Commit Graph

33 Commits

Author SHA1 Message Date
12276aa334 Work on fixing compile. 2023-01-09 01:15:48 +01:00
d827bd370e Comment out all GDVIRTUAL_BINDs in the module temporarily. 2023-01-08 16:48:01 +01:00
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ee46263958 removed version 3 checks + renamed incorrectly identified replacement for BIND_VMETHOD 2022-08-31 17:27:50 -04:00
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32907bc4ec converting everything with regex 2022-08-29 14:42:15 -04:00
3767068096 Update the copyright headers to 2022. 2022-01-12 21:44:26 +01:00
378ebcff23 Update the copyright texts for 2021. 2021-04-19 10:13:51 +02:00
9621a6dda5 Added additional transforms for the bone meshes. This will simplify the model part creation process. Also added a user transform field, which can be used to distort modelparts on a per character basis. 2021-01-29 16:31:44 +01:00
35b7806fd7 Fix logic in remove_model_visual. 2020-09-15 09:29:11 +02:00
927e1d5b14 Fix error in console if you have 0 bone attachments in the ProjectSettings array. 2020-06-20 15:37:00 +02:00
4405178f06 (Hopefully) fixed the crash that sometimes occurs on scene changes. 2020-06-18 13:38:23 +02:00
c3ac4bf02a Added a type property to ModelVisualEntry, also it now hides the irrelevant properties based on it's type. Implemented handling of the attachment ModelVisuals in CharacterSkeleton3D. Also Small api change to CharacterSkeleton3D. 2020-06-16 15:53:33 +02:00
29e07fd649 Now the entries also use the bones from the project setting in Character Skeleton 3D. 2020-06-16 13:46:02 +02:00
68a674da8c Reimplemented attach points into CharacterSkeleton3D. Also added the CommonCharacterSkeletonPoints enum into EntityEnums, and a customizable skeleton bone attachment points string array into the ProjectSettings, and ESS singleton. 2020-06-16 13:38:33 +02:00
022775d916 Now CharacterSkeleton3D will actually use the bone from the VisualEntry itself. 2020-06-16 11:38:56 +02:00
7bbca9ae89 Centralized most of the 4.0 port code into a new header. 2020-05-22 20:48:08 +02:00
2d5d4c0a97 Refactored/cleaned up ModelVisualEntry. 2020-05-21 15:40:59 +02:00
65450f5794 Reworked ModelVisual (now it only contains an array), and added a the new customizable enum values to ModelVisualEntry. 2020-05-20 22:13:29 +02:00
18f3095832 Removed the EntityGender enum. Now everything uses plain int model indexes. 2020-05-20 20:38:10 +02:00
fa33d5d57e Renamed ItemVisual to ModelVisual. 2020-05-19 21:09:00 +02:00
f29b01af8b Clang format. 2020-04-10 14:09:21 +02:00
9fa7c23462 Fix build for 4.0. (When 4.0 becomes stable I'll create a branch for it) 2020-04-09 12:32:05 +02:00
b5bd583e8e merge_mesh_array is now able to handle bones. 2020-03-30 23:16:20 +02:00
963268666f Added the mesh vertex merging/uv baking methods from Voxelman into CharacterSkeleton3D. 2020-03-30 20:43:55 +02:00
f1490c7543 Organized the data folder's classes into subfolders. 2020-02-03 13:01:17 +01:00
74eb8bcb2f Updated the license header for 2020, also added the license text to the top of the c++ files. Removed a now unneeded, unused file. 2020-01-31 19:34:47 +01:00
6aa2df4647 Now both Entity, and WorldSpell inherit from Node, this complicates the setup by a tiny bit (Entity's body property needs to be assigned), but now the module will work in both 2D, and 3D. Also removed the compile time option. 2020-01-02 22:56:24 +01:00
6c1c5eca46 Fix small issues, and model re-generation. 2019-11-04 21:43:32 +01:00
e267217b84 Removed the now unneeded CharacterSkeletonVisualEntry, and it's related properties/classes. 2019-10-26 15:28:58 +02:00
952bbb113d Small cleanups. 2019-10-26 15:13:04 +02:00
56a333bef5 More work on ItemVisuals. 2019-10-26 03:38:09 +02:00
be520eb184 Compile fix. 2019-10-24 22:12:11 +02:00
1667a315ed Fixed up CharacterSkeleton3D. 2019-08-26 11:46:43 +02:00
c09a7a18bf Cleaned up the skeleton a bit. 2019-08-23 20:23:48 +02:00