Commit Graph

24 Commits

Author SHA1 Message Date
874891cbe9 Removed lod code from TVVoxelChunk as it got ported to Voxelman. Update HEADS to get the new version. 2020-03-30 19:48:41 +02:00
29e61139a8 Update Voxelman to grab the mesh storage generalization. This simplifies the lod code a bit. 2020-03-30 18:35:52 +02:00
7c9b916a61 Ported bake_mesh_array_uv and bake_mesh_array_uv into VoxelChunk. 2020-03-30 14:58:57 +02:00
e16524ff9d Chunks should start at lod level 0. 2020-03-30 01:38:14 +02:00
205abe67a7 Fully implemented lod. Lod level 1 just drops the uv2 channel, lod level 2 merges together the meshes, lod level 3 drops the uv channel by sampling the textures into vertex color. Updated HEADS to grab a voxelman change. Also temporarily disabled threaded chunk builds because I introduced (or made manifest) a crash. 2020-03-30 01:22:25 +02:00
066c43b48a Started implementing lod for the world. The current idea is for Lod level 1 to not use uv2. For lod level 2+ the meshes will be combined and the texture mapping will be converted to only vertex colors, and these will be simplified. Also update the modules to get all the new features needed. 2020-03-29 21:30:40 +02:00
0c99bd0d35 Update HEADS, and remove the code that got ported to Voxelman. 2020-03-15 19:36:35 +01:00
16d4c9ae2e Update to the latest Voxelman, to get the VoxelChunk->VoxelChunk,VoxelChunkDefault refactor. 2020-03-12 23:26:19 +01:00
ae0d64a069 Few small fixes/cleanups. Also updated heads to get an uninitialized variable fix from ESS. This fixed player spawning issues. 2020-03-12 13:50:14 +01:00
704aa85e93 This is part of the debug code aswell. 2020-03-10 12:16:41 +01:00
2717880233 text code for the mesh simplifier. It is commented out. 2020-03-10 10:59:16 +01:00
ce8290329b Update Voxelman to the latest to grab the improvements. 2020-03-06 21:32:52 +01:00
2bb497f1d9 Grab the latest Voxelman for the VoxelMesher improvements. 2020-03-04 23:38:45 +01:00
69666f37c6 Fix editor freeze on loading saved chunks. 2020-02-26 12:19:55 +01:00
3e68b820b5 Commented out the terrarin mesh build phase for now, the c++ version is ok if I'm not experimenting. 2020-02-26 01:14:42 +01:00
2321f2630e Removed the fast quadratic mesh simplifier module, because as it turns out, it won't work with the kind of meshes this project has. 2020-02-21 17:57:00 +01:00
c34a194c82 Few debug lines for the mesh simplifier. 2020-02-21 14:10:49 +01:00
59003f89f2 Added a few lines to test the mesh simplifier (they are commented out). Also update everything to the latest. 2020-02-20 14:28:00 +01:00
a796c54454 Temporarily ported BUILD_PHASE_TERRARIN_MESH to gdscript, so I can test/develop the mesh simplifier easier. 2020-02-20 14:01:39 +01:00
cf0242ead6 Update to the latest Voxelman to get the api updates. 2020-02-20 13:48:52 +01:00
e826266b7a -CharacterSkeleton now uses _enter_tree() instead of _init() to set itself up, also it will duplicate the character material here, instead of durgin generation. This fixed a threading related crash.
-TVVoxelChunk will now just use the library's prop material instead of creating one.
Also update HEADS for a threading fix in Voxelman, and the deferred spawning requests.
2020-02-16 16:23:45 +01:00
7c429e21a4 Fixed the remaining errors during generation, and disabled the cubic mesher for now. Also updated voxelman. 2020-02-14 20:26:55 +01:00
d0a0d6ec39 Update HEADS to get the indexing/Cubic Mesher improvements from Voxelman. Updated most of the level generation logic. (A few errors still get printed to the console though.) Right now (temporarily) only the Cubic Mesher's mesh is visible. 2020-02-14 03:25:41 +01:00
c77dfd8350 Removed a few more now unused classes, and reorganized the Voxelman folder. 2020-02-13 14:06:56 +01:00