Commit Graph

51 Commits

Author SHA1 Message Date
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
aa7e605d65 Fix compile for 4.0. 2021-02-06 11:44:14 +01:00
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
28f2cc1f38 Moved the 3D skeleton implementation into the 2D one. 2020-07-09 00:26:20 +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
6f3744e2cb Ran clang format on every file, I got used to it working by default in Visual Studio and I forgot about it. 2020-01-09 04:27:19 +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
d89871f1b4 now the text_name properties use resource's resource_name property to store data. 2019-11-09 17:49:05 +01:00
6c1c5eca46 Fix small issues, and model re-generation. 2019-11-04 21:43:32 +01:00
d2c29095bb Added gender enum, and added it to ItemVisualEntry. 2019-11-03 22:39:19 +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
de25ec9dd5 Added SkeletonModelEntry. 2019-10-25 15:52:58 +02:00
65ab6c1dbd Bindings for SPeciesModelData. 2019-10-25 14:01:59 +02:00
99b5981e12 Fix compile. 2019-10-25 10:24:12 +02:00
f4341a1d51 Renamed EntityRace to EntitySpeciesData. Added SpeciesModelData. Small changes. 2019-10-25 10:22:57 +02:00
be520eb184 Compile fix. 2019-10-24 22:12:11 +02:00
dba901cc9e Started implementing switchable equipment. 2019-10-24 22:06:47 +02:00
1667a315ed Fixed up CharacterSkeleton3D. 2019-08-26 11:46:43 +02:00
6a8d4c13d4 CharacterBones inherits from Node2D now. 2019-08-25 16:33:02 +02:00
1949e49aed Added a CharacterBones class. 2019-08-24 21:27:42 +02:00
378fc4642f Merge branch 'master' of https://github.com/Relintai/entity_spell_system
# Conflicts:
#	skeleton/character_skeleton.cpp
#	skeleton/character_skeleton.h
2019-08-23 20:56:23 +02:00
8b8dc6c7f9 Removed everything from the base skeleton. 2019-08-23 20:52:01 +02:00
c09a7a18bf Cleaned up the skeleton a bit. 2019-08-23 20:23:48 +02:00
35efa1fd9b Fixed equipset's bindings. 2019-07-23 19:10:43 +02:00
3906bea408 Created the bindings for EntityEquipSet, and fixed compile. 2019-07-23 13:55:11 +02:00
1e0daf2e73 Added a bund of skeleton-related new classes. They aren't finished yet. Renamed the spells folder to infos. 2019-07-23 02:21:06 +02:00
a7e4a592f3 Build fix. 2019-07-02 11:40:57 +02:00
e80b0364bc A bit of work on the skeleton. 2019-07-01 01:29:59 +02:00
9aaa5d1d5a -Renamed CharacterSkeletonBoneId to CharacterSkeletonPoints.
-Added rank to spells.
-Removed The Icon class, and the SpellManager.
-More cleanup.
-Removed more collection dynamic allocations.
2019-05-30 00:26:02 +02:00
b69663de86 -Added Aura and Spell visual effect is now VisualBoneAttachment.
-Added groups fo the spell.
2019-05-13 13:25:03 +02:00