|
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 |
|
|
90cbfe02cc
|
started reworking how chunk handles threaded builds.
|
2020-03-06 16:12:39 +01:00 |
|
|
8f71179c5e
|
More work on Chunk's threading.
|
2020-03-06 15:39:55 +01:00 |
|
|
370e14f6c8
|
Removed the temp mesh array I just added from voxel chunk.
|
2020-03-06 14:27:04 +01:00 |
|
|
656f0ba9fa
|
build_phase() and _build_phase() in Chunk now won't return/need to return a value, as get_build_phase_done() is equivalent. Also now chunk building is actually threaded, as it seems like I managed to remove thread creation in one of the refactor commits. Also fixed a few smaller issues/inconsistencies.
|
2020-03-06 14:22:04 +01:00 |
|
|
d08da0375a
|
Better way of handling the previous improvement. It will actually work now properly aswell.
|
2020-03-04 20:49:00 +01:00 |
|
|
f9d13c611f
|
Improved aborting chunk build.
|
2020-03-04 20:12:15 +01:00 |
|
|
59291a9417
|
Fix math in is_position_walkable.
|
2020-03-04 18:35:09 +01:00 |
|
|
fbd2903477
|
Added is_position_walkable query to World, also a few related things.
|
2020-03-04 15:21:32 +01:00 |
|
|
dec4fcd402
|
Added get_max_frame_chunk_build_steps to be able to limit the chunk build steps launched per frame. Also a few smaller improvements.
|
2020-03-04 14:59:34 +01:00 |
|
|
d431ca4daa
|
Added index-based remove chunk function, also fixed remove_chunk, now it properly removes the given chunk from the chunk map.
|
2020-03-04 10:48:53 +01:00 |
|
|
e45e3875f8
|
Setup for a new VoxelWorldEditor.
|
2020-02-27 14:27:52 +01:00 |
|
|
d85187b6a8
|
Removed stray files.
|
2020-02-27 13:43:46 +01:00 |
|
|
36063410f9
|
Hide saved channels in the editor, and from scripts.
|
2020-02-26 12:22:46 +01:00 |
|
|
3e98b8e01c
|
Added a few properties to chunk, so they can be saved into PackedScenes if needed.
|
2020-02-26 01:08:18 +01:00 |
|
|
5b32345181
|
Fleshed out VoxelStructure's api.
|
2020-02-23 22:09:45 +01:00 |
|
|
f25dac92ea
|
Started reworking VoxelStructure's api.
|
2020-02-21 10:42:51 +01:00 |
|
|
6c39845387
|
Removed a few now unneeded methods from VoxelChunk, they got merged into _build_phase. Also added build_mesh_into to VoxelMesher, it's equivalent to the old build_mesh.
|
2020-02-20 13:44:38 +01:00 |
|
|
8b734eec11
|
Mesher's build_mesh function now has no argument, and returns an array.
|
2020-02-20 13:19:54 +01:00 |
|
|
509d45a662
|
build_phase() in VoxelChunk should be thread safe.
|
2020-02-16 16:18:41 +01:00 |
|
|
07afd06c2a
|
Now chunks can properly use multiple meshers at the same time.
|
2020-02-14 19:02:31 +01:00 |
|
|
a457ed400c
|
Added data margin start, and end property to VoxelWorld for easy access. Improved set_voxel, and get_voxel in VoxelChunk to accomodate for margins as originally intended (e.g. if start_margin is 1, indexes go from -1 to size + end margin). Fixed/updated indexing in VoxelMesherCubic.
|
2020-02-14 03:19:15 +01:00 |
|
|
3a8310c51f
|
More improvements to chunk's threading logic. Also removed the build_phase_done function I added a few hours ago, and made build_phase return a bool (true if the phase is completed, false if not), essentially achieving the same effect.
|
2020-02-12 20:34:16 +01:00 |
|
|
8a2524dc57
|
Improved multithreading a lot, it doesn't seem to crash anymore. Also made chunk mesh generation faster by letting build phases run one after an another without launching new threads (using is_phase_threaded).
|
2020-02-12 14:16:31 +01:00 |
|
|
fd1ff4b4ff
|
Better chunk building setup. And smaller fixes and tweaks.
|
2020-02-10 23:39:57 +01:00 |
|
|
db77530ec1
|
Updated the license for 2020, and added it to the top of my cpp files.
|
2020-01-31 19:52:37 +01:00 |
|
|
01bb492760
|
Merge branch 'meshers'
|
2020-01-13 00:40:10 +01:00 |
|
|
104a307d55
|
Now Chunk has a vector of meshers, this simplifies for example liquid meshing, and this allows combining multiple meshers. Also the number of build phases is settable.
|
2020-01-13 00:39:55 +01:00 |
|
|
c0c0fa403c
|
Fix a typo in Chunk's bindings.
|
2020-01-12 21:58:23 +01:00 |
|
|
a67d0393ca
|
Clang format.
|
2020-01-09 04:29:05 +01:00 |
|
|
8e02dcb9e8
|
Fix build.
|
2019-12-24 03:22:17 +01:00 |
|
|
ce4020962e
|
Now the mesher will set the material for the generated meshes directly, also it sets the material as surface material instead of an override material.
|
2019-12-03 19:22:04 +01:00 |
|
|
edec04cfdc
|
Chunk now supports threaded builds. Also small fixes.
|
2019-11-19 20:39:45 +01:00 |
|
|
a377c994e9
|
Fixes.
|
2019-11-19 19:14:46 +01:00 |
|
|
ffb154a4fe
|
More work.
|
2019-11-19 16:42:38 +01:00 |
|
|
1003a393e6
|
More work.
|
2019-11-19 16:33:06 +01:00 |
|
|
d2566ab82b
|
gdscript->c++ conversions.
|
2019-11-19 14:42:21 +01:00 |
|
|
0594215929
|
Seemingly the bindings are done. Also added a new chunk build phase.
|
2019-11-19 00:54:28 +01:00 |
|
|
7885d49949
|
Implemented chunks's new functionality, and work on the bindings.
|
2019-11-18 23:50:06 +01:00 |
|
|
5bfe5e7905
|
Fixed linker errors aswell.
|
2019-11-18 22:40:58 +01:00 |
|
|
d5acb28a90
|
More work on fixing compile.
|
2019-11-18 22:22:41 +01:00 |
|
|
9103db635f
|
More work on compile.
|
2019-11-18 21:53:33 +01:00 |
|
|
b60b8a96d6
|
More work on the build, and more api breakages.
|
2019-11-18 20:16:29 +01:00 |
|
|
f00933bb71
|
More work on fixing the build.
|
2019-11-18 20:03:40 +01:00 |
|
|
decf9a4af2
|
Work on the interface, and build.
|
2019-11-18 19:43:15 +01:00 |
|
|
5b275155c5
|
Removed the classes that I got from the other voxel module. Moved the stuff that I wrote from VoxelBuffer to VoxelChunk. I'll reimplement the needed stuff myself into the chunk.
|
2019-11-18 19:22:11 +01:00 |
|
|
d8035c86e9
|
VoxelBuffer now stores it's actual size separately.
|
2019-11-17 03:25:46 +01:00 |
|
|
5e5d95aac5
|
Added margin to VoxelBuffer.
|
2019-11-17 02:17:40 +01:00 |
|
|
e0deb2ea66
|
Added liquid, and clutter mesh allocations into Chunk, also related modifications.
|
2019-11-10 13:42:59 +01:00 |
|
|
c674a8c045
|
Added chunk states, and dirty flag to Chunk.
|
2019-11-10 03:10:42 +01:00 |
|
|
f0cd4008fc
|
Added WorldArea.
|
2019-11-10 01:03:48 +01:00 |
|
|
7ee2017568
|
Added 2 more build phases.
|
2019-11-09 23:43:29 +01:00 |
|
|
3b722e24f9
|
Added binds for liquids.
|
2019-11-09 23:39:19 +01:00 |
|
|
8bbc6da5d2
|
Now PropData can add lights into chunks.
|
2019-11-08 11:52:36 +01:00 |
|
|
2c49d2e8d9
|
Renamed VoxelmanProp to PropData.
|
2019-11-07 21:32:31 +01:00 |
|
|
033fe750c0
|
Updated the color baking algorithm, and restructured build phases.
|
2019-11-06 17:43:51 +01:00 |
|
|
f23f3122a4
|
Better snap axis defaults.
|
2019-11-06 13:44:22 +01:00 |
|
|
3f7b422662
|
VoxelChunk is s Spatial now (again).
|
2019-11-06 03:37:22 +01:00 |
|
|
440b4eadfb
|
Added a Texture property to VoxelChunkPropData aswell.
|
2019-11-05 21:27:31 +01:00 |
|
|
8e4e65371d
|
Typo fixes.
|
2019-10-16 00:50:30 +02:00 |
|
|
472b077d3f
|
Added a "_prop_added" vmethod to Chunk.
|
2019-10-14 23:59:42 +02:00 |
|
|
fd3a162126
|
Reworked the way chung handles props, and made chunk building fully scriptable.
|
2019-10-10 23:51:05 +02:00 |
|
|
cf9e3e8f19
|
Added an EnvironmentData class.
|
2019-10-07 22:22:47 +02:00 |
|
|
0175490bc5
|
Now VoxelWorld inherits from Navigation.
|
2019-10-05 22:53:48 +02:00 |
|
|
aa4fb6c088
|
Implemented the remaining stub methods for voxel structure.
|
2019-09-25 11:30:07 +02:00 |
|
|
56ce70f025
|
Work on VoxelStructure.
|
2019-09-25 01:49:35 +02:00 |
|
|
4d24c13e91
|
Added VoxelStructure skeleton class.
|
2019-09-24 02:05:40 +02:00 |
|
|
306dc575d8
|
Improved the way props work.
|
2019-09-22 02:46:21 +02:00 |
|
|
916676cfab
|
Renamed VoxelPropData, and cleaned up VoxelProp bit.
|
2019-09-21 00:02:10 +02:00 |
|
|
5eb5249147
|
Level generator skeleton class.
|
2019-09-03 13:52:32 +02:00 |
|
|
34e109a54b
|
Moved more properties.
|
2019-08-12 20:40:05 +02:00 |
|
|
b0dc290c20
|
Started moving common things in VoxelWorld to c++.
|
2019-08-12 13:12:42 +02:00 |
|
|
78581077f7
|
Added a new random ao channel.
|
2019-08-08 21:09:55 +02:00 |
|
|
de3f60d3f4
|
Added a new method to VoxelChunk.
|
2019-08-03 23:17:19 +02:00 |
|
|
a633808274
|
Renamed free to free_chunk, as it collided with Object's free().
|
2019-08-01 01:05:09 +02:00 |
|
|
9b842c159a
|
-Moved the basic mesh color baking into the base VoxelMesher, as well as the 2 light specific parameters.
-Added a binding from the AO VoxelBuffer enum value.
-Renamed back draw_debug_voxels_colored to draw_debug_voxels.
|
2019-07-24 02:14:02 +02:00 |
|
|
47f3fa2a7f
|
Now the props use transforms internally, instead of vectors. And improved the design a bit.
|
2019-07-20 14:48:56 +02:00 |
|
|
c29c74b1d9
|
More work oncleaning up the interface of the VoxelChunk. I'ts mostly okay, but might need to change a bit more. Also added a few const keywords where I found them missing.
|
2019-07-19 23:54:56 +02:00 |
|
|
4ad2faca86
|
Started reworking the mesher, and the cunk's interface.
|
2019-07-19 20:54:09 +02:00 |
|
|
029f241005
|
Implemented props.
|
2019-07-18 18:56:42 +02:00 |
|
|
7e7c07cbd8
|
VoxelChunk is a Reference now.
|
2019-07-18 02:05:50 +02:00 |
|
|
9c036f0706
|
Now VoxelChunk uses the VisualServer, and PhysicsServer directly.
|
2019-07-18 01:43:58 +02:00 |
|
|
7db42b88a1
|
Now the base light value is settable in the Cubic Voxel Mesher.
|
2019-07-17 19:51:09 +02:00 |
|
|
469773a9fd
|
Fixed the voxel mesher, and converted it to c++. Also small bugfixes, and binding improvements. ALso moved a few export variables from GDscript to bindings.
|
2019-07-17 17:01:12 +02:00 |
|
|
e4e38c0bde
|
Work on lights, and cleanups.
|
2019-07-17 02:28:16 +02:00 |
|
|
7f0a832677
|
Implemented Ao generation, and started working on light support.
|
2019-07-16 16:18:09 +02:00 |
|
|
71de54d9a0
|
Now voxelman can actually make meshes.
|
2019-06-08 19:47:17 +02:00 |
|
|
b50c9be4e7
|
More cleanup, and fixed a misunderstanding.
|
2019-06-08 01:28:39 +02:00 |
|
|
ba05f93aa2
|
-Removed Voxel, not needed.
-Huge cleanup.
-Moved the voxel query to a new folder, also it's not in the build anymore. Will be removed shortly.
|
2019-06-07 19:13:07 +02:00 |
|
|
9fb6a4e1c1
|
Progress on getting voxelman to work again, also cleanups.
|
2019-06-07 01:33:41 +02:00 |
|
|
b5bdecf95a
|
Added VoxelBuffer to the build.
|
2019-05-31 23:57:56 +02:00 |
|
|
e2c8c5c2ca
|
Added in 2 more classes and the updated vector3i from https://github.com/Zylann/godot_voxel. Also added their license to the top of these files.
|
2019-05-31 23:28:33 +02:00 |
|
|
4d73c7e9c6
|
Added in gridmap from godot, I currently think it is a nice place to start from with the voxel world, as it pretty much already works like it, and it has a nice editor plugin as well. Also I haven't yet used godot's servers too much.
|
2019-05-31 23:03:38 +02:00 |
|