|
6e9a952a2a
|
Implemented liquid meshing.
|
2020-04-20 00:31:46 +02:00 |
|
|
4a2321b161
|
Some settings in world will now get distributed to chunks. is_build_threaded has been moved from coxel chunk default to voxel chunk. ALso fixed a few crashes.
|
2020-04-18 02:15:01 +02:00 |
|
|
367c203cc6
|
Added lots of const qualifiers to world and chunk.
|
2020-04-16 17:10:04 +02:00 |
|
|
dd0fa1d7ea
|
Cleaned up the prop spawning api in chunk and world.
|
2020-04-15 13:06:45 +02:00 |
|
|
a63ae2183a
|
Removed _THREAD_SAFE_CLASS_ from VoxelChunk as its not used aywhere right now.
|
2020-04-15 12:44:16 +02:00 |
|
|
7a3e4ecbe3
|
Cleaned up the light baking api.
|
2020-04-15 12:41:52 +02:00 |
|
|
1f23f61b3a
|
Ran clang format, as apparently I had it off.
|
2020-04-10 13:55:27 +02:00 |
|
|
073e1aeb97
|
Fix build for 4.0.
|
2020-04-09 12:34:39 +02:00 |
|
|
9fe51572f4
|
Didi the same optimization to the transvoxel uv mesher.
|
2020-04-07 14:40:35 +02:00 |
|
|
f7842e1ab2
|
The blocky mesher is a lot faster now.
|
2020-04-07 14:23:20 +02:00 |
|
|
a4fc573f85
|
Optional module dependencies are actually optional now.
|
2020-04-06 22:47:03 +02:00 |
|
|
25da88da19
|
Add the ability to get or set a channel compressed.
|
2020-04-05 22:07:52 +02:00 |
|
|
dfee0a7786
|
Added a blocky mesher, chunk, and world (The minecraft-style mesher). It's incomplete. Also ported the light baking step from Broken Seals, and fixed a few warnings.
|
2020-04-05 01:36:41 +02:00 |
|
|
2d2b7c8c3e
|
Started reworking the way props are handled. Removed every old PropData related classes. Props are now just normal PackedScenes. Spawning conveniences/network synchronization will come later.
|
2020-04-04 17:22:07 +02:00 |
|
|
bf211fd430
|
Moved everything that is prop related to a new repository (props). It is required for this to compile for a short wile, while I rework things.
|
2020-04-03 09:25:07 +02:00 |
|
|
9da5d2e2d0
|
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.
|
2020-04-02 21:28:19 +02:00 |
|
|
dfafb23342
|
VoxelChunk now won't expose the channels for the editor. This functionality should be implemented per chunk implementation. Did not delete the code yet, just commented it out.
|
2020-03-31 12:42:22 +02:00 |
|
|
4691e2aaef
|
Ported merge_mesh_array and merge_mesh_array from Broken Seals.
|
2020-03-30 14:36:49 +02:00 |
|
|
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 |
|
|
3e98b8e01c
|
Added a few properties to chunk, so they can be saved into PackedScenes if needed.
|
2020-02-26 01:08:18 +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 |
|
|
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 |
|
|
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 |
|
|
a67d0393ca
|
Clang format.
|
2020-01-09 04:29:05 +01:00 |
|
|
8e02dcb9e8
|
Fix build.
|
2019-12-24 03:22:17 +01:00 |
|
|
edec04cfdc
|
Chunk now supports threaded builds. Also small fixes.
|
2019-11-19 20:39:45 +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 |
|
|
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 |
|
|
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 |
|
|
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 |
|
|
7ee2017568
|
Added 2 more build phases.
|
2019-11-09 23:43:29 +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 |
|