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ee03e42a5a
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Fix assign.
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2020-03-30 14:57:07 +02:00 |
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4691e2aaef
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Ported merge_mesh_array and merge_mesh_array from Broken Seals.
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2020-03-30 14:36:49 +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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d0578c24d4
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Separated VoxelStructure into 2 classes, and made it scriptable.
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2020-03-19 13:08:58 +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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29b77a3a6d
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Finished up the rework I started in the prevoius commit.
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2020-03-06 21:09:13 +01:00 |
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90cbfe02cc
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started reworking how chunk handles threaded builds.
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2020-03-06 16:12:39 +01:00 |
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8f71179c5e
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More work on Chunk's threading.
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2020-03-06 15:39:55 +01:00 |
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370e14f6c8
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Removed the temp mesh array I just added from voxel chunk.
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2020-03-06 14:27:04 +01:00 |
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656f0ba9fa
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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.
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2020-03-06 14:22:04 +01:00 |
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d08da0375a
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Better way of handling the previous improvement. It will actually work now properly aswell.
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2020-03-04 20:49:00 +01:00 |
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f9d13c611f
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Improved aborting chunk build.
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2020-03-04 20:12:15 +01:00 |
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59291a9417
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Fix math in is_position_walkable.
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2020-03-04 18:35:09 +01:00 |
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fbd2903477
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Added is_position_walkable query to World, also a few related things.
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2020-03-04 15:21:32 +01:00 |
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dec4fcd402
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Added get_max_frame_chunk_build_steps to be able to limit the chunk build steps launched per frame. Also a few smaller improvements.
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2020-03-04 14:59:34 +01:00 |
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d431ca4daa
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Added index-based remove chunk function, also fixed remove_chunk, now it properly removes the given chunk from the chunk map.
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2020-03-04 10:48:53 +01:00 |
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e45e3875f8
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Setup for a new VoxelWorldEditor.
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2020-02-27 14:27:52 +01:00 |
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d85187b6a8
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Removed stray files.
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2020-02-27 13:43:46 +01:00 |
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36063410f9
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Hide saved channels in the editor, and from scripts.
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2020-02-26 12:22:46 +01:00 |
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3e98b8e01c
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Added a few properties to chunk, so they can be saved into PackedScenes if needed.
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2020-02-26 01:08:18 +01:00 |
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5b32345181
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Fleshed out VoxelStructure's api.
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2020-02-23 22:09:45 +01:00 |
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f25dac92ea
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Started reworking VoxelStructure's api.
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2020-02-21 10:42:51 +01:00 |
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6c39845387
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Removed a few now unneeded methods from VoxelChunk, they got merged into _build_phase. Also added build_mesh_into to VoxelMesher, it's equivalent to the old build_mesh.
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2020-02-20 13:44:38 +01:00 |
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8b734eec11
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Mesher's build_mesh function now has no argument, and returns an array.
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2020-02-20 13:19:54 +01:00 |
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509d45a662
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build_phase() in VoxelChunk should be thread safe.
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2020-02-16 16:18:41 +01:00 |
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07afd06c2a
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Now chunks can properly use multiple meshers at the same time.
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2020-02-14 19:02:31 +01:00 |
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a457ed400c
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Added data margin start, and end property to VoxelWorld for easy access. Improved set_voxel, and get_voxel in VoxelChunk to accomodate for margins as originally intended (e.g. if start_margin is 1, indexes go from -1 to size + end margin). Fixed/updated indexing in VoxelMesherCubic.
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2020-02-14 03:19:15 +01:00 |
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3a8310c51f
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More improvements to chunk's threading logic. Also removed the build_phase_done function I added a few hours ago, and made build_phase return a bool (true if the phase is completed, false if not), essentially achieving the same effect.
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2020-02-12 20:34:16 +01:00 |
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8a2524dc57
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Improved multithreading a lot, it doesn't seem to crash anymore. Also made chunk mesh generation faster by letting build phases run one after an another without launching new threads (using is_phase_threaded).
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2020-02-12 14:16:31 +01:00 |
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fd1ff4b4ff
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Better chunk building setup. And smaller fixes and tweaks.
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2020-02-10 23:39:57 +01:00 |
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db77530ec1
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Updated the license for 2020, and added it to the top of my cpp files.
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2020-01-31 19:52:37 +01:00 |
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01bb492760
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Merge branch 'meshers'
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2020-01-13 00:40:10 +01:00 |
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104a307d55
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Now Chunk has a vector of meshers, this simplifies for example liquid meshing, and this allows combining multiple meshers. Also the number of build phases is settable.
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2020-01-13 00:39:55 +01:00 |
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c0c0fa403c
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Fix a typo in Chunk's bindings.
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2020-01-12 21:58:23 +01:00 |
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a67d0393ca
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Clang format.
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2020-01-09 04:29:05 +01:00 |
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8e02dcb9e8
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Fix build.
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2019-12-24 03:22:17 +01:00 |
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ce4020962e
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Now the mesher will set the material for the generated meshes directly, also it sets the material as surface material instead of an override material.
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2019-12-03 19:22:04 +01:00 |
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edec04cfdc
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Chunk now supports threaded builds. Also small fixes.
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2019-11-19 20:39:45 +01:00 |
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a377c994e9
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Fixes.
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2019-11-19 19:14:46 +01:00 |
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ffb154a4fe
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More work.
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2019-11-19 16:42:38 +01:00 |
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1003a393e6
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More work.
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2019-11-19 16:33:06 +01:00 |
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d2566ab82b
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gdscript->c++ conversions.
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2019-11-19 14:42:21 +01:00 |
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0594215929
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Seemingly the bindings are done. Also added a new chunk build phase.
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2019-11-19 00:54:28 +01:00 |
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7885d49949
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Implemented chunks's new functionality, and work on the bindings.
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2019-11-18 23:50:06 +01:00 |
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5bfe5e7905
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Fixed linker errors aswell.
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2019-11-18 22:40:58 +01:00 |
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d5acb28a90
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More work on fixing compile.
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2019-11-18 22:22:41 +01:00 |
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9103db635f
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More work on compile.
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2019-11-18 21:53:33 +01:00 |
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b60b8a96d6
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More work on the build, and more api breakages.
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2019-11-18 20:16:29 +01:00 |
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f00933bb71
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More work on fixing the build.
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2019-11-18 20:03:40 +01:00 |
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decf9a4af2
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Work on the interface, and build.
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2019-11-18 19:43:15 +01:00 |
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5b275155c5
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Removed the classes that I got from the other voxel module. Moved the stuff that I wrote from VoxelBuffer to VoxelChunk. I'll reimplement the needed stuff myself into the chunk.
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2019-11-18 19:22:11 +01:00 |
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d8035c86e9
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VoxelBuffer now stores it's actual size separately.
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2019-11-17 03:25:46 +01:00 |
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5e5d95aac5
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Added margin to VoxelBuffer.
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2019-11-17 02:17:40 +01:00 |
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e0deb2ea66
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Added liquid, and clutter mesh allocations into Chunk, also related modifications.
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2019-11-10 13:42:59 +01:00 |
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c674a8c045
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Added chunk states, and dirty flag to Chunk.
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2019-11-10 03:10:42 +01:00 |
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f0cd4008fc
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Added WorldArea.
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2019-11-10 01:03:48 +01:00 |
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7ee2017568
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Added 2 more build phases.
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2019-11-09 23:43:29 +01:00 |
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3b722e24f9
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Added binds for liquids.
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2019-11-09 23:39:19 +01:00 |
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8bbc6da5d2
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Now PropData can add lights into chunks.
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2019-11-08 11:52:36 +01:00 |
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2c49d2e8d9
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Renamed VoxelmanProp to PropData.
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2019-11-07 21:32:31 +01:00 |
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033fe750c0
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Updated the color baking algorithm, and restructured build phases.
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2019-11-06 17:43:51 +01:00 |
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f23f3122a4
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Better snap axis defaults.
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2019-11-06 13:44:22 +01:00 |
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3f7b422662
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VoxelChunk is s Spatial now (again).
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2019-11-06 03:37:22 +01:00 |
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440b4eadfb
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Added a Texture property to VoxelChunkPropData aswell.
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2019-11-05 21:27:31 +01:00 |
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8e4e65371d
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Typo fixes.
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2019-10-16 00:50:30 +02:00 |
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472b077d3f
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Added a "_prop_added" vmethod to Chunk.
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2019-10-14 23:59:42 +02:00 |
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fd3a162126
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Reworked the way chung handles props, and made chunk building fully scriptable.
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2019-10-10 23:51:05 +02:00 |
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cf9e3e8f19
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Added an EnvironmentData class.
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2019-10-07 22:22:47 +02:00 |
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0175490bc5
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Now VoxelWorld inherits from Navigation.
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2019-10-05 22:53:48 +02:00 |
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aa4fb6c088
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Implemented the remaining stub methods for voxel structure.
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2019-09-25 11:30:07 +02:00 |
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56ce70f025
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Work on VoxelStructure.
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2019-09-25 01:49:35 +02:00 |
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4d24c13e91
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Added VoxelStructure skeleton class.
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2019-09-24 02:05:40 +02:00 |
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306dc575d8
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Improved the way props work.
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2019-09-22 02:46:21 +02:00 |
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916676cfab
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Renamed VoxelPropData, and cleaned up VoxelProp bit.
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2019-09-21 00:02:10 +02:00 |
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5eb5249147
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Level generator skeleton class.
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2019-09-03 13:52:32 +02:00 |
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34e109a54b
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Moved more properties.
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2019-08-12 20:40:05 +02:00 |
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b0dc290c20
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Started moving common things in VoxelWorld to c++.
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2019-08-12 13:12:42 +02:00 |
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78581077f7
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Added a new random ao channel.
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2019-08-08 21:09:55 +02:00 |
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de3f60d3f4
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Added a new method to VoxelChunk.
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2019-08-03 23:17:19 +02:00 |
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a633808274
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Renamed free to free_chunk, as it collided with Object's free().
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2019-08-01 01:05:09 +02:00 |
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9b842c159a
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-Moved the basic mesh color baking into the base VoxelMesher, as well as the 2 light specific parameters.
-Added a binding from the AO VoxelBuffer enum value.
-Renamed back draw_debug_voxels_colored to draw_debug_voxels.
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2019-07-24 02:14:02 +02:00 |
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47f3fa2a7f
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Now the props use transforms internally, instead of vectors. And improved the design a bit.
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2019-07-20 14:48:56 +02:00 |
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c29c74b1d9
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More work oncleaning up the interface of the VoxelChunk. I'ts mostly okay, but might need to change a bit more. Also added a few const keywords where I found them missing.
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2019-07-19 23:54:56 +02:00 |
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4ad2faca86
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Started reworking the mesher, and the cunk's interface.
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2019-07-19 20:54:09 +02:00 |
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029f241005
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Implemented props.
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2019-07-18 18:56:42 +02:00 |
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7e7c07cbd8
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VoxelChunk is a Reference now.
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2019-07-18 02:05:50 +02:00 |
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9c036f0706
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Now VoxelChunk uses the VisualServer, and PhysicsServer directly.
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2019-07-18 01:43:58 +02:00 |
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7db42b88a1
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Now the base light value is settable in the Cubic Voxel Mesher.
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2019-07-17 19:51:09 +02:00 |
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469773a9fd
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Fixed the voxel mesher, and converted it to c++. Also small bugfixes, and binding improvements. ALso moved a few export variables from GDscript to bindings.
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2019-07-17 17:01:12 +02:00 |
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e4e38c0bde
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Work on lights, and cleanups.
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2019-07-17 02:28:16 +02:00 |
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7f0a832677
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Implemented Ao generation, and started working on light support.
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2019-07-16 16:18:09 +02:00 |
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71de54d9a0
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Now voxelman can actually make meshes.
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2019-06-08 19:47:17 +02:00 |
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b50c9be4e7
|
More cleanup, and fixed a misunderstanding.
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2019-06-08 01:28:39 +02:00 |
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ba05f93aa2
|
-Removed Voxel, not needed.
-Huge cleanup.
-Moved the voxel query to a new folder, also it's not in the build anymore. Will be removed shortly.
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2019-06-07 19:13:07 +02:00 |
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9fb6a4e1c1
|
Progress on getting voxelman to work again, also cleanups.
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2019-06-07 01:33:41 +02:00 |
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b5bdecf95a
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Added VoxelBuffer to the build.
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2019-05-31 23:57:56 +02:00 |
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e2c8c5c2ca
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Added in 2 more classes and the updated vector3i from https://github.com/Zylann/godot_voxel. Also added their license to the top of these files.
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2019-05-31 23:28:33 +02:00 |
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4d73c7e9c6
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Added in gridmap from godot, I currently think it is a nice place to start from with the voxel world, as it pretty much already works like it, and it has a nice editor plugin as well. Also I haven't yet used godot's servers too much.
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2019-05-31 23:03:38 +02:00 |
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