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0db9475db1
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Added get_current_job_index and next_job tp VoxelChunk.
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2020-10-02 16:49:36 +02:00 |
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46132202b0
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Added generation specific process and physics process to VoxelChunk and VoxelJob.
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2020-10-02 16:45:08 +02:00 |
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43bb7dfa66
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Add back the next_phase call into the new jobs.
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2020-10-02 14:53:45 +02:00 |
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3f04002453
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Fix errors with bindings
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2020-10-02 12:24:00 +02:00 |
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a25862527c
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More work on VoxelJob's api.
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2020-10-02 12:19:24 +02:00 |
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643f76f7e8
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Also add the reset code to VoxelPropJob.
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2020-10-01 23:51:10 +02:00 |
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8ff53e4299
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Added VoxelPropJob.
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2020-10-01 23:43:04 +02:00 |
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9cca71355f
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Added VoxelLightJob.
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2020-10-01 21:44:59 +02:00 |
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3f23be12bc
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VoxelTerrarinJob now has the necessary code in it as methods.
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2020-10-01 21:31:39 +02:00 |
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bf17467879
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Clear the 2 vectors in the destructor.
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2020-10-01 21:05:37 +02:00 |
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394214b758
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Added the meshers and liquid meshers api from VoxelChunk into VoxelTerrarinJob.
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2020-10-01 21:01:39 +02:00 |
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579e4263d0
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Added VoxelTerrarinJob.
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2020-10-01 20:57:42 +02:00 |
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be2cd7a4b3
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Added a vector of jobs and an api for it into VoxelChunk.
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2020-10-01 20:49:54 +02:00 |
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71f69666cd
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Moved VoxelJob to a new folder. Also added generate_ao and generate_random_ao from voxel chunk into it.
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2020-10-01 20:18:43 +02:00 |
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6f8e54879b
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Added channel allocation queries to VoxelChunk.
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2020-09-05 20:06:23 +02:00 |
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142809d0cb
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Add an alternative type and isolevel to the default channels enum.
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2020-08-21 20:02:47 +02:00 |
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5938f7f783
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Now the type and isolevel channels are customizable in the meshers.
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2020-08-21 20:02:22 +02:00 |
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5358c99646
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Now VoxelChunkDefault supports coloring MeshDataResources that span multiple chunks.
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2020-08-16 18:20:16 +02:00 |
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d8cf2af059
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Same change to BUILD_PHASE_MESH_DATA_RESOURCES aswell.
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2020-08-04 15:36:03 +02:00 |
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6af711322d
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BUILD_PHASE_TERRARIN_MESH now can also distribute it's calculations onto multiple frames.
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2020-08-04 15:30:34 +02:00 |
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469927cc3b
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Now BUILD_PHASE_COLLIDER, and BUILD_PHASE_LIGHTS can both distribute their work onto multiple frames.
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2020-08-04 14:53:10 +02:00 |
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0a4d07c582
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The terrarin mesh setup phase can now distribute it's calculations onto multiple frames.. Also small fixes to the single threaded logic.
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2020-08-04 14:40:40 +02:00 |
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b0a888d595
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Removed limit execution time, and made everything a simple stub when ThreadPool is not present.
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2020-08-04 10:52:27 +02:00 |
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f1bee24803
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Set start time in execute().
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2020-08-04 10:21:01 +02:00 |
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919620031b
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Fix compile if ThreadPool is not present.
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2020-08-04 10:08:04 +02:00 |
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10b588f576
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Cancel the job if complete is false.
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2020-08-04 09:51:16 +02:00 |
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bf58b94a99
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Removed the thread from VoxelChunkDefault.
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2020-08-04 09:49:40 +02:00 |
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cff203fc49
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Now the threading is handled by ThreadPool.
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2020-08-04 09:44:18 +02:00 |
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b95f055acd
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Add lod falloff property to VoxelWorldDefault. Also improved _update_lods().
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2020-08-03 19:05:40 +02:00 |
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768728139e
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Fix compile for 4.0.
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2020-07-29 00:02:42 +02:00 |
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f8663879dd
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bake_mesh_array_uv in VoxelChunk now can't index outside the image's size.
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2020-07-20 21:21:09 +02:00 |
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c9ee935af3
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Added an add_mesh_data_resource variant to VoxelChunk, also added the apply_voxel_scale parameter to them. Also added a few transform helpers.
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2020-07-20 01:06:34 +02:00 |
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698f6083ea
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Add MESH_DATA_RESOURCE_PRESENT around a piece of code.
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2020-07-18 14:19:13 +02:00 |
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18ad178b1e
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Moved the create_meshers call from BUILD_PHASE_SETUP to _build. This causes it to run on the main thread. This is the first time I got a crash related to this, also the engine docs suggests that only scenetree manipulation is unsafe from threads, so this might have been caused by something else.
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2020-07-18 13:12:29 +02:00 |
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dee38b1588
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Fix light's position, as it expects it's coordinates in voxel world data space. Will probably change this eventually.
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2020-07-07 18:01:21 +02:00 |
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5ee5b12a4e
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Update _bake_light in VoxelChunkDefault to use the new apis.
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2020-07-07 17:35:44 +02:00 |
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eac68265c1
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Fix transforms in add_prop.
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2020-07-07 17:02:30 +02:00 |
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b8aaaf499b
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Implemented add_prop in VoxelWorld. (Some of the transform calculations still need to be fixed.)
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2020-07-07 02:22:45 +02:00 |
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6f7c4fbc8a
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Removed VoxelChunkPropData, the api of VoxelWorld, and VoxelChunk now uses PropDatas directly.
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2020-07-07 01:06:46 +02:00 |
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1355c301e8
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Update draw_debug_mdr_colliders's logic to use the new api. Also fix error spam when a mesh data doens't have a collider.
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2020-06-30 20:28:37 +02:00 |
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3190217284
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Moved simple collider storage from VoxelChunkDefault to VoxelChunk and separated it from the mesh data resource api.
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2020-06-30 18:55:50 +02:00 |
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138614f743
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Update MeshDataResource offsets, as now they are Transforms.
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2020-06-30 15:24:11 +02:00 |
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a4b5400a4e
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Fix debug collider offsets.
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2020-06-30 15:10:48 +02:00 |
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7777056af3
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Fix collider transform.
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2020-06-30 11:59:22 +02:00 |
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bb2f13b075
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Small improvements. Also added commented out code for debugging the terrarin meshes (They will need to be converted be lines).
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2020-06-29 23:44:54 +02:00 |
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b54a1021d4
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Moved away from using ImmediateGeometry for debug meshes. Also implemented debugging mdr colliders.
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2020-06-29 23:08:52 +02:00 |
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2e69796d08
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Implement collider transforms.
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2020-06-28 21:55:00 +02:00 |
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9e2d71169b
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Add prop uv rect query into the library, and make add_mesh_data_resource use it.
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2020-06-28 21:31:26 +02:00 |
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1996f60f0f
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Fix indexing.
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2020-06-28 21:30:26 +02:00 |
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21d135fb0b
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Now chunk can only have one prop mesher.
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2020-06-28 20:04:40 +02:00 |
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