Commit Graph

25 Commits

Author SHA1 Message Date
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
9ee54a48c4 Add the new prop job setup to all 4 (3) VoxelWorlds. 2022-02-09 13:34:24 +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
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
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
abe5db00cb Work on fixing compile for 4.0. 2022-02-07 00:15:44 +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
1d1fdf5c56 Same treatment to jobs in VoxelChunk. 2020-10-26 18:29:05 +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
6e68267bd0 My mesh utils module is now an optional dependency. The terrarin job will use it to simplify meshes over lod level 4. 2020-10-20 16:29:39 +02:00
0e4e59e970 Remove create_mesher and _create_mesher from chunks. Mesher creating now should be handled by the world itself in _create_chunk. This makes worlds able to use different chunk mesher setups for different parts of a world. Also this cust down the amount of classes that you need to create if you are implementing a new mesher. 2020-10-06 19:43:49 +02:00
5358c99646 Now VoxelChunkDefault supports coloring MeshDataResources that span multiple chunks. 2020-08-16 18:20:16 +02:00
b95f055acd Add lod falloff property to VoxelWorldDefault. Also improved _update_lods(). 2020-08-03 19:05:40 +02:00
7c93cc8f52 VoxelWorldDefault will not update lods automatically for now. 2020-05-23 21:59:58 +02:00
1d51be2f0b Moved 4.0 compatibility code into a new defines.h (like in ESS). 2020-05-23 10:34:47 +02:00
edce32b190 Fix compile for 4.0. 2020-05-16 21:32:02 +02:00
19f3c1f8ff Fix compile for javascript. 2020-04-26 00:34:34 +02:00
21ad01ca80 Removed separate liquid surfaces. They will be contained inside the normal voxel arrays. 2020-04-19 23:35:47 +02:00
4a2321b161 Some settings in world will now get distributed to chunks. is_build_threaded has been moved from coxel chunk default to voxel chunk. ALso fixed a few crashes. 2020-04-18 02:15:01 +02:00
23d9acb5d4 Ported the lod level updater code from broken seals. 2020-04-17 22:09:55 +02:00
76f9011c24 Added an overrideable fonction to VoxelWorld, so the editor plugin will be able to query the correct channel ids, for any particular world. returning -1 will mean not supported. 2020-04-16 21:59:30 +02:00
c691c13277 Added a _chunk_added virtual method to voxel world. 2020-04-06 13:55:22 +02:00
b4c61ac674 Created a default version from world, and the mesher. Also added a BuildFlags enum to VoxelChunkDefault. Converted a few properties to use this. 2020-04-06 13:41:45 +02:00