Cameron Murphy Reikes
|
206a855170
|
Day/night cycle sun movement, artist driven camera pos override from blender
|
1 year ago |
Cameron Murphy Reikes
|
0466612cbe
|
halfway implemented angel gameplay loop, angel can specify any goals and verifies them itself, rather than game logic
|
1 year ago |
Cameron Murphy Reikes
|
66cd204628
|
Ser/der armature and bone names for debugging purposes
|
1 year ago |
Cameron Murphy Reikes
|
b105160f7e
|
Rewrite of exporting system, much more human friendly error messages. Levels now consist of multiple rooms
|
1 year ago |
Cameron Murphy Reikes
|
fc0c9e766d
|
Placed entities -> own collection to avoid asset meshes being placed entities. Add shotgun art
|
1 year ago |
Cameron Murphy Reikes
|
1fd5407895
|
Don't overwrite animation on export causing big diff
|
1 year ago |
Cameron Murphy Reikes
|
37d199a446
|
Apply change made in blender to text file
|
1 year ago |
Cameron Murphy Reikes
|
34329bf8ef
|
No waviness, export directly to assets to decrease codegen time
|
1 year ago |
Cameron Murphy Reikes
|
8369c62f26
|
Fix all non relative image paths in blender, ensure doesn't happen again in export script
|
1 year ago |
Cameron Murphy Reikes
|
00c3ff09f1
|
Massive art import of forest scene, pallete shifted farmer
|
1 year ago |
Cameron Murphy Reikes
|
265166c4d4
|
Massive art import, fix scale coord transform bug. Remove zig from build
|
1 year ago |
Cameron Murphy Reikes
|
a91de6dee1
|
Detect and error on images not in project in blender export script
|
1 year ago |
Cameron Murphy Reikes
|
7316b9e974
|
Delete all previous characters and fighting state
|
1 year ago |
Cameron Murphy Reikes
|
c736ebd013
|
Armatures can have custom images, support non-alpha images in load image
|
1 year ago |
Cameron Murphy Reikes
|
c9b6ce0c3e
|
Meshes refer to exported images, image caching system (only load path
once)
|
1 year ago |
Cameron Murphy Reikes
|
b84f824f0e
|
Export and import multiple animations, idle animation
|
1 year ago |
Cameron Murphy Reikes
|
e7ac3ee43c
|
Walking animation working on desktop and web
- Skeleton texture is clamp to edge because it's an NPOT on webgl 1
|
1 year ago |
Cameron Murphy Reikes
|
1df63e6f74
|
Export only animations relevant to the current model
|
1 year ago |
Cameron Murphy Reikes
|
53c04d573b
|
Export animations from blender, render correctly with small # of bones!
|
1 year ago |
Cameron Murphy Reikes
|
36b910c34b
|
Move one parent relation out of poses, preparation for working anims
|
1 year ago |
Cameron Murphy Reikes
|
6ce37294be
|
Skin mesh vertices from bone pose in vert shader, fix rotation of
objects being weird
|
1 year ago |
Cameron Murphy Reikes
|
cbce6c9a81
|
Armatures are a separate kind of thing, that includes its mesh
|
1 year ago |
Cameron Murphy Reikes
|
e203dcc88b
|
Decompose pose mat4 into offset, quaternion rotation, and scale
|
1 year ago |
Cameron Murphy Reikes
|
90cd549acc
|
Correctly load, visualize, and transform simple armature pose
|
1 year ago |
Cameron Murphy Reikes
|
5da994257b
|
Correctly import armature and debug draw each bone
|
1 year ago |
Cameron Murphy Reikes
|
76d209f0b4
|
Export armature as bones, import and debug draw in 3d. Flipped coord
systems right now.
|
1 year ago |
Cameron Murphy Reikes
|
dc731fafeb
|
Use artist's cowboy mesh for every NPC
|
1 year ago |
Cameron Murphy Reikes
|
6108da2cdc
|
Place dynamic npc entities in blender as level editor, allocate on
initializing the gamestate
|
1 year ago |
Cameron Murphy Reikes
|
6531db13d6
|
Compress blender file, save Exporter script from blender
|
1 year ago |
Cameron Murphy Reikes
|
04d0719418
|
Exporter -> separate file, fix codegen, don't ignore .pn files
|
1 year ago |