Commit Graph

17 Commits

Author SHA1 Message Date
60a7e84a5d Implemented debug collision shape visualization for the terrain. Also fixed the winding order for the isometric mesher's returned shape. 2022-03-04 14:17:55 +01:00
c911f3ccab Implemented terrain tile collider generation. 2022-03-04 12:24:37 +01:00
324611fc46 Prototype implementation, that makes walls actually work with godot's y sort. It does need tweaks. 2022-03-03 13:22:52 +01:00
b63eed39f9 Added wall mesh transform properties to the world and chunk. Also cleanups the the ChannelFlags enum and added FLAG_CHANNEL_WALL_HOLE to it. 2022-02-26 17:24:45 +01:00
aa85599ec4 Added a custom transform to world and chunks. It can be used to set up everything as isometric. 2022-02-24 18:48:46 +01:00
bac9329808 Lots of cleanups. 2022-02-24 16:55:14 +01:00
7f68d5f794 Changed voxel scale to cell size x and y. 2022-02-24 15:50:47 +01:00
936143b964 Removed world height. 2022-02-24 14:59:33 +01:00
91ffd8d1c3 Now chunks use canvas items. This makes positions work on both rendering backends. 2022-02-24 13:02:01 +01:00
fb9bace145 Reimplemented world_transform_changed event in chunks. This fixes chunk poitions, but only in gles3. It turns out that the transform parameter of canvas render_mesh is not implemented in gles2. 2022-02-24 12:44:02 +01:00
2a778660c9 Initial drawing setup. 2022-02-24 09:24:41 +01:00
467e862b08 Now the world inherits from Navigation2D. 2022-02-23 20:01:38 +01:00
208d21cd40 Initial 2d conversion step. 2022-02-23 19:38:06 +01:00
e74b23b8de Depend on props_2d instead of the props module. 2022-02-22 13:29:31 +01:00
6272c56664 Replace TERRAIN_ to TERRAIN_2D_. (Include guards, and enums.) 2022-02-22 12:02:42 +01:00
6c60ca107a Replace Terrain to Terrain2D everywhere. 2022-02-22 11:42:28 +01:00
419b7fc9a5 Rename the files. 2022-02-22 11:09:36 +01:00