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a3ceb1d866
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Work on fixing compile.
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2023-01-09 14:10:00 +01:00 |
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efc9f895bd
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Work on fixing compile.
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2023-01-09 01:16:03 +01:00 |
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bdf5c36711
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Now VoxelWorldDefault will update lods if a player is set by default. This can be turned off via a new use_default_lod_update property. Also smaller fixes to the default lod update algorithm.
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2022-02-09 14:25:32 +01:00 |
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0ab76c86bc
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Set num_lods in _create_chunk for now, it really needs to be removed though.
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2022-02-09 14:10:58 +01:00 |
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a67bc1eeba
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FastQuadraticMeshSimplifier should have been allocated for the voxel jobs.
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2022-02-09 13:57:19 +01:00 |
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9ee54a48c4
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Add the new prop job setup to all 4 (3) VoxelWorlds.
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2022-02-09 13:34:24 +01:00 |
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a01988fb06
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Update initialization of all 3 VoxelWorld implementations to use the new style. (It is not yet enabled.)
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2022-02-09 12:45:32 +01:00 |
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8d7289b0b3
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Changed the default lod stup for VoxelWorldDefault::_create_chunk, as nothing supports normal lods in this module. (Normal lods would be lods created with the Transvoxel algorithm for example.)
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2022-02-09 10:24:49 +01:00 |
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e9269bc0b3
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Also update VoxelWorldDefault::_create_chunk.
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2022-02-09 00:19:26 +01:00 |
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fe4a83b909
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Changed the Voxelman prefix of the classes to just Voxel as suggested by filipworksdev. Closes #5. Thanks.
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2022-02-08 12:36:37 +01:00 |
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abe5db00cb
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Work on fixing compile for 4.0.
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2022-02-07 00:15:44 +01:00 |
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1da900a5e8
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Same treatment to the chunk related methods in VoxelWorld. I kept the virtuals the same.
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2020-10-27 18:22:18 +01:00 |
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1d1fdf5c56
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Same treatment to jobs in VoxelChunk.
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2020-10-26 18:29:05 +01:00 |
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7311297906
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Chunks that are stored inside worlds in scenes will properly generate their meshes now on load. Had to change _create_chunk a bit, now it will be called for all chunks, and it needs to check whether it has to init jobs or not.
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2020-10-24 22:18:23 +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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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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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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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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7c93cc8f52
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VoxelWorldDefault will not update lods automatically for now.
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2020-05-23 21:59:58 +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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19f3c1f8ff
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Fix compile for javascript.
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2020-04-26 00:34:34 +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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4a2321b161
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Some settings in world will now get distributed to chunks. is_build_threaded has been moved from coxel chunk default to voxel chunk. ALso fixed a few crashes.
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2020-04-18 02:15:01 +02:00 |
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23d9acb5d4
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Ported the lod level updater code from broken seals.
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2020-04-17 22:09:55 +02:00 |
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76f9011c24
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Added an overrideable fonction to VoxelWorld, so the editor plugin will be able to query the correct channel ids, for any particular world. returning -1 will mean not supported.
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2020-04-16 21:59:30 +02:00 |
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c691c13277
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Added a _chunk_added virtual method to voxel world.
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2020-04-06 13:55:22 +02:00 |
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b4c61ac674
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Created a default version from world, and the mesher. Also added a BuildFlags enum to VoxelChunkDefault. Converted a few properties to use this.
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2020-04-06 13:41:45 +02:00 |
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