Commit Graph

  • a359da1762 - SliceableRigidBody3D is now implemented. - Skinned vertex generation is now its own interruptible slicing step. - Hurtbox queue is implemented in a more performant manner. - Print macros now use class names instead of special tags. main ActualHorse 2026-10-16 13:48:15 -04:00
  • 00332be60c Reorganised code files and moved functions to DamageableNode3D parent class. ActualHorse 2026-10-04 21:40:52 -04:00
  • 1a38b7bf19 Hitboxes now send multiple hitboxes per frame instead of just one. ActualHorse 2026-10-02 00:27:32 -04:00
  • 4e0b756000 Slice performance improved by setting time limits on loops. ActualHorse 2026-10-02 00:26:44 -04:00
  • 4fd24f03a1 Slicing function now has multiple deferred stages. slice-deferred-stages-rework ActualHorse 2026-09-29 20:09:27 -04:00
  • 223eaf2f32 Reworked slicing code in various ways: - slice_mesh takes an input struct, and returns all data in an output struct. - Separated loops to ease the possibility of making them deferred functions. ActualHorse 2026-09-29 04:18:34 -04:00
  • 6e508ccde2 - slice_mesh now supports interpolating custom Float32 data arrays. - get_skinned_vertex_positions now uses Ref<ArrayMesh> instead of a pointer. ActualHorse 2026-09-27 17:36:49 -04:00
  • 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. ActualHorse 2026-09-26 14:04:32 -04:00
  • b5fe9f7c8d HurtboxBase now sends hit updates on a timer instead of on a new frame. ActualHorse 2026-09-26 01:42:38 -04:00
  • 64421d8ff7 Added a macro to easily call functions on a timer. ActualHorse 2026-09-26 01:34:33 -04:00
  • b6315f3076 Sliced mesh caps now generate proper normals, thanks to SurfaceTool. ActualHorse 2026-09-26 01:34:01 -04:00
  • 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. ActualHorse 2026-09-25 03:56:05 -04:00
  • a9fd36efa6 - Finally fixed that crash caused by accessing invalid bone transform data. - Skinned vertices are generated per surface, instead of all at once. ActualHorse 2026-09-24 14:41:11 -04:00
  • 52c2aab73c - HurtboxBase can now properly generate Character3D hit data from a bone hit. - IDamageable now uses a custom damage struct instead of a dictionary. ActualHorse 2026-09-24 01:24:33 -04:00
  • fda1bada3e godot-cpp submodule updated to 4.3. ActualHorse 2026-09-19 10:16:29 -04:00
  • 846174f772 HurtboxBase can now find a character hit solely from the CharacterSkeleton3D. ActualHorse 2026-09-19 02:13:30 -04:00
  • 6642760206 Fixed deadzone issues with InputResource's axis update routine. ActualHorse 2026-09-19 02:12:31 -04:00
  • 5ccef7932e CharacterSkeleton3D is now properly registered. ActualHorse 2026-09-19 02:11:22 -04:00
  • 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. ActualHorse 2026-09-19 02:10:13 -04:00
  • 205ab4357a Character3D now uses the standard CharacterSkeleton3D build. ActualHorse 2026-09-19 02:07:00 -04:00
  • 38f539e432 Added a CharacterSkeleton3D class, for standardising skeleton builds. ActualHorse 2026-09-19 02:03:49 -04:00
  • 47aa72ae33 Added a DebugDraw3D class, which currently draws an outline of a mesh's AABB. ActualHorse 2026-09-19 02:02:33 -04:00
  • a2c0d299d4 draw_debug_polygons() now handles parenting the line mesh all on its own. ActualHorse 2026-09-13 00:52:11 -04:00
  • bd78ca9046 PlayerSpawn now *actually* uses the new print macros. ActualHorse 2026-09-13 00:50:54 -04:00
  • 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. ActualHorse 2026-09-13 00:02:40 -04:00
  • 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. ActualHorse 2026-09-12 11:56:10 -04:00
  • 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. ActualHorse 2026-09-07 13:49:13 -04:00
  • c91a539a26 Number of mouse inputs is now tracked, and mouse mode is changed more reliably. ActualHorse 2026-09-03 11:24:38 -04:00
  • 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. ActualHorse 2026-08-29 15:52:58 -04:00
  • 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. ActualHorse 2026-08-25 01:33:07 -04:00
  • 431b7c2f8a get_skinned_vertex_positions now returns skin transform array. ActualHorse 2026-08-23 23:26:33 -04:00
  • 3119b17bd6 - Removed superfluous check for a valid skeleton. - Fixed getting mesh vertices on meshes with no skeleton. ActualHorse 2026-08-23 22:35:45 -04:00
  • bbaa3d01d2 - Implemented a much more efficient bone weight calculation. - Added debug messages for measuring the time each step of a mesh slice takes. ActualHorse 2026-08-23 22:18:47 -04:00
  • 814299e449 Fixed signal/function name confusion when adding and removing input resources. ActualHorse 2026-08-23 17:46:11 -04:00
  • 323e55c3fd Signals are no longer double-connected when a resource is added twice. ActualHorse 2026-08-20 01:51:56 -04:00
  • acdd9f104e - Added a method to retrieve actions and axes from a resource by name. - InputResources call their signals with default values before disconnecting. ActualHorse 2026-08-19 19:01:52 -04:00
  • fb0293ac14 Fixed axes mapped to buttons creating an input for each axis value change. ActualHorse 2026-08-17 21:12:57 -04:00
  • 05a680cc5b Added static functions that allow slicing meshes, including skinned meshes. ActualHorse 2026-08-01 05:30:25 -04:00
  • 8ab4bde4a1 liborng is now its own repository, as it always should have been. ActualHorse 2026-07-31 00:10:44 -04:00
  • 934a88d99e Initial commit ActualHorse 2026-07-30 23:43:46 -04:00