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Swapped engines. I created a new, heavily customized godot fork. Changelog
Added the world node to the save group. This fixes saving the character on exiting.
Small improvements to the spell book window.
Fix material cache initialization logic for the CharacterSkeletonMeshJob.
Import the weapons and armor pack's textures as packer image resources. This fixes their issues with uvs on the html backend.
More fixes to the uvs on the html backend.
Added live version to github.io.
Added liquids, and a liquid material.
Created a new water tile.
Set up a base ocean layer for the world.
Raycast from higher up when placing entities.
Disabled Octahedral compression for the characters, as it caused issues on some of my test android devices.
Created a proper icon.
Various smaller cleanups, and script updates.
Tools
Created a uv debugger tool.
Added tool keyword to the dungeon teleporters, so they can be spawned in to the editor without errors.
World Generator
Added a new WorldGenRaycast class, and now world generator will use this instead of a stack and stack index to make the data available to the generation methods. Also added local uv to it.
Implement selecting the edited resource on clicking it's button in the world generator addon's EditorResourceWidget.
Added a new editor chunk spawn range property to the world.
Now the float and int properties use a hbox container, and their label is set to expand fill.
Modularized the world generation algorithms, so the world is now actually layered.
Now the default surface's id is customizable in the ocean base world.
add_slot in ResourcePropertyList.gd will now return the expected index.
Added a h separator to the test continent's properties.
Mat maker GD
Added undo redo support the gradient editor. This also fixes seamless color editing with it.
Also added undo redo support fro the gradient editor's interpolation type dropdown.
Also fixed the gradient editor popup thing.
Also added undo redo support for the gradient editor when adding and removing colors.
Terraman
I renamed voxel_surface methods/properties to terra_surface.
Fixed liquids.
Added a helper method to the world to get the editor's camera.
Reworked the in-editor world generation logic. Now when the generate in editor property is set, the world generate chunks around the editor's camera.
I fixed a few threading issues when spawning and despawning chunks extremely fast. This happens in the editor when the camera can go around really fast.
Fixed a typo (transform_uv_scaled used the x coordinate in place of y) This makes the terrain's texture look seamless.
Now the PCM library generates a liquid material, and also found / fixed a few race conditions.
Fixed a few issues with material cache usage.
Fixed color baking lod step when the library supports material caches.