Commit Graph

236 Commits

Author SHA1 Message Date
81dc8bcb36 Don't bake colors, if lighting is disabled. 2020-04-06 14:23:49 +02:00
b9ba0c0bf9 Moved _bake_colors and _bake_liquid_colors into VoxelMesherDefault. Also made the other meshers inherit it. 2020-04-06 14:21:46 +02:00
c691c13277 Added a _chunk_added virtual method to voxel world. 2020-04-06 13:55:22 +02:00
b4c61ac674 Created a default version from world, and the mesher. Also added a BuildFlags enum to VoxelChunkDefault. Converted a few properties to use this. 2020-04-06 13:41:45 +02:00
d717c9886b Fix set_chunks, and enter_tree. 2020-04-06 00:51:25 +02:00
b046db78ed Removed leftover print. 2020-04-05 22:56:40 +02:00
25da88da19 Add the ability to get or set a channel compressed. 2020-04-05 22:07:52 +02:00
98707674a4 Initial implementation for the voxel world editor. 2020-04-05 21:02:51 +02:00
37517c2e18 Implemented blocky meshing. 2020-04-05 17:15:08 +02:00
d36eff4ed3 Fix potential crash. 2020-04-05 02:08:08 +02:00
b7f3b59f54 Removed the mutex from build phase. 2020-04-05 01:47:14 +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
04b68ff62d Sync classref with the current source. 2020-04-03 09:35:45 +02:00
214323a9a0 Fix compile. 2020-04-03 09:32:34 +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
6cae9a0494 Set the property hint for voxel_world to 0. This fixes saving chunks as resoruces. 2020-04-02 21:38:19 +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
599b3eb8ea Fixed 2 warnings. 2020-03-31 13:32:06 +02:00
f7fd0193ea Added an editable property to VoxelWorld, and made the world editor plugin make use of it. 2020-03-31 13:25:31 +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
165ebb68bf Removed the 2 queue implementations. 2020-03-31 12:32:49 +02:00
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