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