In #241 it became clear that having just a sprite3d for static furniture was insufficient. You can see there's no height while we're in this perspective camera. The furniture now has basic shapes below them that visualizes their height.
Added controls in the furniture editor to control their shape and height. Not visible when editing moveable furniture.
The staticfurniture will now (in addition to creating a sprite3d and a collider) create a mesh instance with the shape and color configured in the furniture editor.
Added transparency toggles so windows let trough light and the rest blocks light.
I tried to do it with just a mesh, but there were issues with lighting, transparency, uv mapping and others. We might end up doing this in the end if we require some really advanced furniture but by that point you might as well start using 3d models.
The door is still a bit wonky because the player carries a light with him and will shine trough the door and walls but that's more of a lighting issue. That would require separate work.
Screenshot of the new windows and furniture with shadows:
Screenshot of editing the furniture shape in static furniture:
Requires #241
In #241 it became clear that having just a sprite3d for static furniture was insufficient. You can see there's no height while we're in this perspective camera. The furniture now has basic shapes below them that visualizes their height.
I tried to do it with just a mesh, but there were issues with lighting, transparency, uv mapping and others. We might end up doing this in the end if we require some really advanced furniture but by that point you might as well start using 3d models.
The door is still a bit wonky because the player carries a light with him and will shine trough the door and walls but that's more of a lighting issue. That would require separate work.
Screenshot of the new windows and furniture with shadows:
Screenshot of editing the furniture shape in static furniture: