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2dec05f80f
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Also renamed the channel-related methods in VoxelChunk.
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2020-10-27 12:45:15 +01:00 |
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851b4efb52
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Same change to the collider-related method in VoxelChunk.
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2020-10-26 17:24:22 +01:00 |
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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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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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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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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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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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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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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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bf58b94a99
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Removed the thread from VoxelChunkDefault.
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2020-08-04 09:49:40 +02:00 |
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cff203fc49
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Now the threading is handled by ThreadPool.
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2020-08-04 09:44:18 +02:00 |
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b95f055acd
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Add lod falloff property to VoxelWorldDefault. Also improved _update_lods().
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2020-08-03 19:05:40 +02:00 |
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698f6083ea
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Add MESH_DATA_RESOURCE_PRESENT around a piece of code.
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2020-07-18 14:19:13 +02:00 |
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18ad178b1e
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Moved the create_meshers call from BUILD_PHASE_SETUP to _build. This causes it to run on the main thread. This is the first time I got a crash related to this, also the engine docs suggests that only scenetree manipulation is unsafe from threads, so this might have been caused by something else.
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2020-07-18 13:12:29 +02:00 |
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5ee5b12a4e
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Update _bake_light in VoxelChunkDefault to use the new apis.
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2020-07-07 17:35:44 +02:00 |
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6f7c4fbc8a
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Removed VoxelChunkPropData, the api of VoxelWorld, and VoxelChunk now uses PropDatas directly.
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2020-07-07 01:06:46 +02:00 |
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1355c301e8
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Update draw_debug_mdr_colliders's logic to use the new api. Also fix error spam when a mesh data doens't have a collider.
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2020-06-30 20:28:37 +02:00 |
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3190217284
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Moved simple collider storage from VoxelChunkDefault to VoxelChunk and separated it from the mesh data resource api.
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2020-06-30 18:55:50 +02:00 |
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138614f743
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Update MeshDataResource offsets, as now they are Transforms.
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2020-06-30 15:24:11 +02:00 |
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a4b5400a4e
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Fix debug collider offsets.
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2020-06-30 15:10:48 +02:00 |
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7777056af3
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Fix collider transform.
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2020-06-30 11:59:22 +02:00 |
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bb2f13b075
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Small improvements. Also added commented out code for debugging the terrarin meshes (They will need to be converted be lines).
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2020-06-29 23:44:54 +02:00 |
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b54a1021d4
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Moved away from using ImmediateGeometry for debug meshes. Also implemented debugging mdr colliders.
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2020-06-29 23:08:52 +02:00 |
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2e69796d08
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Implement collider transforms.
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2020-06-28 21:55:00 +02:00 |
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1996f60f0f
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Fix indexing.
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2020-06-28 21:30:26 +02:00 |
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21d135fb0b
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Now chunk can only have one prop mesher.
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2020-06-28 20:04:40 +02:00 |
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0138c02bf8
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Implemented meshing chunk's mesh data resources.
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2020-06-28 19:02:49 +02:00 |
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78be4a6666
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A bit more work on props.
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2020-06-23 19:32:37 +02:00 |
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7aa0edf98e
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Work on updating the prop meshing implementation (does not work yet).
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2020-06-23 14:30:49 +02:00 |
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88ab910eb8
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Brought back the old Prop implementation, and PropTool, because not only this implementation was already done, it will work better than spawning possibly thousands of nodes with the props module, but I also found a way to eventually make it more user friendly.
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2020-06-22 21:49:58 +02:00 |
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1d51be2f0b
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Moved 4.0 compatibility code into a new defines.h (like in ESS).
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2020-05-23 10:34:47 +02:00 |
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edce32b190
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Fix compile for 4.0.
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2020-05-16 21:32:02 +02:00 |
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9475986ee0
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Added is_inside_tree() property to VoxelChunk.
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2020-04-22 12:33:14 +02:00 |
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b970c86264
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Hide a few properties from the editor, and also from serialization.
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2020-04-22 12:26:53 +02:00 |
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49af0c9f30
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Fix potential crash.
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2020-04-22 12:23:49 +02:00 |
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a306f8cf91
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Add queued generation the VoxelChunkDefault.
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2020-04-22 12:16:31 +02:00 |
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5235641122
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Only build liquid colliders inside the editor.
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2020-04-20 17:41:37 +02:00 |
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61c246c069
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Disabled area generation for now.
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2020-04-20 17:33:04 +02:00 |
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9635ef064c
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A bit more work on areas. They don't work properly yet, they might need to have a closed mesh.
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2020-04-20 17:30:22 +02:00 |
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ed990caa32
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Fix threaded ingame area generation.
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2020-04-20 13:59:37 +02:00 |
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70c884d273
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Fix a few in-editor crashes.
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2020-04-20 13:54:24 +02:00 |
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5748179d66
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The temp collider arrays are now properly cleared.
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2020-04-20 13:40:27 +02:00 |
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289c456428
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Now VoxelChunkDefault can create area colliders aswell, liquids are created using these in the running game. (Only there because the editor needs raycasting.) Also fixed setting liquid visibility.
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2020-04-20 01:01:24 +02:00 |
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6e9a952a2a
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Implemented liquid meshing.
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2020-04-20 00:31:46 +02:00 |
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21ad01ca80
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Removed separate liquid surfaces. They will be contained inside the normal voxel arrays.
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2020-04-19 23:35:47 +02:00 |
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