e7334f483b
Changes to player_ui to support modularization, and now the CharacterWindow is a module, and it's added to the UI dynamically.
2020-09-22 15:10:34 +02:00
4c902fe7a7
Moved the module initialization code to a new DataManager autoload. Also added a new on_request_instance method to GameModule, and also added a request_instance method to the new DataManager. player_ui is requested through this new api.
2020-09-22 14:28:41 +02:00
c520e9037a
Fix de-equipping items, and now the inventory will be properly refreshed after equipping/de-equipping. Also update ESS to get the backend equipping related fixes.
2020-09-15 17:01:53 +02:00
3368ab132b
Implemented texture layering for character clothing.
2020-09-15 11:36:08 +02:00
8ce19070ae
Fix items overriding textures for characters.
2020-09-15 10:54:50 +02:00
8648d5556c
Implemented buying from a vendor. Also fixed opening the spellbook from the last commit. Updated ESS to get backend support for buying items.
2020-09-15 01:18:00 +02:00
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
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
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
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
988abb7849
Set the world's voxel scale to 2.6.
2020-08-14 14:33:20 +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
adad0c0778
Now spawned mobs will match the player's level. (For testing.)
2020-08-03 21:51:09 +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
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
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
1222ad6c7c
Update mesh data resource to the latest to get the improvements, and the engine.
2020-07-26 23:30:39 +02:00
37bebc1cae
Update the talent window to use the new class interfaces.
2020-07-25 23:26:22 +02:00
5f53e390b9
Added 3 specs for the naturalist, and small tweaks to the talent window.
2020-07-25 23:01:29 +02:00
d990f2e15e
Comment out debug message.
2020-07-23 19:46:44 +02:00
949f186928
Now the dungeon can have multiple levels.
2020-07-23 19:44:15 +02:00
7b5712a996
Make the teleporter work with the dungeon even when it's noit loaded, also fixed and enablen mob spawning in the dungeon.
2020-07-23 00:12:19 +02:00
e95f5ac67e
Now the dungeon gets generated properly at any y coordinate. Set it to -50.
2020-07-22 22:05:10 +02:00
6044d301c1
Update world generator to the latest to get the new instancing improvement.
2020-07-22 02:02:53 +02:00
45534fa29b
Update the world generator module to get the generator structure rework, and broken seals module, and the engine. The constant editor crashing is fixed now, it was caused by BiomeBase, because it was inherited from a class in an another module, and apparently that doesn't work. As a bonus the editor also feels a lot snappier now.
2020-07-21 23:02:06 +02:00
7770879003
Implemented mob spawning (turned it off for now). Also now the menu now won't spawn in the dungeon.
2020-07-21 00:30:06 +02:00
41a528a892
Fix entrance position.
2020-07-20 23:48:21 +02:00
7a5b0336a9
Set approximated box colliders to the core wall models.
2020-07-20 21:48:06 +02:00
a95b386d01
Implement texture mapping for the dungeon.
2020-07-20 21:25:54 +02:00
8997fae8c2
Now the dungeon (mostly) properly gets written to chunks based on it's map's data. I implemented wall post processing with bit shifting, and since using bit shifting with scripting languages is not as common I threw in a few comments on how it works, hopefully someone will find it useful. Also fix 2 line's indentation level.
2020-07-20 15:03:57 +02:00
56deab2de7
Updated Voxelman to get the mesh data resource helper update. Also a bit of work on dungeon generation.
2020-07-20 01:17:47 +02:00
07107af461
Added mdr walls looking at every direction. Also added a test prop crypt entrance.
2020-07-19 15:03:51 +02:00
b147b81e01
Add range check to the new teleporter.
2020-07-18 22:50:10 +02:00
f96a66300b
Implemented a teleporter, it has a test cube mesh with the brick texture for now, and made the dungeon spawn it. Also work on setting up the dungeon generation.
2020-07-18 22:42:50 +02:00
4084debdad
Removed a few now unneeded classes/scenes, and moved some of the around. Small tweaks/fixes and comments. Also updated modules to grab a few smaller fixes/improvements.
2020-07-18 18:30:39 +02:00
ec8e8d0406
Now the level generator won't load planets from a folder, instead they are directly set from the editor, ands tarted porting the dungeon generator from the roguelike project. Also updated the world generator module to get the property type changes, this fixes some of the crashes.
2020-07-18 12:50:17 +02:00
c6429124fb
Update the WorldGenerator module to get the instance() helpers.
2020-07-17 20:54:49 +02:00
be6ebf48f3
Update ESS to get the aura damage calculation update.
2020-07-17 19:29:24 +02:00
1c4c3a5d55
Comment out the code that was implementing spell scaling in Aura. Also update ESS so auras continue to deal damage/heal even if the original caster's node is not available anymore.
2020-07-16 16:07:30 +02:00
dda00d0491
Moved the menu into a new folder.
2020-07-12 19:46:30 +02:00
c294b4a008
Fix a few settings for Nature's Switfness. And small tweaks.
2020-07-11 21:08:45 +02:00
08ebbd24f8
Fix global cooldowns.
2020-07-11 18:37:41 +02:00
33ed628aa3
Attributions for the test character textures.
2020-07-11 15:30:39 +02:00
e0d90b5925
Removed a few now unused textures.
2020-07-11 15:04:59 +02:00
647cf4e904
Convert the icon attributions to the new format.
2020-07-11 15:01:41 +02:00
19b158c877
Update ESS to get the XPData rework.
2020-07-10 17:18:03 +02:00
67e327f471
Update ESS to get the Entity level simplifications.
2020-07-10 15:25:32 +02:00
2e3e0d88f4
Restored the ability to have multiple characters, and also turned off class learning/xp. I'm not yet sure how to go about it, maybe class levels could give some xp boost, will experiment more when the project is more mature.
2020-07-10 11:16:02 +02:00
e986d8d488
build_model is now called as deferred.
2020-07-10 10:31:09 +02:00
149d7f4bb2
Update WorldGenerator to the latest.
2020-07-10 02:40:12 +02:00
1c584d9477
Increase the version to 0.3. The focus is mostly on the gameplay from now on (finally).
2020-07-09 00:47:33 +02:00
ea4514374b
Update ESS, to get a bugfix.
2020-07-09 00:41:59 +02:00
3baf2addec
Added in a few test props.
2020-07-06 22:40:44 +02:00
432d0bf312
Reduced the default entity visibility range.
2020-07-06 22:38:48 +02:00
f3169ccf82
Spawn mobs more sporadically.
2020-07-06 22:38:07 +02:00
90be9898d9
The current start tile will not draw a dungeon entrance for now, as I reduced the chunk size (which increases performance) and the code needs to be changed.
2020-07-06 22:37:54 +02:00
8fabc6159a
Set levels to a few abilities.
2020-07-06 22:34:49 +02:00
3cacc01945
Update the game to go with the new modules.
2020-07-06 22:33:56 +02:00
1f52100aaa
Update Voxelman, and the engine to the latest and work on getting props to work again. Also brought back the test props.
2020-06-23 20:58:14 +02:00
d3ad430b8b
Fix naturalist's mana EntityResource reference.
2020-06-20 21:03:22 +02:00
153b15eb4d
Update ESS to get the EntityResourceData removal update. Also update the Engine.
2020-06-20 16:15:24 +02:00
b9c7767b98
Update ESS to get the new crash related commits. Also update the engine.
2020-06-18 22:46:24 +02:00
65a95ece4e
Added an about menu. Done every tab except for the third parties for this project, will finish it soon.
2020-06-16 20:40:09 +02:00
1e0a17b6cc
Now weapons are added to the test player model via the ModelVisual. Also moved the sheath action's processing into PlayerGD.
2020-06-16 19:10:52 +02:00
ad72ae4def
Now sheathing works without reparenting nodes.
2020-06-16 18:50:49 +02:00
6626b8ed38
Initial weapon sheathing support. ALso updated ESS to get a few new constants.
2020-06-16 18:44:42 +02:00
7e7dc3b43e
Update ESS to get the Attachment ModelVisualEntry implementation/changes.
2020-06-16 15:55:01 +02:00
2e1f1a1e84
Grab the CharacterSkeletonPoints enum removal change from ESS.
2020-06-16 13:53:12 +02:00
e9253466ef
Update ESS again, so CharacterSkeleton3D also uses the enums from the project settings for it's model entries.
2020-06-16 13:47:10 +02:00
3f132e4828
Update ESS to the latest to get CharacterSkeleton3D's attach point rework.
2020-06-16 13:40:16 +02:00
2d46c1bb10
Update ESS, so CharacterSkeleton uses the bone id in VisualEntry properly. Remove the null entries from the test character visuals. Also fix left upper arm.
2020-06-16 11:42:10 +02:00
d0586063d1
Update the engine, and ESS, to get the Cooldown and CategoryCooldown removal change.
2020-06-13 21:53:10 +02:00
2dfba2bc97
Update Voxelman to the latest to get the mesher changes.
2020-06-12 19:55:37 +02:00
70b1b4badd
Update ESS to get the TalentRowData changes. Also updated the engine.
2020-06-05 18:05:54 +02:00
6d330cb491
Re-enable threaded character model generation.
2020-05-23 22:09:40 +02:00
d4ccb9d743
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.
2020-05-23 22:09:19 +02:00
08c0c69aa7
Now the CharacterSkeleton uses Arrays directly.
2020-05-23 19:56:03 +02:00
fbc1c056a1
Redone the seams for the character's model.
2020-05-23 19:29:32 +02:00
6b50033f29
Now the visibility/lod/wakeup check has a timer for mobs.
2020-05-23 18:49:06 +02:00
8bf46093e7
Increase the chunk despawn range by one.
2020-05-23 18:13:30 +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
ce23b724c9
Update ESS, to get the ModelVisualEntry rework.
2020-05-21 15:42:22 +02:00
e1d24dc838
Updated ESS to get the ModelVisual, and ModelVisualEntry changes.
2020-05-20 22:14:56 +02:00
794820e08c
Update ESS.
2020-05-20 20:41:26 +02:00
9721a80086
Fix broken dependencies.
2020-05-20 01:42:02 +02:00
2302657002
Update ESS, to get the ItemVisual to ModelVisual rename.
2020-05-19 21:10:07 +02:00
a109c9070f
Mostly reoriented the model's bodyparts. It's not perfect, but good enough for now.
2020-05-17 18:51:34 +02:00
e43cce888a
Now all of the current character's bodyparts are in gltf.
2020-05-17 17:00:16 +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
99f01c6c95
Update the engine, and Voxelman to the latest.
2020-05-09 21:25:45 +02:00
dce511474c
Reduce the body visibility to 90 meters for the character I have.
2020-05-09 20:41:49 +02:00
52b89c9746
Only calculate texture for uv2 if it actually needs to happen. So far doing it like this seems faster.
2020-05-09 20:41:17 +02:00
0c1ac31224
Spawn the correct mob.
2020-05-06 21:50:15 +02:00
d12d58d61b
Update ESS (and the engine) to the latest, to get the stat reworks.
2020-05-03 00:17:23 +02:00
0f4093fc44
Update ESS, so StatData is inside EntityData instead of EntityClassData.
2020-04-29 18:14:46 +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
8e50bda8ef
Updated ESS, now the Speed and Health ResourceData instantiates the c++ version.
2020-04-28 23:58:25 +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
7b76a90a8f
Removed mana from stats.
2020-04-27 17:11:10 +02:00
74304c87e8
Fix .gitignore to only ignore the modules folder that is in the root of the project. This commit contains the missing files from #6ef0a84fbecf .
2020-04-26 15:43:07 +02:00