A c++ Godot Engine module that contains Broken Seals related code. Level generators for example.
Go to file
2022-01-12 21:53:19 +01:00
doc_classes Re-extract the docs. 2022-01-12 21:51:32 +01:00
.gitignore Initial commit. 2020-05-23 20:25:01 +02:00
biome_terrarin_generator.cpp Update the copyright texts. 2022-01-12 21:53:19 +01:00
biome_terrarin_generator.h Update the copyright texts. 2022-01-12 21:53:19 +01:00
config.py Re-extract the docs. 2022-01-12 21:51:32 +01:00
LICENSE Update the copyright texts. 2022-01-12 21:53:19 +01:00
README.md Initial commit. 2020-05-23 20:25:01 +02:00
register_types.cpp Update the copyright texts. 2022-01-12 21:53:19 +01:00
register_types.h Update the copyright texts. 2022-01-12 21:53:19 +01:00
SCsub Added a new TMeshInstance class (inherited from MeshInstance). All it does is allows me to call _initialize_skinning and _is_software_skinning_enabled from gdscript, because without calling these explicitly, gpu skinning doesn't seem to work properly. Not yet 100% sure if its a regression, or I'm just supposed to do things now differently. 2021-07-19 15:44:31 +02:00
t_mesh_instance.cpp Added a new TMeshInstance class (inherited from MeshInstance). All it does is allows me to call _initialize_skinning and _is_software_skinning_enabled from gdscript, because without calling these explicitly, gpu skinning doesn't seem to work properly. Not yet 100% sure if its a regression, or I'm just supposed to do things now differently. 2021-07-19 15:44:31 +02:00
t_mesh_instance.h Added a new TMeshInstance class (inherited from MeshInstance). All it does is allows me to call _initialize_skinning and _is_software_skinning_enabled from gdscript, because without calling these explicitly, gpu skinning doesn't seem to work properly. Not yet 100% sure if its a regression, or I'm just supposed to do things now differently. 2021-07-19 15:44:31 +02:00

Broken Seals Module

C++ code for Broken Seals.