Commit Graph

27 Commits

Author SHA1 Message Date
78be4a6666 A bit more work on props. 2020-06-23 19:32:37 +02:00
7aa0edf98e Work on updating the prop meshing implementation (does not work yet). 2020-06-23 14:30:49 +02:00
88ab910eb8 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. 2020-06-22 21:49:58 +02:00
1d51be2f0b Moved 4.0 compatibility code into a new defines.h (like in ESS). 2020-05-23 10:34:47 +02:00
edce32b190 Fix compile for 4.0. 2020-05-16 21:32:02 +02:00
9475986ee0 Added is_inside_tree() property to VoxelChunk. 2020-04-22 12:33:14 +02:00
b970c86264 Hide a few properties from the editor, and also from serialization. 2020-04-22 12:26:53 +02:00
49af0c9f30 Fix potential crash. 2020-04-22 12:23:49 +02:00
a306f8cf91 Add queued generation the VoxelChunkDefault. 2020-04-22 12:16:31 +02:00
5235641122 Only build liquid colliders inside the editor. 2020-04-20 17:41:37 +02:00
61c246c069 Disabled area generation for now. 2020-04-20 17:33:04 +02:00
9635ef064c A bit more work on areas. They don't work properly yet, they might need to have a closed mesh. 2020-04-20 17:30:22 +02:00
ed990caa32 Fix threaded ingame area generation. 2020-04-20 13:59:37 +02:00
70c884d273 Fix a few in-editor crashes. 2020-04-20 13:54:24 +02:00
5748179d66 The temp collider arrays are now properly cleared. 2020-04-20 13:40:27 +02:00
289c456428 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. 2020-04-20 01:01:24 +02:00
6e9a952a2a Implemented liquid meshing. 2020-04-20 00:31:46 +02:00
21ad01ca80 Removed separate liquid surfaces. They will be contained inside the normal voxel arrays. 2020-04-19 23:35:47 +02:00
4a2321b161 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. 2020-04-18 02:15:01 +02:00
2d5b9ed029 Removed build_deferred, and build_prioritized methods from the default chunk. 2020-04-17 20:24:50 +02:00
dd0fa1d7ea Cleaned up the prop spawning api in chunk and world. 2020-04-15 13:06:45 +02:00
7a3e4ecbe3 Cleaned up the light baking api. 2020-04-15 12:41:52 +02:00
acf2d2d701 Fix 2 multithreading related crashes. 2020-04-10 15:50:53 +02:00
17dfbb4cab Fix voxel index calculations in the world editor. 2020-04-10 13:40:07 +02:00
073e1aeb97 Fix build for 4.0. 2020-04-09 12:34:39 +02:00
4a535207e0 Now chunks will generate the collider in the spawned thread. Also a few smaller tweaks. 2020-04-06 20:05:19 +02:00
b4c61ac674 Created a default version from world, and the mesher. Also added a BuildFlags enum to VoxelChunkDefault. Converted a few properties to use this. 2020-04-06 13:41:45 +02:00