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370e14f6c8
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Removed the temp mesh array I just added from voxel chunk.
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2020-03-06 14:27:04 +01:00 |
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656f0ba9fa
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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.
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2020-03-06 14:22:04 +01:00 |
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d08da0375a
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Better way of handling the previous improvement. It will actually work now properly aswell.
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2020-03-04 20:49:00 +01:00 |
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f9d13c611f
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Improved aborting chunk build.
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2020-03-04 20:12:15 +01:00 |
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59291a9417
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Fix math in is_position_walkable.
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2020-03-04 18:35:09 +01:00 |
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fbd2903477
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Added is_position_walkable query to World, also a few related things.
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2020-03-04 15:21:32 +01:00 |
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dec4fcd402
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Added get_max_frame_chunk_build_steps to be able to limit the chunk build steps launched per frame. Also a few smaller improvements.
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2020-03-04 14:59:34 +01:00 |
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d431ca4daa
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Added index-based remove chunk function, also fixed remove_chunk, now it properly removes the given chunk from the chunk map.
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2020-03-04 10:48:53 +01:00 |
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e45e3875f8
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Setup for a new VoxelWorldEditor.
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2020-02-27 14:27:52 +01:00 |
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d85187b6a8
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Removed stray files.
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2020-02-27 13:43:46 +01:00 |
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36063410f9
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Hide saved channels in the editor, and from scripts.
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2020-02-26 12:22:46 +01:00 |
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3e98b8e01c
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Added a few properties to chunk, so they can be saved into PackedScenes if needed.
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2020-02-26 01:08:18 +01:00 |
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5b32345181
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Fleshed out VoxelStructure's api.
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2020-02-23 22:09:45 +01:00 |
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f25dac92ea
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Started reworking VoxelStructure's api.
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2020-02-21 10:42:51 +01:00 |
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6c39845387
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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.
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2020-02-20 13:44:38 +01:00 |
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8b734eec11
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Mesher's build_mesh function now has no argument, and returns an array.
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2020-02-20 13:19:54 +01:00 |
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509d45a662
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build_phase() in VoxelChunk should be thread safe.
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2020-02-16 16:18:41 +01:00 |
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07afd06c2a
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Now chunks can properly use multiple meshers at the same time.
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2020-02-14 19:02:31 +01:00 |
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a457ed400c
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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.
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2020-02-14 03:19:15 +01:00 |
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3a8310c51f
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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.
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2020-02-12 20:34:16 +01:00 |
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8a2524dc57
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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).
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2020-02-12 14:16:31 +01:00 |
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fd1ff4b4ff
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Better chunk building setup. And smaller fixes and tweaks.
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2020-02-10 23:39:57 +01:00 |
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db77530ec1
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Updated the license for 2020, and added it to the top of my cpp files.
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2020-01-31 19:52:37 +01:00 |
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01bb492760
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Merge branch 'meshers'
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2020-01-13 00:40:10 +01:00 |
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104a307d55
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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.
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2020-01-13 00:39:55 +01:00 |
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c0c0fa403c
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Fix a typo in Chunk's bindings.
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2020-01-12 21:58:23 +01:00 |
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a67d0393ca
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Clang format.
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2020-01-09 04:29:05 +01:00 |
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8e02dcb9e8
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Fix build.
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2019-12-24 03:22:17 +01:00 |
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ce4020962e
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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.
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2019-12-03 19:22:04 +01:00 |
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edec04cfdc
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Chunk now supports threaded builds. Also small fixes.
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2019-11-19 20:39:45 +01:00 |
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a377c994e9
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Fixes.
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2019-11-19 19:14:46 +01:00 |
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ffb154a4fe
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More work.
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2019-11-19 16:42:38 +01:00 |
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1003a393e6
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More work.
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2019-11-19 16:33:06 +01:00 |
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d2566ab82b
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gdscript->c++ conversions.
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2019-11-19 14:42:21 +01:00 |
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0594215929
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Seemingly the bindings are done. Also added a new chunk build phase.
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2019-11-19 00:54:28 +01:00 |
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7885d49949
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Implemented chunks's new functionality, and work on the bindings.
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2019-11-18 23:50:06 +01:00 |
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5bfe5e7905
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Fixed linker errors aswell.
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2019-11-18 22:40:58 +01:00 |
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d5acb28a90
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More work on fixing compile.
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2019-11-18 22:22:41 +01:00 |
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9103db635f
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More work on compile.
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2019-11-18 21:53:33 +01:00 |
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b60b8a96d6
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More work on the build, and more api breakages.
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2019-11-18 20:16:29 +01:00 |
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f00933bb71
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More work on fixing the build.
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2019-11-18 20:03:40 +01:00 |
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decf9a4af2
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Work on the interface, and build.
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2019-11-18 19:43:15 +01:00 |
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5b275155c5
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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.
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2019-11-18 19:22:11 +01:00 |
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d8035c86e9
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VoxelBuffer now stores it's actual size separately.
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2019-11-17 03:25:46 +01:00 |
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5e5d95aac5
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Added margin to VoxelBuffer.
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2019-11-17 02:17:40 +01:00 |
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e0deb2ea66
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Added liquid, and clutter mesh allocations into Chunk, also related modifications.
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2019-11-10 13:42:59 +01:00 |
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c674a8c045
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Added chunk states, and dirty flag to Chunk.
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2019-11-10 03:10:42 +01:00 |
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f0cd4008fc
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Added WorldArea.
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2019-11-10 01:03:48 +01:00 |
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7ee2017568
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Added 2 more build phases.
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2019-11-09 23:43:29 +01:00 |
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3b722e24f9
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Added binds for liquids.
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2019-11-09 23:39:19 +01:00 |
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