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d36eff4ed3
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Fix potential crash.
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2020-04-05 02:08:08 +02:00 |
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b7f3b59f54
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Removed the mutex from build phase.
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2020-04-05 01:47:14 +02:00 |
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dfee0a7786
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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.
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2020-04-05 01:36:41 +02:00 |
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2d2b7c8c3e
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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.
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2020-04-04 17:22:07 +02:00 |
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9da5d2e2d0
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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.
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2020-04-02 21:28:19 +02:00 |
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3969e0ba5f
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Fix a multithreading related crash.
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2020-03-30 23:15:23 +02:00 |
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f26fe74fc4
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Ported the lod implementation from Broken Seals.
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2020-03-30 19:46:39 +02:00 |
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393ee1fb1b
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DefaultVoxelChunk now has a general interface for storing mesh/collider RIDs.
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2020-03-30 18:32:39 +02:00 |
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4a3c9836ff
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Made the default visibility change event overrideable in VoxelChunkDefault.
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2020-03-29 23:55:40 +02:00 |
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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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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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