ActualHorse
6e508ccde2
- slice_mesh now supports interpolating custom Float32 data arrays.
...
- get_skinned_vertex_positions now uses Ref<ArrayMesh> instead of a pointer.
2026-09-27 17:36:49 -04:00
ActualHorse
e35adc23b2
Removed fix_polygon_winding's ability to delete edges, since it caused problems
...
with polygons that have only three vertices and also that isn't really its job
to do anyway.
2026-09-26 14:04:32 -04:00
ActualHorse
b5fe9f7c8d
HurtboxBase now sends hit updates on a timer instead of on a new frame.
2026-09-26 01:42:38 -04:00
ActualHorse
64421d8ff7
Added a macro to easily call functions on a timer.
2026-09-26 01:34:33 -04:00
ActualHorse
b6315f3076
Sliced mesh caps now generate proper normals, thanks to SurfaceTool.
2026-09-26 01:34:01 -04:00
ActualHorse
306db05bfc
- Improved loading of newly-sliced MeshInstance3D nodes.
...
- Character3D now handles slicing one skeleton per frame.
- Fixed an issue where many identical HurtboxDamages were sent to one body.
2026-09-25 03:56:05 -04:00
ActualHorse
a9fd36efa6
- Finally fixed that crash caused by accessing invalid bone transform data.
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- Skinned vertices are generated per surface, instead of all at once.
2026-09-24 14:41:11 -04:00
ActualHorse
52c2aab73c
- HurtboxBase can now properly generate Character3D hit data from a bone hit.
...
- IDamageable now uses a custom damage struct instead of a dictionary.
2026-09-24 01:24:33 -04:00
ActualHorse
fda1bada3e
godot-cpp submodule updated to 4.3.
2026-09-19 10:18:52 -04:00
ActualHorse
846174f772
HurtboxBase can now find a character hit solely from the CharacterSkeleton3D.
2026-09-19 02:13:30 -04:00
ActualHorse
6642760206
Fixed deadzone issues with InputResource's axis update routine.
2026-09-19 02:12:31 -04:00
ActualHorse
5ccef7932e
CharacterSkeleton3D is now properly registered.
2026-09-19 02:11:22 -04:00
ActualHorse
bdca6d83b3
- MeshEditingLibrary now uses the mesh's full AABB for cap UV generation.
...
- MeshEditingLibrary can now also set X/Y/Z plane cap materials as needed.
2026-09-19 02:10:13 -04:00
ActualHorse
205ab4357a
Character3D now uses the standard CharacterSkeleton3D build.
2026-09-19 02:07:00 -04:00
ActualHorse
38f539e432
Added a CharacterSkeleton3D class, for standardising skeleton builds.
2026-09-19 02:03:49 -04:00
ActualHorse
47aa72ae33
Added a DebugDraw3D class, which currently draws an outline of a mesh's AABB.
2026-09-19 02:02:33 -04:00
ActualHorse
a2c0d299d4
draw_debug_polygons() now handles parenting the line mesh all on its own.
2026-09-13 00:52:11 -04:00
ActualHorse
bd78ca9046
PlayerSpawn now *actually* uses the new print macros.
2026-09-13 00:50:54 -04:00
ActualHorse
36c7f87dc0
- Hurtboxes now create their own collision shape nodes automatically.
...
- Character3D prevent crashes on _ready by checking for a valid skeleton.
- Fixed deadzone reading as cleared for all axes when only one has done so.
- Singletons once again deregistered, since it seems to now cause less crashes.
- PlayerSpawn now uses the new error-printing macro.
2026-09-13 00:02:40 -04:00
ActualHorse
ef761713b7
- Mesh slicing now works properly when a cut crosses through multiple surfaces.
...
- Added a debug feature to show polygon lines that can't form a closed shape.
2026-09-12 23:55:22 -04:00
ActualHorse
004c845af7
- Increased minimum version to 4.3 for compatibility with physics bones.
...
- Added an interface for nodes that can be damaged.
- Character3D implements the above interface to make itself sliceable.
- Added a hurtbox base class.
- MeshEditingLibrary::slice_mesh now uses Godot references when possible.
- Removed semicolon from print macros to enforce placing them in code.
2026-09-07 13:49:13 -04:00
ActualHorse
c91a539a26
Number of mouse inputs is now tracked, and mouse mode is changed more reliably.
2026-09-03 11:24:38 -04:00
ActualHorse
1e43a2433c
- Inputs no longer fire continuously when the axis is in a resting position.
...
- Fixed an error that caused a signal that doesn't exist to disconnect.
2026-08-29 15:52:58 -04:00
ActualHorse
ad7281a47a
- Added Character3D as a C++ class.
...
- PlayerOrigin now loads a preview of the player scene in the editor.
- LevelScene now executes a signal when a Character3D falls out of the world.
- SublevelScene no longer crashes when the extension is reloaded.
- slice_mesh() now transforms the slice cap normals to match the vertices.
- InputResource now sends mouse axis inputs to a separate callback.
- Added debug log macros.
2026-08-28 15:54:17 -04:00
ActualHorse
431b7c2f8a
get_skinned_vertex_positions now returns skin transform array.
2026-08-23 23:26:33 -04:00
ActualHorse
3119b17bd6
- Removed superfluous check for a valid skeleton.
...
- Fixed getting mesh vertices on meshes with no skeleton.
2026-08-23 22:53:53 -04:00
ActualHorse
bbaa3d01d2
- Implemented a much more efficient bone weight calculation.
...
- Added debug messages for measuring the time each step of a mesh slice takes.
2026-08-23 22:18:47 -04:00
ActualHorse
814299e449
Fixed signal/function name confusion when adding and removing input resources.
2026-08-23 17:48:44 -04:00
ActualHorse
323e55c3fd
Signals are no longer double-connected when a resource is added twice.
2026-08-20 01:51:56 -04:00
ActualHorse
acdd9f104e
- Added a method to retrieve actions and axes from a resource by name.
...
- InputResources call their signals with default values before disconnecting.
2026-08-19 19:14:07 -04:00
ActualHorse
fb0293ac14
Fixed axes mapped to buttons creating an input for each axis value change.
2026-08-17 21:12:57 -04:00
ActualHorse
05a680cc5b
Added static functions that allow slicing meshes, including skinned meshes.
2026-08-13 04:11:54 -04:00
ActualHorse
8ab4bde4a1
liborng is now its own repository, as it always should have been.
2026-07-31 00:19:28 -04:00