f5
Added a ui_scale, and ui_scale_touch setting. The default for ui_scale is 1.3, which makes every ui element smaller when not in touchscreen mode.
2020-08-03 13:29:45 +02:00
b05eec6bf0
Revert the editor to an earlier commit as the exports doesn't seem to work for me on head, and converted the icons from svg to png.
2020-07-31 02:12:23 +02:00
c9d53f5801
Implement keybindings.
2020-07-31 01:15:13 +02:00
39f80386e8
Added missing icons to the in-game menubar, relocated it to the bottom left of the screen, and made it smaller. Also small tweaks/fixes to the adaptive theme.
2020-07-29 22:46:52 +02:00
68794c63ae
Update ESS to get the Damage and heal Info cleanups, also added a five rank talent to Strike.
2020-07-29 18:29:31 +02:00
3be8851297
Tweaked the values of the naturalist's spells, and added 3 talents for regrow.
2020-07-29 17:01:13 +02:00
92c7bd803e
Update ESS to get the body_changed signal. NamePlates now automatically hide themselves when an entity's body gets hidden.
2020-07-29 15:35:48 +02:00
485d2c3124
Update the engine, and ESS to get the backend support for EntityResource mods. Reimplemented speed changing aura, and consequently fixed Nature's Swiftness.
2020-07-29 14:38:53 +02:00
555d2e1878
Let's not call update_lods() in a loop. This fixes the framerate drops on weaker devices, like phones. Also increase the chunk despawn range by one.
2020-07-28 22:15:29 +02:00
fec2b2bd46
Update signal handler arguments.
2020-07-27 22:56:07 +02:00
a3bfaf9e2a
Now closing windows will properly reset their opener toggles.
2020-07-27 22:52:58 +02:00
58ce8bb9d6
Aspect of Scorpions now has a 1.5 seconds cast time. Also added 3 talents that can reduce it back to 1.2 seconds.
2020-07-27 22:35:48 +02:00
c658f1c26f
Add missing parameter.
2020-07-27 22:13:37 +02:00
59d57669fa
Now the movement keys are bindable.
2020-07-27 18:47:40 +02:00
1222ad6c7c
Update mesh data resource to the latest to get the improvements, and the engine.
2020-07-26 23:30:39 +02:00
5504efaee5
Update the engine, and ESS to get the talent point fix.
2020-07-25 23:38:45 +02:00
37bebc1cae
Update the talent window to use the new class interfaces.
2020-07-25 23:26:22 +02:00