Commit Graph

  • a2c0d299d4 draw_debug_polygons() now handles parenting the line mesh all on its own. main 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. mesh-slice-fix 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
  • c61b3c0359 Added static functions that allow slicing meshes, including skinned meshes. mesh-editing 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