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https://github.com/Relintai/broken_seals.git
synced 2025-01-22 02:17:18 +01:00
Update every module, to grab recent improvements/fixes. Update everything to work with the latest Voxelman.
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@ -1 +1 @@
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{"engine": {"3.2": "da4eb7101d986af0ba6a15efaaed3dee77370d80", "master": "8c73e813134001e575b6f59e3b0100471c007410"}, "world_generator": {"master": "533c25e96fe0e5c46f68e6a532da6583cf86f4e2"}, "entity_spell_system": {"master": "b5bd583e8ec0bf5160b506a0d90d418191175153"}, "ui_extensions": {"master": "38acc650db260a831dc26ca96fe9d9a087230bdc"}, "voxelman": {"master": "a36b7a8ab6943b1a961808c910edccdf1b8ce883"}, "texture_packer": {"master": "b17c174906f84de93d84aa60d010ffe603efaa28"}, "fastnoise": {"master": "ea3b34d972fb5f76474daabd7c1e192419811348"}, "mesh_data_resource": {"master": "4bda19b12be2c2a79a6121de6d22e48f3934e726"}, "procedural_animations": {"master": "16d0ff1ed1e986202ed7f743d3c70666e0859b28"}, "ess_data": {"master": "3bd637fdd3304b64a18287a49a6b7387acf2f5de"}, "fast_quadratic_mesh_simplifier": {"master": "dc598c59322185032835f964db069964244e58bc"}}
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{"engine": {"3.2": "da4eb7101d986af0ba6a15efaaed3dee77370d80", "master": "8c73e813134001e575b6f59e3b0100471c007410"}, "world_generator": {"master": "35a2ab30fe30f791e14cd8febf77307da133f19c"}, "entity_spell_system": {"master": "b5bd583e8ec0bf5160b506a0d90d418191175153"}, "ui_extensions": {"master": "38acc650db260a831dc26ca96fe9d9a087230bdc"}, "voxelman": {"master": "6cae9a0494999ac77f0206509d4e251836095971"}, "texture_packer": {"master": "b17c174906f84de93d84aa60d010ffe603efaa28"}, "fastnoise": {"master": "ea3b34d972fb5f76474daabd7c1e192419811348"}, "mesh_data_resource": {"master": "4bda19b12be2c2a79a6121de6d22e48f3934e726"}, "procedural_animations": {"master": "45efc21f3e8af941d96b53d54f82572a6644fef7"}, "ess_data": {"master": "3bd637fdd3304b64a18287a49a6b7387acf2f5de"}, "fast_quadratic_mesh_simplifier": {"master": "dc598c59322185032835f964db069964244e58bc"}}
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@ -24,6 +24,7 @@ meshes/ensure_tangents=true
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meshes/storage=0
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meshes/storage=0
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meshes/light_baking=0
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meshes/light_baking=0
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meshes/lightmap_texel_size=0.1
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meshes/lightmap_texel_size=0.1
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skins/use_named_skins=true
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external_files/store_in_subdir=false
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external_files/store_in_subdir=false
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animation/import=true
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animation/import=true
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animation/fps=15
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animation/fps=15
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@ -500,7 +500,7 @@ actionbar_1_12={
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quality/driver/driver_name="GLES2"
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quality/driver/driver_name="GLES2"
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quality/driver/fallback_to_gles2=true
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quality/driver/fallback_to_gles2=true
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vram_compression/import_etc=true
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vram_compression/import_etc=true
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quality/2d/use_batching=true
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quality/directional_shadow/size.mobile=1024
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quality/directional_shadow/size.mobile=1024
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quality/shading/force_vertex_shading=true
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quality/shading/force_vertex_shading=true
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quality/2d/use_batching=true
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quality/shadows/enabled=false
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quality/shadows/enabled=false
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@ -24,6 +24,7 @@ meshes/ensure_tangents=true
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meshes/storage=1
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meshes/storage=1
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meshes/light_baking=0
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meshes/light_baking=0
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meshes/lightmap_texel_size=0.1
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meshes/lightmap_texel_size=0.1
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skins/use_named_skins=true
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external_files/store_in_subdir=false
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external_files/store_in_subdir=false
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animation/import=true
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animation/import=true
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animation/fps=15
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animation/fps=15
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@ -26,7 +26,7 @@ class_name GDCubicVoxelMesher
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var count : int = 0
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var count : int = 0
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func _add_chunk(chunk : Node) -> void:
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func _add_chunk(chunk : VoxelChunk) -> void:
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chunk.generate_ao();
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chunk.generate_ao();
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var x_size : int = chunk.get_size_x() - 1
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var x_size : int = chunk.get_size_x() - 1
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@ -112,14 +112,14 @@ func build_phase_prop_mesh() -> void:
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var t : Transform = get_prop_transform(prop, prop.snap_to_mesh, prop.snap_axis)
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var t : Transform = get_prop_transform(prop, prop.snap_to_mesh, prop.snap_axis)
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for i in range(get_mesher_count()):
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for i in range(get_mesher_count()):
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prop.prop.add_meshes_into(get_mesher(i), _prop_texture_packer, t, self)
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prop.prop.add_meshes_into(get_mesher(i), _prop_texture_packer, t, voxel_world)
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if prop.prop != null:
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if prop.prop != null:
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var vmanpp : PropData = prop.prop as PropData
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var vmanpp : PropData = prop.prop as PropData
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var t : Transform = get_prop_transform(prop, vmanpp.snap_to_mesh, vmanpp.snap_axis)
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var t : Transform = get_prop_transform(prop, vmanpp.snap_to_mesh, vmanpp.snap_axis)
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for i in range(get_mesher_count()):
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for i in range(get_mesher_count()):
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prop.prop.add_meshes_into(get_mesher(i), _prop_texture_packer, t, self)
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prop.prop.add_meshes_into(get_mesher(i), _prop_texture_packer, t, voxel_world)
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for i in range(get_mesher_count()):
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for i in range(get_mesher_count()):
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get_mesher(i).bake_colors(self)
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get_mesher(i).bake_colors(self)
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@ -164,29 +164,29 @@ func get_prop_transform(prop : VoxelChunkPropData, snap_to_mesh: bool, snap_axis
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var t : Transform = Transform(Basis(prop.rotation).scaled(prop.scale), pos)
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var t : Transform = Transform(Basis(prop.rotation).scaled(prop.scale), pos)
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if snap_to_mesh:
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if snap_to_mesh:
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var global_pos : Vector3 = to_global(t.origin)
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var global_pos : Vector3 = voxel_world.to_global(t.origin)
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var world_snap_axis : Vector3 = to_global(t.xform(snap_axis))
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var world_snap_axis : Vector3 = voxel_world.to_global(t.xform(snap_axis))
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var world_snap_dir : Vector3 = (world_snap_axis - global_pos) * 100
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var world_snap_dir : Vector3 = (world_snap_axis - global_pos) * 100
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var space_state : PhysicsDirectSpaceState = get_world().direct_space_state
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var space_state : PhysicsDirectSpaceState = voxel_world.direct_space_state
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var result : Dictionary = space_state.intersect_ray(global_pos - world_snap_dir, global_pos + world_snap_dir, [], 1)
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var result : Dictionary = space_state.intersect_ray(global_pos - world_snap_dir, global_pos + world_snap_dir, [], 1)
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if result.size() > 0:
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if result.size() > 0:
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t.origin = to_local(result["position"])
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t.origin = voxel_world.to_local(result["position"])
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return t
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return t
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func get_prop_mesh_transform(base_transform : Transform, snap_to_mesh: bool, snap_axis: Vector3) -> Transform:
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func get_prop_mesh_transform(base_transform : Transform, snap_to_mesh: bool, snap_axis: Vector3) -> Transform:
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if snap_to_mesh:
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if snap_to_mesh:
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var pos : Vector3 = to_global(base_transform.origin)
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var pos : Vector3 = voxel_world.to_global(base_transform.origin)
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var world_snap_axis : Vector3 = to_global(base_transform.xform(snap_axis))
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var world_snap_axis : Vector3 = voxel_world.to_global(base_transform.xform(snap_axis))
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var world_snap_dir : Vector3 = (world_snap_axis - pos) * 100
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var world_snap_dir : Vector3 = (world_snap_axis - pos) * 100
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var space_state : PhysicsDirectSpaceState = get_world().direct_space_state
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var space_state : PhysicsDirectSpaceState = voxel_world.get_world().direct_space_state
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var result : Dictionary = space_state.intersect_ray(pos - world_snap_dir, pos + world_snap_dir, [], 1)
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var result : Dictionary = space_state.intersect_ray(pos - world_snap_dir, pos + world_snap_dir, [], 1)
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if result.size() > 0:
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if result.size() > 0:
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base_transform.origin = to_local(result["position"])
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base_transform.origin = voxel_world.to_local(result["position"])
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return base_transform
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return base_transform
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@ -141,9 +141,7 @@ func get_voxel_type(chunk : VoxelChunk, x : int, y : int, z : int, size : int =
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return type
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return type
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func n_add_chunk(b : Node) -> void:
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func n_add_chunk(chunk : VoxelChunk) -> void:
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var chunk : VoxelChunk = b as VoxelChunk
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chunk.generate_ao()
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chunk.generate_ao()
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var x_size : int = chunk.get_size_x()
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var x_size : int = chunk.get_size_x()
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@ -167,7 +167,7 @@ func get_chunk_lod_level(x : int, y : int, z : int, default : int) -> int:
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return ch.lod_size
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return ch.lod_size
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func _create_chunk(x : int, y : int, z : int, pchunk : Node) -> VoxelChunk:
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func _create_chunk(x : int, y : int, z : int, pchunk : VoxelChunk) -> VoxelChunk:
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var chunk : VoxelChunk = TVVoxelChunk.new()
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var chunk : VoxelChunk = TVVoxelChunk.new()
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#chunk.meshing_create_collider = false
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#chunk.meshing_create_collider = false
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@ -373,7 +373,7 @@ func get_case_code(buffer : VoxelChunk, x : int, y : int, z : int, size : int =
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return case_code
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return case_code
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func _add_chunk(buffer : Node) -> void:
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func _add_chunk(buffer : VoxelChunk) -> void:
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var x_size : int = buffer.get_size_x() - 1
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var x_size : int = buffer.get_size_x() - 1
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var y_size : int = buffer.get_size_y() - 1
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var y_size : int = buffer.get_size_y() - 1
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var z_size : int = buffer.get_size_z() - 1
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var z_size : int = buffer.get_size_z() - 1
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