Commit Graph

312 Commits

Author SHA1 Message Date
089f70ccba Work on fixing compile. 2023-01-09 20:03:16 +01:00
a3ceb1d866 Work on fixing compile. 2023-01-09 14:10:00 +01:00
efc9f895bd Work on fixing compile. 2023-01-09 01:16:03 +01:00
65485930a2 Call make_visible(false) instead of just hiding voxel_world_editor. This fixes #7. Thanks. 2022-02-09 14:38:05 +01:00
bdf5c36711 Now VoxelWorldDefault will update lods if a player is set by default. This can be turned off via a new use_default_lod_update property. Also smaller fixes to the default lod update algorithm. 2022-02-09 14:25:32 +01:00
0ab76c86bc Set num_lods in _create_chunk for now, it really needs to be removed though. 2022-02-09 14:10:58 +01:00
a67bc1eeba FastQuadraticMeshSimplifier should have been allocated for the voxel jobs. 2022-02-09 13:57:19 +01:00
32b98c0b45 Removed now obsolete old code. By the way with the previous commit #6 should be fixed now. Thanks. 2022-02-09 13:50:19 +01:00
cf36f5369a Now the prop job is using the job steps. 2022-02-09 13:48:13 +01:00
9ee54a48c4 Add the new prop job setup to all 4 (3) VoxelWorlds. 2022-02-09 13:34:24 +01:00
08be795296 Brought over the prop job step code from Terraman. (It's not yet enabled.) 2022-02-09 13:12:16 +01:00
7ac23679e5 Fix typo. 2022-02-09 13:07:09 +01:00
6032336aef Move todo text. 2022-02-09 12:57:29 +01:00
18dc41c8e4 Remove the old terrain meshing method. 2022-02-09 12:56:58 +01:00
ad311181c8 Switched to the new scriptable terrain meshing system. 2022-02-09 12:54:46 +01:00
e0b2ac8d79 Material cache keys weren't supposed to be serialized. I did keep , PROPERTY_USAGE_EDITOR, so they are visible in the editor. It's nice to have for debugging purposes. 2022-02-09 12:53:44 +01:00
a01988fb06 Update initialization of all 3 VoxelWorld implementations to use the new style. (It is not yet enabled.) 2022-02-09 12:45:32 +01:00
277182a73e Add note. 2022-02-09 10:25:06 +01:00
8d7289b0b3 Changed the default lod stup for VoxelWorldDefault::_create_chunk, as nothing supports normal lods in this module. (Normal lods would be lods created with the Transvoxel algorithm for example.) 2022-02-09 10:24:49 +01:00
e9269bc0b3 Also update VoxelWorldDefault::_create_chunk. 2022-02-09 00:19:26 +01:00
f1e10c89b0 Ported the phase_terrain_mesh from Terraman to the terrain job. I added it as a new method for now. I haven't yet switched to it. 2022-02-09 00:15:43 +01:00
53f3ff60c1 Ported the helper methods for the terrain job from Terraman. Did not touch the ectual meshing code yet, 2022-02-09 00:05:16 +01:00
c694c04768 Ported TerrainMesherJobStep from Terraman 2022-02-08 22:53:50 +01:00
3410575387 Ported the Material Cache and the VoxelLibraryMergerPCM classes from Terraman. 2022-02-08 22:47:06 +01:00
fe4a83b909 Changed the Voxelman prefix of the classes to just Voxel as suggested by filipworksdev. Closes #5. Thanks. 2022-02-08 12:36:37 +01:00
950453f9eb Fix typo. 2022-02-07 00:25:51 +01:00
abe5db00cb Work on fixing compile for 4.0. 2022-02-07 00:15:44 +01:00
9ea3cf8de2 Fixed compile for recent versions of 3.x. Closes #4, thanks! 2022-02-06 18:10:10 +01:00
9253cc53c6 Fixed compile when mesh_data_resource is present, and props is not. Closes #3, thanks! 2021-02-08 15:41:09 +01:00
d9c523de59 Fix standalone compilation. Closes #2 2021-02-08 15:34:08 +01:00
547aeaad4d Fix compile for 4.0. 2021-02-06 11:51:50 +01:00
fd464c042c Work on BlockVoxelStructure. 2020-10-30 02:36:34 +01:00
9a151ffc6c Same treatment to methods in VoxelManLibrary. 2020-10-27 23:24:24 +01:00
f4ba38ecd0 Same treatment to the mesh related methods in VoxelChunkDefault. 2020-10-27 19:04:20 +01:00
9c5aed85df Did the same to the generation queue related methods in VoxelWorld. 2020-10-27 18:36:10 +01:00
1da900a5e8 Same treatment to the chunk related methods in VoxelWorld. I kept the virtuals the same. 2020-10-27 18:22:18 +01:00
82d1f46e2e Fix typo. 2020-10-27 16:42:51 +01:00
be363ca7de Same change to voxel structure related methods in VoxelWorld. 2020-10-27 16:40:56 +01:00
494fe18746 add_prop -> prop_add in VoxelWorld. 2020-10-27 13:26:59 +01:00
0f69a9dce3 Same treatment to light related methods in VoxelWorld. 2020-10-27 13:24:40 +01:00
7e647cf8ba Same treatment to the area related methods in VoxelWorld. 2020-10-27 13:05:20 +01:00
8124f19c5d Same treatment to props related methods in VoxelChunk. 2020-10-27 12:56:34 +01:00
2dec05f80f Also renamed the channel-related methods in VoxelChunk. 2020-10-27 12:45:15 +01:00
1d1fdf5c56 Same treatment to jobs in VoxelChunk. 2020-10-26 18:29:05 +01:00
851b4efb52 Same change to the collider-related method in VoxelChunk. 2020-10-26 17:24:22 +01:00
98155939c2 Renamed the mesh data resource getters in VoxelChunk to a new format, where the mesh_data_resource in the name is a prefix and not a postfix. This makes VoxelChunk's in engine documentation much more usable. 2020-10-26 16:52:38 +01:00
f14faead25 Add voxel structure storage to VoxelChunk aswell. 2020-10-25 17:05:15 +01:00
7311297906 Chunks that are stored inside worlds in scenes will properly generate their meshes now on load. Had to change _create_chunk a bit, now it will be called for all chunks, and it needs to check whether it has to init jobs or not. 2020-10-24 22:18:23 +02:00
4ecc424b84 VoxelJob should be a inherited from Reference if ThreadPool is not available. 2020-10-24 22:08:39 +02:00
b069d38265 Properly break circular reference if a job gets cancelled while working 2020-10-24 22:04:57 +02:00