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60a7e84a5d
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Implemented debug collision shape visualization for the terrain. Also fixed the winding order for the isometric mesher's returned shape.
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2022-03-04 14:17:55 +01:00 |
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c911f3ccab
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Implemented terrain tile collider generation.
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2022-03-04 12:24:37 +01:00 |
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324611fc46
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Prototype implementation, that makes walls actually work with godot's y sort. It does need tweaks.
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2022-03-03 13:22:52 +01:00 |
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b63eed39f9
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Added wall mesh transform properties to the world and chunk. Also cleanups the the ChannelFlags enum and added FLAG_CHANNEL_WALL_HOLE to it.
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2022-02-26 17:24:45 +01:00 |
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aa85599ec4
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Added a custom transform to world and chunks. It can be used to set up everything as isometric.
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2022-02-24 18:48:46 +01:00 |
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bac9329808
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Lots of cleanups.
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2022-02-24 16:55:14 +01:00 |
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7f68d5f794
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Changed voxel scale to cell size x and y.
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2022-02-24 15:50:47 +01:00 |
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936143b964
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Removed world height.
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2022-02-24 14:59:33 +01:00 |
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91ffd8d1c3
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Now chunks use canvas items. This makes positions work on both rendering backends.
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2022-02-24 13:02:01 +01:00 |
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fb9bace145
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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.
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2022-02-24 12:44:02 +01:00 |
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2a778660c9
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Initial drawing setup.
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2022-02-24 09:24:41 +01:00 |
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467e862b08
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Now the world inherits from Navigation2D.
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2022-02-23 20:01:38 +01:00 |
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208d21cd40
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Initial 2d conversion step.
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2022-02-23 19:38:06 +01:00 |
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e74b23b8de
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Depend on props_2d instead of the props module.
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2022-02-22 13:29:31 +01:00 |
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6272c56664
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Replace TERRAIN_ to TERRAIN_2D_. (Include guards, and enums.)
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2022-02-22 12:02:42 +01:00 |
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6c60ca107a
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Replace Terrain to Terrain2D everywhere.
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2022-02-22 11:42:28 +01:00 |
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419b7fc9a5
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Rename the files.
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2022-02-22 11:09:36 +01:00 |
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