Commit Graph

242 Commits

Author SHA1 Message Date
70d9cdf6db Removed unused member. 2020-06-28 19:16:11 +02:00
0138c02bf8 Implemented meshing chunk's mesh data resources. 2020-06-28 19:02:49 +02:00
cb6d8f5156 Added mesh data resources to VoxelChunk. 2020-06-28 16:57:53 +02:00
be4876c2f1 Fix compile if the props module isn't present. 2020-06-27 18:25:23 +02:00
a991de9d2e Moved PropData to the props modue. 2020-06-27 17:04:40 +02:00
78be4a6666 A bit more work on props. 2020-06-23 19:32:37 +02:00
7aa0edf98e Work on updating the prop meshing implementation (does not work yet). 2020-06-23 14:30:49 +02:00
19a255c4dd Fix typo. 2020-06-23 01:13:04 +02:00
15659929b2 Added a few const qualifiers. 2020-06-23 01:05:41 +02:00
88ab910eb8 Brought back the old Prop implementation, and PropTool, because not only this implementation was already done, it will work better than spawning possibly thousands of nodes with the props module, but I also found a way to eventually make it more user friendly. 2020-06-22 21:49:58 +02:00
b88e430950 Remove unused import. 2020-06-20 22:07:50 +02:00
7219d7b2d4 Added a Cubic chunk and World. 2020-06-12 19:34:47 +02:00
7c95171944 Added a MarchingCubes World and Chunk. 2020-06-12 18:36:00 +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
703acd1b56 Fix world to voxel calculations when the voxel scale is not 1. 2020-05-19 00:50:19 +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
af0c4d6586 add_chunk will error out now if a chunk is already owned by an another world. Also smaller improvements to set_chunks and the exit tree notification. 2020-04-22 15:57:00 +02:00
a2a9c1f714 Fix an in-editor scene-saving related crash. 2020-04-22 12:35:48 +02:00
9475986ee0 Added is_inside_tree() property to VoxelChunk. 2020-04-22 12:33:14 +02:00
b970c86264 Hide a few properties from the editor, and also from serialization. 2020-04-22 12:26:53 +02:00
49af0c9f30 Fix potential crash. 2020-04-22 12:23:49 +02:00
efd08f69bf Allow the level generator to be null, without failing. 2020-04-22 12:21:50 +02:00
a34ceedf6a Now merge_mesh_array and bake_mesh_array_uv will work properly even if the supplied arrays don't have all the expected channels. 2020-04-22 12:20:33 +02:00
a306f8cf91 Add queued generation the VoxelChunkDefault. 2020-04-22 12:16:31 +02:00
f00dd13c43 Fix typo. 2020-04-20 18:19:33 +02:00
5235641122 Only build liquid colliders inside the editor. 2020-04-20 17:41:37 +02:00
61c246c069 Disabled area generation for now. 2020-04-20 17:33:04 +02:00
9635ef064c A bit more work on areas. They don't work properly yet, they might need to have a closed mesh. 2020-04-20 17:30:22 +02:00
ed990caa32 Fix threaded ingame area generation. 2020-04-20 13:59:37 +02:00
70c884d273 Fix a few in-editor crashes. 2020-04-20 13:54:24 +02:00
5748179d66 The temp collider arrays are now properly cleared. 2020-04-20 13:40:27 +02:00
289c456428 Now VoxelChunkDefault can create area colliders aswell, liquids are created using these in the running game. (Only there because the editor needs raycasting.) Also fixed setting liquid visibility. 2020-04-20 01:01:24 +02:00
6e9a952a2a Implemented liquid meshing. 2020-04-20 00:31:46 +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
2d5b9ed029 Removed build_deferred, and build_prioritized methods from the default chunk. 2020-04-17 20:24:50 +02:00
bee499d951 The library now has an initialized bool. Also the world editor will refresh rects in the library if needed. 2020-04-17 19:21:46 +02:00
c382dac3ff Added a new tool to the world editor, it adds a block to the location of the spatial editor's camera. 2020-04-17 18:36:14 +02:00
5c0ab27715 Added 3 more helper functions to voxel world. 2020-04-17 10:15:50 +02:00
9cdd107565 Added the surface lists into scroll containers. Also text is now aligned to the left on the buttons. 2020-04-17 02:39:23 +02:00
35863196d7 Now the world editor will use the channel reported by world's get_channel_index_info. Also it now has support for liquid channels (based on the currently selected tab). 2020-04-17 02:09:24 +02:00
f43e4a2cc4 Implemented add and remove tool mode selectors in world editor. Also added shortcuts (a, s). 2020-04-17 01:52:16 +02:00
7c0390de74 The air block is not required anymore. Also Implemented the sidebar for world editor. And fixed a naming error for a virtual method in the merger library. 2020-04-17 00:37:22 +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
b21030ae89 More const qualifiers. 2020-04-16 17:54:32 +02:00
367c203cc6 Added lots of const qualifiers to world and chunk. 2020-04-16 17:10:04 +02:00
135b34c8a8 Moved the chunk position calculations from the world editor into VoxelWorld. 2020-04-16 14:44:22 +02:00
06d3b0ae32 Add property for voxel structures. 2020-04-16 14:07:10 +02:00
d985610574 Cleaned up VoxelStructure, and added an api for them into VoxelWorld. 2020-04-16 13:40:39 +02:00
dd0fa1d7ea Cleaned up the prop spawning api in chunk and world. 2020-04-15 13:06:45 +02:00
a63ae2183a Removed _THREAD_SAFE_CLASS_ from VoxelChunk as its not used aywhere right now. 2020-04-15 12:44:16 +02:00
7a3e4ecbe3 Cleaned up the light baking api. 2020-04-15 12:41:52 +02:00
c752086bdd A bit more work on the world editor. 2020-04-10 16:28:33 +02:00
fd24639e26 The world editor now won't use right click, as it makes navigation awful. 2020-04-10 16:13:04 +02:00
acf2d2d701 Fix 2 multithreading related crashes. 2020-04-10 15:50:53 +02:00
1f23f61b3a Ran clang format, as apparently I had it off. 2020-04-10 13:55:27 +02:00
01c57c30e6 Fix error when the data margins are 0. 2020-04-10 13:43:49 +02:00
17dfbb4cab Fix voxel index calculations in the world editor. 2020-04-10 13:40:07 +02:00
03f9041eb8 Added get_or_create_chunk to VoxelWorld. 2020-04-10 13:39:11 +02:00
a722f807fe Fix building for 3.2. 2020-04-09 15:45:51 +02:00
073e1aeb97 Fix build for 4.0. 2020-04-09 12:34:39 +02:00
9fe51572f4 Didi the same optimization to the transvoxel uv mesher. 2020-04-07 14:40:35 +02:00
f7842e1ab2 The blocky mesher is a lot faster now. 2020-04-07 14:23:20 +02:00
a4fc573f85 Optional module dependencies are actually optional now. 2020-04-06 22:47:03 +02:00
8b78f8e91d Library should update it's rects even in the editor now. 2020-04-06 20:10:57 +02:00
4a535207e0 Now chunks will generate the collider in the spawned thread. Also a few smaller tweaks. 2020-04-06 20:05:19 +02:00
f63a8910dc Fix coord calculation for the editor plugin. 2020-04-06 19:46:17 +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
d717c9886b Fix set_chunks, and enter_tree. 2020-04-06 00:51:25 +02:00
b046db78ed Removed leftover print. 2020-04-05 22:56:40 +02:00
25da88da19 Add the ability to get or set a channel compressed. 2020-04-05 22:07:52 +02:00
98707674a4 Initial implementation for the voxel world editor. 2020-04-05 21:02:51 +02:00
d36eff4ed3 Fix potential crash. 2020-04-05 02:08:08 +02:00
b7f3b59f54 Removed the mutex from build phase. 2020-04-05 01:47:14 +02:00
dfee0a7786 Added a blocky mesher, chunk, and world (The minecraft-style mesher). It's incomplete. Also ported the light baking step from Broken Seals, and fixed a few warnings. 2020-04-05 01:36:41 +02:00
2d2b7c8c3e Started reworking the way props are handled. Removed every old PropData related classes. Props are now just normal PackedScenes. Spawning conveniences/network synchronization will come later. 2020-04-04 17:22:07 +02:00
214323a9a0 Fix compile. 2020-04-03 09:32:34 +02:00
bf211fd430 Moved everything that is prop related to a new repository (props). It is required for this to compile for a short wile, while I rework things. 2020-04-03 09:25:07 +02:00
6cae9a0494 Set the property hint for voxel_world to 0. This fixes saving chunks as resoruces. 2020-04-02 21:38:19 +02:00
9da5d2e2d0 VoxelChunk now inherits from Resource instead of from Spatial. This is to make the scene cleaner (especially after I implement the world editor plugin). As a small bonus this should also make multithreading-related crashes harder to create, as manipulating the Scenetree from a thread by accident is now a lot harder. 2020-04-02 21:28:19 +02:00
599b3eb8ea Fixed 2 warnings. 2020-03-31 13:32:06 +02:00
f7fd0193ea Added an editable property to VoxelWorld, and made the world editor plugin make use of it. 2020-03-31 13:25:31 +02:00
dfafb23342 VoxelChunk now won't expose the channels for the editor. This functionality should be implemented per chunk implementation. Did not delete the code yet, just commented it out. 2020-03-31 12:42:22 +02:00
3969e0ba5f Fix a multithreading related crash. 2020-03-30 23:15:23 +02:00
f26fe74fc4 Ported the lod implementation from Broken Seals. 2020-03-30 19:46:39 +02:00
393ee1fb1b DefaultVoxelChunk now has a general interface for storing mesh/collider RIDs. 2020-03-30 18:32:39 +02:00
ee03e42a5a Fix assign. 2020-03-30 14:57:07 +02:00
4691e2aaef Ported merge_mesh_array and merge_mesh_array from Broken Seals. 2020-03-30 14:36:49 +02:00
4a3c9836ff Made the default visibility change event overrideable in VoxelChunkDefault. 2020-03-29 23:55:40 +02:00
541abb954d Now materials in Library are stored with vectors. This makes it possible to have different materials for every lod level for example. 2020-03-29 20:19:38 +02:00
ddfdb4489f Missed a binding. 2020-03-24 18:44:17 +01:00
87d387388c Apparently, calling emit signal and set_process_internal form a separate thread is not smart. 2020-03-24 18:42:01 +01:00
d0578c24d4 Separated VoxelStructure into 2 classes, and made it scriptable. 2020-03-19 13:08:58 +01:00
666695a220 Now VoxelChunkDefault will move it's meshes if it's transform changes, free them on EXIT_TREE, and sets their visibility. Also added a few missing break statements. 2020-03-15 19:33:10 +01:00
080e8f2437 Broke up VoxelChunk into VoxelChunk and VoxelChunkDefault. 2020-03-12 23:23:38 +01:00
29b77a3a6d Finished up the rework I started in the prevoius commit. 2020-03-06 21:09:13 +01:00