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214323a9a0
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Fix compile.
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2020-04-03 09:32:34 +02:00 |
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9da5d2e2d0
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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.
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2020-04-02 21:28:19 +02:00 |
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f26fe74fc4
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Ported the lod implementation from Broken Seals.
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2020-03-30 19:46:39 +02:00 |
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393ee1fb1b
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DefaultVoxelChunk now has a general interface for storing mesh/collider RIDs.
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2020-03-30 18:32:39 +02:00 |
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4a3c9836ff
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Made the default visibility change event overrideable in VoxelChunkDefault.
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2020-03-29 23:55:40 +02:00 |
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87d387388c
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Apparently, calling emit signal and set_process_internal form a separate thread is not smart.
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2020-03-24 18:42:01 +01:00 |
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666695a220
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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.
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2020-03-15 19:33:10 +01:00 |
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080e8f2437
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Broke up VoxelChunk into VoxelChunk and VoxelChunkDefault.
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2020-03-12 23:23:38 +01:00 |
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