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Martin Felis 3e251d2843 Intermediate commit 2024-05-07 18:49:04 +02:00
addons/gdhexgrid Experimenting with noise based world generation 2022-10-14 11:36:40 +02:00
assets Extremely simple building (placement of workbenches). 2024-01-04 16:41:26 +01:00
components Added CollectibleComponent and refactored GoldBar, Wood and Axe. 2024-01-04 15:45:26 +01:00
doc NavigationComponent can handle position and orientation targets. 2023-02-12 16:30:56 +01:00
entities Intermediate commit 2024-05-07 18:49:04 +02:00
export Added html export upload script 2022-12-08 21:27:28 +01:00
materials Intermediate commit 2024-05-07 18:49:04 +02:00
scenes Intermediate commit 2024-05-07 18:49:04 +02:00
script_templates Gold bars are now spawned from chests. 2023-04-28 14:27:25 +02:00
systems Mass reformatting. 2023-11-18 22:32:57 +01:00
tests Mass reformatting. 2023-11-18 22:32:57 +01:00
ui Intermediate commit 2024-05-07 18:49:04 +02:00
utils Mass reformatting. 2023-11-18 22:32:57 +01:00
.gitignore Minor project cleanup. 2024-01-04 15:48:05 +01:00
Globals.cs Mass reformatting. 2023-11-18 22:32:57 +01:00
GodotComponentTest.csproj Better heuristics to avoid full grid searches. 2023-07-17 22:58:15 +02:00
GodotComponentTest.sln Started migration to C# 2022-12-02 21:11:04 +01:00
HexCell.cs Mass reformatting. 2023-11-18 22:32:57 +01:00
HexGrid.cs Mass reformatting. 2023-11-18 22:32:57 +01:00
Sprite.gd Initial commit 2022-08-17 00:50:30 +02:00
default_env.tres Initial commit 2022-08-17 00:50:30 +02:00
export_presets.cfg Moved path planning to world class. 2023-11-18 22:11:34 +01:00
icon.png Initial commit 2022-08-17 00:50:30 +02:00
icon.png.import Added SceneTileChunk that is used in WorldView to manage state needed for the visible part of a chunk. 2023-10-23 21:22:53 +02:00
project.godot Minor project cleanup. 2024-01-04 15:48:05 +01:00