|
0202233a6f
|
Added lz4. It will be used to compress chunk data. The choice of the algorithm was inspired by Zylann's godot_voxel.
|
2020-03-31 12:27:29 +02:00 |
|
|
a36b7a8ab6
|
Fix linux build with tools=no.
|
2020-03-31 00:57:58 +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 |
|
|
3689371503
|
Merge branch 'master' of https://github.com/Relintai/voxelman
|
2020-03-24 16:56:30 +01:00 |
|
|
a5c5a7b56b
|
Remove -std=c++11 cppflag as it!s not needed. Also compile fix for msvc.
|
2020-03-24 16:56:04 +01:00 |
|
|
482ff87fe1
|
Update the class list in config.py, and sync classref to the current source.
|
2020-03-22 01:09:29 +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 |
|
|
9154009250
|
Added remove_doubles, and remove_doubles_hashed methods to VoxelMesher, the hashed version is actually about 40-ish percent faster usually, but if hash might occur with it. The TransvoxelMesher now automatically simplifies it's meshes after a buffer is added, using the hashed version (to see in practice how common hash collisions are).
|
2020-03-09 00:17:50 +01:00 |
|
|
a22be7208c
|
The transvoxel mesher now won't allocate small arrays constantly during generation.
|
2020-03-08 23:40:22 +01:00 |
|
|
45976ca387
|
Reworked VoxelMesher's api a bit, now it works like SurfaceTool. Also it now stores data the same way i.e. 1 container, with a Vertex struct (I took the Vertex struct, and it's hasher from Surface Tool (because the hasher was private)). This will make mesh post processing a lot easier.
|
2020-03-08 22:36:58 +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 |
|
|
e4b094a27c
|
VoxelMesher's build_collider now returns an array, also it is now bound.
|
2020-03-06 15:39:15 +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 |
|
|
b9f1de7dd9
|
VoxelMesher doesn't use SurfaceTool internally anymore.
|
2020-03-04 23:06:30 +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 |
|
|
ac75c78be1
|
Better default value for the added temp path editor setting.
|
2020-02-29 16:44:42 +01:00 |
|
|
0ceabc25ec
|
Prop tool is fully ported. (Still needs a few bugfixes though).
|
2020-02-29 16:23:14 +01:00 |
|
|
d8d34d5bce
|
More work on porting PropTool.
|
2020-02-29 00:21:59 +01:00 |
|
|
2bf00fd547
|
Lots of work on porting PropTool, and the editor plugin itself.
|
2020-02-27 23:58:23 +01:00 |
|
|
6178cf92d6
|
Ported PropToolEntity Aswell.
|
2020-02-27 22:50:18 +01:00 |
|
|
c9978d13ba
|
Ported PropToolProp aswell.
|
2020-02-27 21:37:50 +01:00 |
|
|
0a27c60136
|
Fully ported PropToolScene aswell.
|
2020-02-27 21:23:45 +01:00 |
|
|
eeb0a8b198
|
Fully ported ProlToolLight aswell.
|
2020-02-27 21:06:45 +01:00 |
|
|
0e12fd732d
|
Fully Ported PropToolMesh.
|
2020-02-27 20:41:09 +01:00 |
|
|
d672f997ba
|
Bit more work on porting PropTool.
|
2020-02-27 16:58:08 +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 |
|
|
0a4072b9b8
|
Bit more work on porting PropTool.
|
2020-02-21 16:12:55 +01:00 |
|
|
f25dac92ea
|
Started reworking VoxelStructure's api.
|
2020-02-21 10:42:51 +01:00 |
|