martin pushed to main at martin/GodotComponentTest
- 7bdda54112 Extremely simple building (placement of workbenches).
- 60000a8570 Using a more game-y font.
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martin pushed to main at martin/GodotComponentTest
- 29153c2d35 Minor project cleanup.
martin pushed to main at martin/GodotComponentTest
- ee859886f0 Added CollectibleComponent and refactored GoldBar, Wood and Axe.
- c34c704b38 Stuff changed to References instead of node types.
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martin pushed to main at martin/GodotComponentTest
- 4c9f6e5815 Added shrug animation when interaction is not possible.
martin pushed to main at martin/GodotComponentTest
- ce53cdba6a Tree chopping only possible with axe.
- b6b11228a5 Added Wood entity, trees drop 1-2 Wood logs when chopped.
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martin pushed to main at martin/GodotComponentTest
- c2cce1ae0f Tested navigation on water and rocks in water.
martin pushed to main at martin/GodotComponentTest
- 06b808c10d Fixed tile masks, made path smoothing optional.
martin pushed to main at martin/GodotComponentTest
- a5a94d1b89 Added missing pirate model.
- 7d0e0b23bd Added TileTypeInfo to store tile masks.
- 883e256101 Renamed world tile coloring shader.
- 593c2f556b Fixed wrong tile type texture when generating new level.
- 453cfcde00 Fixed build NavigationTests.cs, still defunct though.
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martin pushed to main at martin/GodotComponentTest
- cfb731c27e Intermediate commit
- bfd5eef2f5 Mass reformatting.
- 2109c6b6ec Moved path planning to world class.
- a37b028b39 Refactoring now functional
- fcc2fdb8d3 Fixed missing ToolAttachment
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martin pushed to WorldChunkRefactoring at martin/GodotComponentTest
- a37b028b39 Refactoring now functional
- fcc2fdb8d3 Fixed missing ToolAttachment
- 71162f9420 Minor cleanup.
- d2611c6073 Interactions can now end themselves.
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martin pushed to main at martin/GodotComponentTest
- 187dac2d85 Interaction now working with streamed entities. Yay!
martin pushed to main at martin/GodotComponentTest
- 1fdaa83a6e Interaction now working with streamed entities. Yay!
- b968f9b3b2 Navigation with plange angle targets now functional again.
- c59d92618b Tile instancing now working, also fixed navigation bounds.
- eaaa5219ed Optimized HexTile highlight geometry
- 1ba28ab06c HexGrid: allow setting bounds via offset coordinate rectangle.
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martin pushed to main at martin/GodotComponentTest
- 4c0a2e7714 Also populate chunks with entities when chunks are being generated.
- 928ddd3937 Some improvements on tile instancing.
- 0663263bb7 Further cleanup.
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martin pushed to main at martin/GodotComponentTest
- 6ca776014b Minor cleanup.
martin pushed to main at martin/GodotComponentTest
- 36be4bc4c8 Refactored map generation and masking.
- a1f02a8820 Removed rendering artefact on world chunk texture.
- 5cabf4ca28 Fixed exception when planning results in an empty path.
- 0304b635a6 Minor cleanup WorldView.cs
- 0160e72eec Fixed angle stuttering when reaching target.
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martin pushed to main at martin/GodotComponentTest
- a0a3fea598 Chunk based world generation works.
- d918da6fd6 Somewhat improved GroundMotionComponent. Still buggy, though.
- aaa286bf77 WorldView: make rendering of hex tile borders optional.
- c808739b78 Hide WorldChunk Texture overlays by default.
- d70d9cd682 For planned paths use the current position as the first NavigationPoint.
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martin pushed to main at martin/GodotComponentTest
- da09c66cb3 Added SceneTileChunk that is used in WorldView to manage state needed for the visible part of a chunk.
- 0ce8a0ddd6 Use Vector2 instead of Tuple<int, int> as identifier for chunks in World.cs.
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martin pushed to main at martin/GodotComponentTest
- 30b70d1d7a Added very basic chunk unloading.
martin pushed to main at martin/GodotComponentTest
- f8819937e1 Some progress in tile streaming prototype
- e2bb11380d Made debug UI more readable by using float formatting.
- e91b64e82f Ground level now at height 0.
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