Commit Graph

424 Commits

Author SHA1 Message Date
6e68267bd0 My mesh utils module is now an optional dependency. The terrarin job will use it to simplify meshes over lod level 4. 2020-10-20 16:29:39 +02:00
a714e81db3 Fix a few issues with the cubic mesher. 2020-10-12 22:59:27 +02:00
5a9b99c199 Missing guards, and fixed an ERR_FAIL_INDEX_V. 2020-10-12 18:53:35 +02:00
e14bc67da8 Implement isolevel support for the voxel editor. 2020-10-12 16:39:52 +02:00
33030e485a properly call set_complete in VoxelLightJob. This fixes non-threaded chunk builds. 2020-10-08 11:23:27 +02:00
9de15f0b0f Uncomment a mesh data resource check. Also handle if phase gets too high in VoxelTerrarinJob. 2020-10-07 11:54:30 +02:00
e42931597c Fix compile for 4.0. 2020-10-06 23:15:32 +02:00
90fe105b54 Update Readme.md. 2020-10-06 20:07:47 +02:00
0e4e59e970 Remove create_mesher and _create_mesher from chunks. Mesher creating now should be handled by the world itself in _create_chunk. This makes worlds able to use different chunk mesher setups for different parts of a world. Also this cust down the amount of classes that you need to create if you are implementing a new mesher. 2020-10-06 19:43:49 +02:00
3add3daef4 VoxelPropJob now works. 2020-10-06 19:24:58 +02:00
989e82b332 Small cleanups. 2020-10-06 12:29:16 +02:00
8c06a778f2 Now generation works again. Also removed some stray debug prints, and small cleanups. 2020-10-06 00:05:06 +02:00
14735b8569 Fix running the first job. 2020-10-05 22:34:11 +02:00
08c2fc8fc1 More work on the logic. 2020-10-03 21:58:24 +02:00
eb1d55f05b More work on the logic, and api fixes. 2020-10-03 17:18:43 +02:00
235943f7ca Removed the old meshing implementation, and replaced most logic to the new one. The code compiles, but it won't work for now. Also other cleanups. 2020-10-02 23:47:39 +02:00
0db9475db1 Added get_current_job_index and next_job tp VoxelChunk. 2020-10-02 16:49:36 +02:00
46132202b0 Added generation specific process and physics process to VoxelChunk and VoxelJob. 2020-10-02 16:45:08 +02:00
43bb7dfa66 Add back the next_phase call into the new jobs. 2020-10-02 14:53:45 +02:00
3f04002453 Fix errors with bindings 2020-10-02 12:24:00 +02:00
a25862527c More work on VoxelJob's api. 2020-10-02 12:19:24 +02:00
643f76f7e8 Also add the reset code to VoxelPropJob. 2020-10-01 23:51:10 +02:00
8ff53e4299 Added VoxelPropJob. 2020-10-01 23:43:04 +02:00
9cca71355f Added VoxelLightJob. 2020-10-01 21:44:59 +02:00
3f23be12bc VoxelTerrarinJob now has the necessary code in it as methods. 2020-10-01 21:31:39 +02:00
bf17467879 Clear the 2 vectors in the destructor. 2020-10-01 21:05:37 +02:00
394214b758 Added the meshers and liquid meshers api from VoxelChunk into VoxelTerrarinJob. 2020-10-01 21:01:39 +02:00
579e4263d0 Added VoxelTerrarinJob. 2020-10-01 20:57:42 +02:00
be2cd7a4b3 Added a vector of jobs and an api for it into VoxelChunk. 2020-10-01 20:49:54 +02:00
71f69666cd Moved VoxelJob to a new folder. Also added generate_ao and generate_random_ao from voxel chunk into it. 2020-10-01 20:18:43 +02:00
6f8e54879b Added channel allocation queries to VoxelChunk. 2020-09-05 20:06:23 +02:00
eea8309352 Implement texture scale for the blocky mesher. Also added an option to add vertex colors even whe n lighting is off. 2020-08-26 00:11:32 +02:00
64b9476eca Moved the texture scale property to VoxelMesher. 2020-08-25 23:09:41 +02:00
142809d0cb Add an alternative type and isolevel to the default channels enum. 2020-08-21 20:02:47 +02:00
5938f7f783 Now the type and isolevel channels are customizable in the meshers. 2020-08-21 20:02:22 +02:00
4921252475 Set light.a to 1. 2020-08-21 12:34:56 +02:00
3ade810606 Removed leftover debug operation. 2020-08-21 12:21:47 +02:00
de6c2d6ffa Texture scaling for the cubic mesher. 2020-08-21 12:19:18 +02:00
fc153bae06 Surface support for the cubic mesher. 2020-08-21 12:10:15 +02:00
5358c99646 Now VoxelChunkDefault supports coloring MeshDataResources that span multiple chunks. 2020-08-16 18:20:16 +02:00
d8cf2af059 Same change to BUILD_PHASE_MESH_DATA_RESOURCES aswell. 2020-08-04 15:36:03 +02:00
6af711322d BUILD_PHASE_TERRARIN_MESH now can also distribute it's calculations onto multiple frames. 2020-08-04 15:30:34 +02:00
469927cc3b Now BUILD_PHASE_COLLIDER, and BUILD_PHASE_LIGHTS can both distribute their work onto multiple frames. 2020-08-04 14:53:10 +02:00
0a4d07c582 The terrarin mesh setup phase can now distribute it's calculations onto multiple frames.. Also small fixes to the single threaded logic. 2020-08-04 14:40:40 +02:00
b0a888d595 Removed limit execution time, and made everything a simple stub when ThreadPool is not present. 2020-08-04 10:52:27 +02:00
f1bee24803 Set start time in execute(). 2020-08-04 10:21:01 +02:00
58af069429 Add ThreadPool into the readme as an optional dependency. 2020-08-04 10:08:31 +02:00
919620031b Fix compile if ThreadPool is not present. 2020-08-04 10:08:04 +02:00
10b588f576 Cancel the job if complete is false. 2020-08-04 09:51:16 +02:00
bf58b94a99 Removed the thread from VoxelChunkDefault. 2020-08-04 09:49:40 +02:00