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541abb954d
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Now materials in Library are stored with vectors. This makes it possible to have different materials for every lod level for example.
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2020-03-29 20:19:38 +02:00 |
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ddfdb4489f
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Missed a binding.
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2020-03-24 18:44:17 +01:00 |
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87d387388c
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Apparently, calling emit signal and set_process_internal form a separate thread is not smart.
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2020-03-24 18:42:01 +01:00 |
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3689371503
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Merge branch 'master' of https://github.com/Relintai/voxelman
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2020-03-24 16:56:30 +01:00 |
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a5c5a7b56b
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Remove -std=c++11 cppflag as it!s not needed. Also compile fix for msvc.
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2020-03-24 16:56:04 +01:00 |
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482ff87fe1
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Update the class list in config.py, and sync classref to the current source.
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2020-03-22 01:09:29 +01:00 |
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d0578c24d4
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Separated VoxelStructure into 2 classes, and made it scriptable.
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2020-03-19 13:08:58 +01:00 |
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666695a220
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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.
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2020-03-15 19:33:10 +01:00 |
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080e8f2437
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Broke up VoxelChunk into VoxelChunk and VoxelChunkDefault.
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2020-03-12 23:23:38 +01:00 |
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9154009250
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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).
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2020-03-09 00:17:50 +01:00 |
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a22be7208c
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The transvoxel mesher now won't allocate small arrays constantly during generation.
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2020-03-08 23:40:22 +01:00 |
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45976ca387
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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.
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2020-03-08 22:36:58 +01:00 |
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29b77a3a6d
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Finished up the rework I started in the prevoius commit.
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2020-03-06 21:09:13 +01:00 |
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90cbfe02cc
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started reworking how chunk handles threaded builds.
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2020-03-06 16:12:39 +01:00 |
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8f71179c5e
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More work on Chunk's threading.
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2020-03-06 15:39:55 +01:00 |
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e4b094a27c
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VoxelMesher's build_collider now returns an array, also it is now bound.
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2020-03-06 15:39:15 +01:00 |
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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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b9f1de7dd9
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VoxelMesher doesn't use SurfaceTool internally anymore.
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2020-03-04 23:06:30 +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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ac75c78be1
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Better default value for the added temp path editor setting.
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2020-02-29 16:44:42 +01:00 |
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0ceabc25ec
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Prop tool is fully ported. (Still needs a few bugfixes though).
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2020-02-29 16:23:14 +01:00 |
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d8d34d5bce
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More work on porting PropTool.
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2020-02-29 00:21:59 +01:00 |
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2bf00fd547
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Lots of work on porting PropTool, and the editor plugin itself.
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2020-02-27 23:58:23 +01:00 |
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6178cf92d6
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Ported PropToolEntity Aswell.
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2020-02-27 22:50:18 +01:00 |
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c9978d13ba
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Ported PropToolProp aswell.
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2020-02-27 21:37:50 +01:00 |
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0a27c60136
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Fully ported PropToolScene aswell.
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2020-02-27 21:23:45 +01:00 |
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eeb0a8b198
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Fully ported ProlToolLight aswell.
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2020-02-27 21:06:45 +01:00 |
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0e12fd732d
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Fully Ported PropToolMesh.
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2020-02-27 20:41:09 +01:00 |
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d672f997ba
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Bit more work on porting PropTool.
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2020-02-27 16:58:08 +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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0a4072b9b8
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Bit more work on porting PropTool.
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2020-02-21 16:12:55 +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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919080a1b5
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Added props top the merger library, also it will now merge together all added prop textures. Also api cleanups.
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2020-02-16 02:54:17 +01:00 |
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a2fea26837
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More work on porting PropTool to c++.
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2020-02-15 02:40:40 +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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b5ff42ae11
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Started porting PropTool.
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2020-02-13 14:34:29 +01:00 |
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