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@Relintai Relintai released this 10 Jan 14:12
· 624 commits to master since this release

Content creation tools (part 1) - Changes

Known issues

All 3 of my addons (mat_maker_gd, world_generator and mesh_data_resource_editor) have problems with letting the editor know when the edited resource changes. I will figure out a how to fix this / what I'm missing for the next release. (I suspect the missing undo-redo support.)

General

  • Now released filenames contain the version number.
  • Improved readme.md a bit.
  • Added uv unwrapping support to the mesh_utils module for the mesh_data_resource_editor addon. (I created and added a modified version of xatlas so it just unwraps without creating new seams.)
  • Turned TokageItLab's SkeletonEditor (godotengine/godot#45699) to an engine module, with minimal changes to the core in my fork of godot, and switched over the project's engine to this fork.
  • Removed the bone editor addon as it's no longer needed.
  • Split module information from the main SConstruct file to a separate python file for easier script upgrades.
  • Basic networking fix. Still missing some features (For example you won't see animations on clients), and has quite a few bugs, but at least it's working.

World generation

Created the new world_generator addon, and implemented everything for it, except for undo/redo.
It has resources that handle the world generation, and an editor for them.

Instead of the old World -> Biomes -> Buildings classes, this addon uses World -> Continent -> Zone -> SubZones.

The idea is that the world is only pseudo-random, so the layout of continents, zones, and subzones have to be set up by hand using rects within an editor, and then these generate the actual 3d representation.

So the terrain will be different based on the given seed, but the spawner locations, zone locations, etc are not (for now at least).

  • Ported over the old world generator to the new addon, and switched to it.
  • Removed the world_generator engine module.

mat_maker_gd addon

A while ago I started porting (https://github.com/RodZill4/material-maker) to work on the cpu, and inside the editor, but abandoned it for a while.
Not long ago I ended up resurrecting this project, and made it almost feature complete.
It's currently missing ~ 60 from ~ 195 nodes (most should be relatively trivial to do), needs some cleanups, and needs undo-redo support.

  • Added it to the project.
  • Ported all of the mat maker .ptex files over to mat_maker_gd resources.

mesh_data_resource_editor addon

Lots of improvements. Still needs work to be actually usable.

  • The gui actually works, and reflects the internal state.
  • Vertex, Face, and edge selection modes.
  • Proper axis constraint logic.
  • Now it can add a box, triangle and quad to the mesh.
  • Connect vertex action.
  • Various tweaks, code cleanups, and smaller fixes.
  • Initial implementation for a uv editor.
  • UV unwrapping support via the mesh_utils engine module.