From 87c8c286cedd6555f9d9a1ea6fbee10a4b1f6276 Mon Sep 17 00:00:00 2001 From: Relintai Date: Tue, 11 Feb 2020 01:27:39 +0100 Subject: [PATCH] Re-enabled prop mesh building. Also small cleanups to materials. --- game/data/materials/Character.material | Bin 746 -> 744 bytes game/data/materials/character_mat..tres | 5 +---- game/data/materials/spatial_voxelman_mat.tres | 5 +---- game/data/materials/voxelman2.tres | 5 +---- game/data/materials/world_material.tres | 4 ++-- game/voxelman/transvoxel_mesher/TVVoxelChunk.gd | 5 ++--- .../voxelman/transvoxel_mesher/TVVoxelMesher.gd | 1 - 7 files changed, 7 insertions(+), 18 deletions(-) diff --git a/game/data/materials/Character.material b/game/data/materials/Character.material index 6b7eed2d1df76bf87933911664554fc2e686cad2..da4482d6e76f4207c27720a54e5815857b81f5a4 100644 GIT binary patch delta 722 zcmV;@0xkXO1?UAKQd2`i0ssI201yBGkOlw%&;kGeD77#BV2}kh769gCW|1Kze^&rn z09*i2b84f#+EQ_*&tYYR8ptwYr95rCpKeBexvdyV_xz7Ib4Jx0eg6~g(rsbes8-q2 zRViP?_32^-Te)1&DP223*8P9+-{daaYA1@z))`g)Kl~T?z#mUzily9)+;X9V>%Yd? zrL^#=Ub+jH(w+EeKW&bbN}ZG3e;BtkUAn5_Q;>1oftKN;Hrfg@bzE*R-Lwbdn=f5# z+lsk`8hvT3`ZX9S-mI;nj>;5#6Ng^wD3IHe=!9!i-ICg}r|QAR+$7Doz6hG&I(;vr zr7%`=E?cGl2-ltZKf@O?x5X->=n~@^xX{AYJDcWfsm& z3xYj$PQ<30mPS?vr6(sTDk&cx9S;E{A|fGdlf7(}pP)eFA*&gkU>F2?F{HaO>@eBM zFqjh7mH!9-0p79g;{OJ^UN$$TEFb04O==ssF_Xz;;$F1!^FVbYEmO-@)+_hXUG08$ zVrOEg;1c0>fQYD}F)}nFe**&m5ClO0Py&EMW!)0sBS}dTt)s!Xg8o1EX-;{bz7+XC zX@1v;3rp(0ZxCS4q6&)dd+K+=GeW3c3YK|T_8Uc9LY?0) zFUQY;nREg-q#<^N{5OOe2q^A}3OnYH6#*B9BI4mX!`+bLh7w8!sCJB9x_2462s^~I z*k>_EX?iu>C&xp z09*haLCvX+_G(MTnLdY=5o#dIh?VlR@qW4)`Q^4^DBbfv;>;OUZ}k07xJ$Q%ZKGOc zPgkXU4cDiO6>Q~lL8o->1X=h0#eb8#Y^$9pE?Z|*`Tr2`U*Hc=dY;Ax|*F>YzPbXCKrAmg|LEyG7`v=wCPxZGg6X%ECV zU%J?~6>|$U`qEhSYcNv0SzARNl_~fp4!sr;ZbNQQq7$x7bxUf?o~j2MbCWdV`XXq8 z>-4>hmcm%gxonmGBV2dt{|sNq+!m{hqDzcx;6e*mmy1t%Ce%JNYz-K4gG8#9?qChkQmKMzzl(lWJdWxaAA z-PP`ACw3-=3N8VFh^V2he=&$g1_l5i2!a4m0)Rth-4fs{y+E974I`8 z|DR;;Kw`X-vhSM%s57jBV)UNcUEoHD+T~;Esc5LApyw;;2)Fja%I@xH^>=8U`&2vr z0UQyY;f`oh;jP|?I3g?F9@)*4;gH^<2~@ywr}*Is*>WthXE0;~e^DBp9dEx;6p7aH z{rPhL9GHnFP{SHxP{@KqsDXfDpGes8dxVi004O3GPGz;rQrOT#=>gr2v8CIW;T8dh zm>T;ib4k-x1N}k{%hAW~^X;W%>aI=#xU6Z?aV0MIZdywPXGdl_=L!P*^h9AQGdjOK z;fP~Z@$K8{T*^)oDueE2Y5uGZf@14deeW`+!T6x_z;A`9%1{%%Pd*53 void: if prop.prop != null: prop.prop.add_prop_lights_into(self, t, true) - - next_phase() func get_prop_transform(prop : VoxelChunkPropData, snap_to_mesh: bool, snap_axis: Vector3) -> Transform: var pos : Vector3 = Vector3(prop.x * voxel_scale, prop.y * voxel_scale, prop.z * voxel_scale) @@ -246,9 +244,10 @@ func _physics_process(delta): if current_build_phase == VoxelChunk.BUILD_PHASE_LIGHTS: build_phase_lights() set_physics_process_internal(false) + next_phase() elif current_build_phase == VoxelChunk.BUILD_PHASE_PROP_MESH: - #build_phase_prop_mesh() + build_phase_prop_mesh() set_physics_process_internal(false) next_phase() diff --git a/game/voxelman/transvoxel_mesher/TVVoxelMesher.gd b/game/voxelman/transvoxel_mesher/TVVoxelMesher.gd index 4694d751..531727bc 100644 --- a/game/voxelman/transvoxel_mesher/TVVoxelMesher.gd +++ b/game/voxelman/transvoxel_mesher/TVVoxelMesher.gd @@ -328,7 +328,6 @@ func add_buffer_normal(buffer : VoxelChunk) -> void: add_color(light) - vert_pos *= float(voxel_scale) add_normal(normal)