Commit Graph

176 Commits (c34c704b38a9510502072db41a6538f651ddc989)

Author SHA1 Message Date
Martin Felis c34c704b38 Stuff changed to References instead of node types. 2024-01-02 17:07:56 +01:00
Martin Felis 4c9f6e5815 Added shrug animation when interaction is not possible. 2024-01-01 17:01:00 +01:00
Martin Felis ce53cdba6a Tree chopping only possible with axe. 2024-01-01 16:07:27 +01:00
Martin Felis b6b11228a5 Added Wood entity, trees drop 1-2 Wood logs when chopped. 2024-01-01 15:56:56 +01:00
Martin Felis c2cce1ae0f Tested navigation on water and rocks in water. 2023-12-29 17:55:43 +01:00
Martin Felis 06b808c10d Fixed tile masks, made path smoothing optional. 2023-12-29 17:43:04 +01:00
Martin Felis a5a94d1b89 Added missing pirate model. 2023-12-29 09:28:25 +01:00
Martin Felis 7d0e0b23bd Added TileTypeInfo to store tile masks. 2023-12-29 09:26:43 +01:00
Martin Felis 883e256101 Renamed world tile coloring shader. 2023-12-28 20:52:58 +01:00
Martin Felis 593c2f556b Fixed wrong tile type texture when generating new level. 2023-12-28 18:14:07 +01:00
Martin Felis 453cfcde00 Fixed build NavigationTests.cs, still defunct though. 2023-12-28 10:25:01 +01:00
Martin Felis cfb731c27e Intermediate commit 2023-12-14 17:27:07 +01:00
Martin Felis bfd5eef2f5 Mass reformatting. 2023-11-18 22:32:57 +01:00
Martin Felis 2109c6b6ec Moved path planning to world class.
- Tree entities now are obstacles in navigation planning.
 - Once chopped obstacles are removed.
2023-11-18 22:11:34 +01:00
Martin Felis a37b028b39 Refactoring now functional 2023-11-15 20:57:25 +01:00
Martin Felis fcc2fdb8d3 Fixed missing ToolAttachment 2023-11-13 20:10:05 +01:00
Martin Felis 71162f9420 Minor cleanup. 2023-11-11 10:58:35 +01:00
Martin Felis d2611c6073 Interactions can now end themselves. 2023-11-10 20:22:55 +01:00
Martin Felis 187dac2d85 Interaction now working with streamed entities. Yay! 2023-11-10 16:31:11 +01:00
Martin Felis b968f9b3b2 Navigation with plange angle targets now functional again. 2023-11-10 12:22:17 +01:00
Martin Felis c59d92618b Tile instancing now working, also fixed navigation bounds. 2023-11-10 11:11:08 +01:00
Martin Felis eaaa5219ed Optimized HexTile highlight geometry 2023-11-10 11:10:16 +01:00
Martin Felis 1ba28ab06c HexGrid: allow setting bounds via offset coordinate rectangle. 2023-11-10 10:44:18 +01:00
Martin Felis 4c0a2e7714 Also populate chunks with entities when chunks are being generated. 2023-11-05 21:46:28 +01:00
Martin Felis 928ddd3937 Some improvements on tile instancing. 2023-11-04 19:15:26 +01:00
Martin Felis 0663263bb7 Further cleanup. 2023-11-01 17:59:43 +01:00
Martin Felis 6ca776014b Minor cleanup. 2023-11-01 17:43:47 +01:00
Martin Felis 36be4bc4c8 Refactored map generation and masking.
World now has textures for height and tile types.
2023-11-01 16:02:39 +01:00
Martin Felis a1f02a8820 Removed rendering artefact on world chunk texture. 2023-11-01 12:49:34 +01:00
Martin Felis 5cabf4ca28 Fixed exception when planning results in an empty path. 2023-11-01 12:34:28 +01:00
Martin Felis 0304b635a6 Minor cleanup WorldView.cs 2023-11-01 12:33:43 +01:00
Martin Felis 0160e72eec Fixed angle stuttering when reaching target. 2023-11-01 12:33:04 +01:00
Martin Felis a0a3fea598 Chunk based world generation works.
Still missing:
- world population (trees, grass, rocks)
- chunk saving/loading
2023-10-30 22:20:32 +01:00
Martin Felis d918da6fd6 Somewhat improved GroundMotionComponent. Still buggy, though. 2023-10-27 23:00:54 +02:00
Martin Felis aaa286bf77 WorldView: make rendering of hex tile borders optional. 2023-10-27 22:58:37 +02:00
Martin Felis c808739b78 Hide WorldChunk Texture overlays by default. 2023-10-27 22:56:49 +02:00
Martin Felis d70d9cd682 For planned paths use the current position as the first NavigationPoint. 2023-10-27 22:11:45 +02:00
Martin Felis 01fde34276 Setting better bounds when performing Path search. 2023-10-27 21:49:37 +02:00
Martin Felis da09c66cb3 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
Martin Felis 0ce8a0ddd6 Use Vector2 instead of Tuple<int, int> as identifier for chunks in World.cs.
Means we only have ~ +/-9.000.000 valid coordinates, but that should be enough for now.
2023-10-14 21:54:18 +02:00
Martin Felis 30b70d1d7a Added very basic chunk unloading. 2023-10-08 22:38:35 +02:00
Martin Felis f8819937e1 Some progress in tile streaming prototype 2023-10-05 18:17:48 +02:00
Martin Felis e2bb11380d Made debug UI more readable by using float formatting. 2023-09-26 17:00:25 +02:00
Martin Felis e91b64e82f Ground level now at height 0. 2023-09-19 20:32:22 +02:00
Martin Felis 1e7e07f349 Fixed infinite loop when querying CellsForLine. 2023-08-30 08:53:49 +02:00
Martin Felis 83265f5838 Added TestCase for which CheckSweptTriangleCellCollision does not terminate. 2023-08-29 12:23:20 +02:00
Martin Felis 7627aa3699 Properly apply ShowHexTiles for instanced tiles. 2023-08-29 12:21:35 +02:00
Martin Felis 39f20c8e01 Some improvements with path smoothing and interactions. 2023-08-28 18:22:28 +02:00
Martin Felis d61ef6ba45 Prepared UnitTest for StreamContainer. 2023-08-28 14:48:54 +02:00
Martin Felis 53b1f7f414 Use instancing for HexTile3D rendering. 2023-08-28 14:03:02 +02:00