64696b534b
Don't destroy and re-generate meshes in TerrainChunk's _enter and _exit_tree, just hide / show them. This makes scene tab swithing with TerrainWorlds in the editor a lot simpler.
2025-04-18 19:50:17 +02:00
82218be991
Fix visibility toggling in TerrainChunkDefault even if lods are disabled.
2025-04-08 08:58:21 +02:00
bd476c1d66
Split _create_chunk() to _create_chunk() and _setup_chunk() in TerrainWorld.
...
Unfortunately this is a breaking change. (Very slight though.)
Now _create_chunk() should be used to initialize serialized properties
in chunks. The new _setup_chunk() virtual should be used to initialize
other non/serialized properties (like meshers).
Fortunately the only thing that needs to be done is to split old
_create_chunk() into two.
Note that when using procedural generation, the old way should just work
without any updates necessary. This change is only needed when loading
of chunks is desired.
2025-04-07 22:06:04 +02:00
c094e070c7
Now TerrainChunks will register their lights into the VertexLights3DServer if use_vertex_lights_3d is enabled in world.
2025-04-04 18:15:33 +02:00
20f5439a82
Fix TerrainChunk::light_remove_index() not actually remoing lights.
2025-04-04 16:24:48 +02:00
f770c598ed
Now TerrainChunks can also store a name and material for MeshDataResources.
2025-04-04 15:05:05 +02:00
3f817947c7
Fix logic in TerrainChunk::scenes_set() and TerrainChunk::props_set().
2025-04-04 12:39:21 +02:00
f9172bddd5
Fix typo.
2025-04-04 10:55:27 +02:00
dc4de19aaf
Return and set the name with the props property in TerrainChunk.
2025-04-04 10:54:54 +02:00
0847706fa2
Implement setting a name to scenes in TerrainChunk.
2025-04-04 10:53:12 +02:00
7e52eb6b43
Now props added to TerrainWorld can also have a name. The prop bake editor tool uses it to save and restore node names.
2025-04-04 01:27:22 +02:00
5ad5d65705
Call emit_changed() in TerrainChunk setters. Also a setter fix.
2025-04-04 00:32:30 +02:00
f56182466f
Fix compile on windows, osx, and javascript. (Hopefully.)
2025-02-14 19:43:35 +01:00
b248a28ccf
More tweaks to TerrainChunk's new scene api.
2025-02-14 18:02:32 +01:00
9841d6fdc8
Small variable name tweak.
2025-02-14 17:51:08 +01:00
9d6ec2bb65
Tweaks and improvements to TerrainChunk's new scene api.
2025-02-14 17:48:33 +01:00
39eeba0efd
Added scene storage api to TerrainChunks.
...
Also mass replaced the typo "tarnsform" to "transform", and fixed a
parameter name in a TerrainChunk binding.
2025-02-14 16:57:32 +01:00
418bac4209
Added owned_lights property to TerrainChunk. Also changed the lights property it is now scripting only, it won't get saved.
2025-02-14 16:39:25 +01:00
7006c947cd
Store whether a mesh_data_resource in a TerrainChunk is original or not.
2025-02-14 15:49:39 +01:00
2054f60c6d
Renamed the new original parameter in TerrainChunk and TerrainWorld's prop api from owner to original.
2025-02-14 15:32:54 +01:00
1643197af3
Now TerrainChunks will remember whether they own a prop or not. Also added and bound missing methods to Chunk's prop api.
2025-02-14 15:28:14 +01:00
583298dbfe
Now TerrainLights are stored inside chunks (they are also automatically saved with them). Also changed TerrainLight's api to makes use of Vector3i.
2025-02-11 00:38:48 +01:00
eb3ed4fa20
Now props and mesh data resources are saved with the TerrainChunks.
2025-02-10 17:48:11 +01:00
b0177a2c3a
Only generate chunks once.
2025-02-10 15:24:16 +01:00
d0fa4ba194
Clear the material cache data in TerrainChunk::_exit_tree().
2025-02-08 14:22:03 +01:00
2024a33ee9
Implemented chunk material invalidation support for TerrainLibraryMergerPCM.
2025-02-07 10:08:22 +01:00
6be11c2bff
Implemented an immediate build mode for TerrainChunk.
2025-02-06 17:22:10 +01:00
429575fab6
File copyright header updates pt8.
2023-12-18 00:18:53 +01:00
5088d32fa0
Removed my old copyright headers.
2023-12-17 22:59:50 +01:00
88e9ad04f2
Moved back the servers and resources from core.
2023-12-10 23:11:07 +01:00
dbcc6e33da
Moved the physics server to core.
2023-12-10 19:36:00 +01:00
3f8ca3136e
Codestyle fixes.
2023-10-13 20:41:22 +02:00
2aa3fbf381
Codestyle.
2023-10-13 20:27:08 +02:00
f058c87868
Backported from godot4: Rework Navigation Avoidance
...
Rework Navigation Avoidance.
- smix8
a6ac305f96
2023-06-10 20:58:49 +02:00
d093365b00
Fix some property names being the same as getters / setters.
2023-06-01 15:42:32 +02:00
b240df7df6
Updated more copyright headers for 2023.
2022-12-31 21:07:05 +01:00
4f06946cf5
Centralize LZ4 usage.
2022-11-19 19:51:29 +01:00
2fdaacfa66
Moved away from the MESH_DATA_RESOURCE_PRESENT define aswell.
2022-10-05 12:54:17 +02:00
ea2a36c4ea
Also replaced the old PROPS_PRESENT defines with the module system's generated defines.
2022-10-05 11:16:32 +02:00
27316923d3
Moved ThreadPool to core. Also it can change it's thread count now when it has time for it.
2022-09-10 04:16:50 +02:00
dc9cc716c7
Moved Object related classes under core/object.
2022-08-17 13:45:14 +02:00
e71e3ed897
Now Vector4, Vector4i, Projection, PoolVector4Array, PoolVector4iArray, are built in variant types. Also reordered the Variant's Type enum, renamed _RID in it to RID, fixed a few smaller issues and removed some very old compat code.
2022-08-16 21:55:56 +02:00
249dd4d661
Updated property hints for variant arrays.
2022-07-30 21:58:40 +02:00
4d7df62b8e
Clang format all files.
2022-03-18 19:00:13 +01:00
029467ab2c
More include and macro cleanups.
2022-03-18 04:10:09 +01:00
3039645b4a
Cleaned up Terraman's version checks.
2022-03-18 02:41:08 +01:00
3965d70ac5
Moved more includes to cpp files.
2022-03-17 19:35:23 +01:00
49f8e8c398
Added godot with all my currently used engine modules.
2022-03-15 13:29:32 +01:00