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9824738095
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Make sure VoxelPropJob calls next job and sets itself to complete properly on every codepath.
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2020-10-20 22:04:29 +02:00 |
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50701f1740
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Also add the new lod generation code to the prop job.
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2020-10-20 17:10:26 +02:00 |
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6e68267bd0
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My mesh utils module is now an optional dependency. The terrarin job will use it to simplify meshes over lod level 4.
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2020-10-20 16:29:39 +02:00 |
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a714e81db3
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Fix a few issues with the cubic mesher.
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2020-10-12 22:59:27 +02:00 |
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5a9b99c199
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Missing guards, and fixed an ERR_FAIL_INDEX_V.
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2020-10-12 18:53:35 +02:00 |
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e14bc67da8
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Implement isolevel support for the voxel editor.
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2020-10-12 16:39:52 +02:00 |
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33030e485a
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properly call set_complete in VoxelLightJob. This fixes non-threaded chunk builds.
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2020-10-08 11:23:27 +02:00 |
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9de15f0b0f
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Uncomment a mesh data resource check. Also handle if phase gets too high in VoxelTerrarinJob.
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2020-10-07 11:54:30 +02:00 |
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e42931597c
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Fix compile for 4.0.
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2020-10-06 23:15:32 +02:00 |
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90fe105b54
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Update Readme.md.
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2020-10-06 20:07:47 +02:00 |
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0e4e59e970
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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.
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2020-10-06 19:43:49 +02:00 |
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3add3daef4
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VoxelPropJob now works.
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2020-10-06 19:24:58 +02:00 |
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989e82b332
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Small cleanups.
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2020-10-06 12:29:16 +02:00 |
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8c06a778f2
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Now generation works again. Also removed some stray debug prints, and small cleanups.
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2020-10-06 00:05:06 +02:00 |
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14735b8569
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Fix running the first job.
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2020-10-05 22:34:11 +02:00 |
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08c2fc8fc1
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More work on the logic.
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2020-10-03 21:58:24 +02:00 |
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eb1d55f05b
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More work on the logic, and api fixes.
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2020-10-03 17:18:43 +02:00 |
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235943f7ca
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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.
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2020-10-02 23:47:39 +02:00 |
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0db9475db1
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Added get_current_job_index and next_job tp VoxelChunk.
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2020-10-02 16:49:36 +02:00 |
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46132202b0
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Added generation specific process and physics process to VoxelChunk and VoxelJob.
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2020-10-02 16:45:08 +02:00 |
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43bb7dfa66
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Add back the next_phase call into the new jobs.
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2020-10-02 14:53:45 +02:00 |
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3f04002453
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Fix errors with bindings
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2020-10-02 12:24:00 +02:00 |
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a25862527c
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More work on VoxelJob's api.
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2020-10-02 12:19:24 +02:00 |
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643f76f7e8
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Also add the reset code to VoxelPropJob.
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2020-10-01 23:51:10 +02:00 |
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8ff53e4299
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Added VoxelPropJob.
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2020-10-01 23:43:04 +02:00 |
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9cca71355f
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Added VoxelLightJob.
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2020-10-01 21:44:59 +02:00 |
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3f23be12bc
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VoxelTerrarinJob now has the necessary code in it as methods.
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2020-10-01 21:31:39 +02:00 |
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bf17467879
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Clear the 2 vectors in the destructor.
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2020-10-01 21:05:37 +02:00 |
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394214b758
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Added the meshers and liquid meshers api from VoxelChunk into VoxelTerrarinJob.
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2020-10-01 21:01:39 +02:00 |
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579e4263d0
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Added VoxelTerrarinJob.
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2020-10-01 20:57:42 +02:00 |
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be2cd7a4b3
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Added a vector of jobs and an api for it into VoxelChunk.
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2020-10-01 20:49:54 +02:00 |
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71f69666cd
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Moved VoxelJob to a new folder. Also added generate_ao and generate_random_ao from voxel chunk into it.
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2020-10-01 20:18:43 +02:00 |
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6f8e54879b
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Added channel allocation queries to VoxelChunk.
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2020-09-05 20:06:23 +02:00 |
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eea8309352
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Implement texture scale for the blocky mesher. Also added an option to add vertex colors even whe n lighting is off.
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2020-08-26 00:11:32 +02:00 |
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64b9476eca
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Moved the texture scale property to VoxelMesher.
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2020-08-25 23:09:41 +02:00 |
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142809d0cb
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Add an alternative type and isolevel to the default channels enum.
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2020-08-21 20:02:47 +02:00 |
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5938f7f783
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Now the type and isolevel channels are customizable in the meshers.
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2020-08-21 20:02:22 +02:00 |
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4921252475
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Set light.a to 1.
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2020-08-21 12:34:56 +02:00 |
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3ade810606
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Removed leftover debug operation.
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2020-08-21 12:21:47 +02:00 |
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de6c2d6ffa
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Texture scaling for the cubic mesher.
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2020-08-21 12:19:18 +02:00 |
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fc153bae06
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Surface support for the cubic mesher.
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2020-08-21 12:10:15 +02:00 |
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5358c99646
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Now VoxelChunkDefault supports coloring MeshDataResources that span multiple chunks.
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2020-08-16 18:20:16 +02:00 |
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d8cf2af059
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Same change to BUILD_PHASE_MESH_DATA_RESOURCES aswell.
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2020-08-04 15:36:03 +02:00 |
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6af711322d
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BUILD_PHASE_TERRARIN_MESH now can also distribute it's calculations onto multiple frames.
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2020-08-04 15:30:34 +02:00 |
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469927cc3b
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Now BUILD_PHASE_COLLIDER, and BUILD_PHASE_LIGHTS can both distribute their work onto multiple frames.
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2020-08-04 14:53:10 +02:00 |
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0a4d07c582
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The terrarin mesh setup phase can now distribute it's calculations onto multiple frames.. Also small fixes to the single threaded logic.
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2020-08-04 14:40:40 +02:00 |
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b0a888d595
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Removed limit execution time, and made everything a simple stub when ThreadPool is not present.
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2020-08-04 10:52:27 +02:00 |
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f1bee24803
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Set start time in execute().
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2020-08-04 10:21:01 +02:00 |
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58af069429
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Add ThreadPool into the readme as an optional dependency.
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2020-08-04 10:08:31 +02:00 |
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919620031b
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Fix compile if ThreadPool is not present.
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2020-08-04 10:08:04 +02:00 |
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