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fe4a83b909
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Changed the Voxelman prefix of the classes to just Voxel as suggested by filipworksdev. Closes #5. Thanks.
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2022-02-08 12:36:37 +01:00 |
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2dec05f80f
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Also renamed the channel-related methods in VoxelChunk.
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2020-10-27 12:45:15 +01:00 |
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1d1fdf5c56
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Same treatment to jobs in VoxelChunk.
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2020-10-26 18:29:05 +01:00 |
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7311297906
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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.
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2020-10-24 22:18:23 +02:00 |
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0e4e59e970
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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.
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2020-10-06 19:43:49 +02:00 |
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235943f7ca
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Removed the old meshing implementation, and replaced most logic to the new one. The code compiles, but it won't work for now. Also other cleanups.
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2020-10-02 23:47:39 +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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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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7219d7b2d4
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Added a Cubic chunk and World.
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2020-06-12 19:34:47 +02:00 |
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