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cb6d8f5156
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Added mesh data resources to VoxelChunk.
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2020-06-28 16:57:53 +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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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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a34ceedf6a
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Now merge_mesh_array and bake_mesh_array_uv will work properly even if the supplied arrays don't have all the expected channels.
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2020-04-22 12:20:33 +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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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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367c203cc6
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Added lots of const qualifiers to world and chunk.
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2020-04-16 17:10:04 +02:00 |
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dd0fa1d7ea
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Cleaned up the prop spawning api in chunk and world.
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2020-04-15 13:06:45 +02:00 |
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7a3e4ecbe3
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Cleaned up the light baking api.
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2020-04-15 12:41:52 +02:00 |
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1f23f61b3a
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Ran clang format, as apparently I had it off.
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2020-04-10 13:55:27 +02:00 |
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073e1aeb97
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Fix build for 4.0.
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2020-04-09 12:34:39 +02:00 |
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9fe51572f4
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Didi the same optimization to the transvoxel uv mesher.
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2020-04-07 14:40:35 +02:00 |
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f7842e1ab2
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The blocky mesher is a lot faster now.
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2020-04-07 14:23:20 +02:00 |
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b046db78ed
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Removed leftover print.
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2020-04-05 22:56:40 +02:00 |
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25da88da19
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Add the ability to get or set a channel compressed.
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2020-04-05 22:07:52 +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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6cae9a0494
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Set the property hint for voxel_world to 0. This fixes saving chunks as resoruces.
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2020-04-02 21:38:19 +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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dfafb23342
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VoxelChunk now won't expose the channels for the editor. This functionality should be implemented per chunk implementation. Did not delete the code yet, just commented it out.
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2020-03-31 12:42:22 +02:00 |
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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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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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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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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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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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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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