Age | Commit message (Collapse) | Author | |
---|---|---|---|
2024-09-26 | bsp_level_generator: Add more models and textures | Lucas Fryzek | |
2024-09-26 | bsp_level_generator: Add special door tile | Lucas Fryzek | |
Having a specific door tile will prevent overlapping doors from generating as the check for a floor next to the door will fail. | |||
2024-09-26 | dungeon_manager: Add level exit, and load new level | Lucas Fryzek | |
2024-09-23 | bsp_level_generator: Fix walls generating past the end of the room | Lucas Fryzek | |
enemy: Fix seeing through walls | |||
2024-09-23 | enemy: Add line of sight to AI to look for player | Lucas Fryzek | |
2024-09-23 | bsp_level_generator: Increase size of doors to 2 grid tiles | Lucas Fryzek | |
2024-09-22 | Add enemy spawning and ability to kill enemies | Lucas Fryzek | |
2024-09-22 | bsp_level_generator: Fix navmesh generation | Lucas Fryzek | |
Make it so doors generate properly in the navigation mesh | |||
2024-09-22 | bsp_level_generator: Generate level geometry manually | Lucas Fryzek | |
Don't use CSG geometry, this makes it easier to generate a collision mesh, and in the future would make it easier to have player created levels. Level generation is much faster now as well. | |||
2024-09-22 | bsp_level_generator: Create navigation mesh | Lucas Fryzek | |
Also make enemy AI use nav mesh for finding player | |||
2024-09-21 | bsp_level_generator: Make walls only 1 tile wide | Lucas Fryzek | |
2024-09-20 | bsp_level_generator: Switch to grid based approach | Lucas Fryzek | |
Generate levels on grid and use grid to place doors. Basic POC of BSP levels is now working. | |||
2024-09-19 | bsp_level_generator: Add 3D floor and wall generation | Lucas Fryzek | |
Still need to figure out how to place and generator doors between rooms | |||
2024-09-17 | Initial commit | Lucas Fryzek | |