|
cd341b9475
|
Fix typo in comment.
|
2020-10-24 17:53:14 +02:00 |
|
|
cf370025fc
|
Moved the position calculation from the world editor to a virtual method inside VoxelWorld.
|
2020-10-24 02:41:32 +02:00 |
|
|
c4eb758d20
|
Added _THREAD_SAFE_CLASS_ declaration to VoxelChunk and also made job-related methods thread safe.
|
2020-10-23 19:47:04 +02:00 |
|
|
9824738095
|
Make sure VoxelPropJob calls next job and sets itself to complete properly on every codepath.
|
2020-10-20 22:04:29 +02:00 |
|
|
50701f1740
|
Also add the new lod generation code to the prop job.
|
2020-10-20 17:10:26 +02:00 |
|
|
6e68267bd0
|
My mesh utils module is now an optional dependency. The terrarin job will use it to simplify meshes over lod level 4.
|
2020-10-20 16:29:39 +02:00 |
|
|
5a9b99c199
|
Missing guards, and fixed an ERR_FAIL_INDEX_V.
|
2020-10-12 18:53:35 +02:00 |
|
|
e14bc67da8
|
Implement isolevel support for the voxel editor.
|
2020-10-12 16:39:52 +02:00 |
|
|
33030e485a
|
properly call set_complete in VoxelLightJob. This fixes non-threaded chunk builds.
|
2020-10-08 11:23:27 +02:00 |
|
|
9de15f0b0f
|
Uncomment a mesh data resource check. Also handle if phase gets too high in VoxelTerrarinJob.
|
2020-10-07 11:54:30 +02:00 |
|
|
e42931597c
|
Fix compile for 4.0.
|
2020-10-06 23:15:32 +02:00 |
|
|
0e4e59e970
|
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.
|
2020-10-06 19:43:49 +02:00 |
|
|
3add3daef4
|
VoxelPropJob now works.
|
2020-10-06 19:24:58 +02:00 |
|
|
989e82b332
|
Small cleanups.
|
2020-10-06 12:29:16 +02:00 |
|
|
8c06a778f2
|
Now generation works again. Also removed some stray debug prints, and small cleanups.
|
2020-10-06 00:05:06 +02:00 |
|
|
14735b8569
|
Fix running the first job.
|
2020-10-05 22:34:11 +02:00 |
|
|
08c2fc8fc1
|
More work on the logic.
|
2020-10-03 21:58:24 +02:00 |
|
|
eb1d55f05b
|
More work on the logic, and api fixes.
|
2020-10-03 17:18:43 +02:00 |
|
|
235943f7ca
|
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.
|
2020-10-02 23:47:39 +02:00 |
|
|
0db9475db1
|
Added get_current_job_index and next_job tp VoxelChunk.
|
2020-10-02 16:49:36 +02:00 |
|
|
46132202b0
|
Added generation specific process and physics process to VoxelChunk and VoxelJob.
|
2020-10-02 16:45:08 +02:00 |
|
|
43bb7dfa66
|
Add back the next_phase call into the new jobs.
|
2020-10-02 14:53:45 +02:00 |
|
|
3f04002453
|
Fix errors with bindings
|
2020-10-02 12:24:00 +02:00 |
|
|
a25862527c
|
More work on VoxelJob's api.
|
2020-10-02 12:19:24 +02:00 |
|
|
643f76f7e8
|
Also add the reset code to VoxelPropJob.
|
2020-10-01 23:51:10 +02:00 |
|
|
8ff53e4299
|
Added VoxelPropJob.
|
2020-10-01 23:43:04 +02:00 |
|
|
9cca71355f
|
Added VoxelLightJob.
|
2020-10-01 21:44:59 +02:00 |
|
|
3f23be12bc
|
VoxelTerrarinJob now has the necessary code in it as methods.
|
2020-10-01 21:31:39 +02:00 |
|
|
bf17467879
|
Clear the 2 vectors in the destructor.
|
2020-10-01 21:05:37 +02:00 |
|
|
394214b758
|
Added the meshers and liquid meshers api from VoxelChunk into VoxelTerrarinJob.
|
2020-10-01 21:01:39 +02:00 |
|
|
579e4263d0
|
Added VoxelTerrarinJob.
|
2020-10-01 20:57:42 +02:00 |
|
|
be2cd7a4b3
|
Added a vector of jobs and an api for it into VoxelChunk.
|
2020-10-01 20:49:54 +02:00 |
|
|
71f69666cd
|
Moved VoxelJob to a new folder. Also added generate_ao and generate_random_ao from voxel chunk into it.
|
2020-10-01 20:18:43 +02:00 |
|
|
6f8e54879b
|
Added channel allocation queries to VoxelChunk.
|
2020-09-05 20:06:23 +02:00 |
|
|
142809d0cb
|
Add an alternative type and isolevel to the default channels enum.
|
2020-08-21 20:02:47 +02:00 |
|
|
5938f7f783
|
Now the type and isolevel channels are customizable in the meshers.
|
2020-08-21 20:02:22 +02:00 |
|
|
5358c99646
|
Now VoxelChunkDefault supports coloring MeshDataResources that span multiple chunks.
|
2020-08-16 18:20:16 +02:00 |
|
|
d8cf2af059
|
Same change to BUILD_PHASE_MESH_DATA_RESOURCES aswell.
|
2020-08-04 15:36:03 +02:00 |
|
|
6af711322d
|
BUILD_PHASE_TERRARIN_MESH now can also distribute it's calculations onto multiple frames.
|
2020-08-04 15:30:34 +02:00 |
|
|
469927cc3b
|
Now BUILD_PHASE_COLLIDER, and BUILD_PHASE_LIGHTS can both distribute their work onto multiple frames.
|
2020-08-04 14:53:10 +02:00 |
|
|
0a4d07c582
|
The terrarin mesh setup phase can now distribute it's calculations onto multiple frames.. Also small fixes to the single threaded logic.
|
2020-08-04 14:40:40 +02:00 |
|
|
b0a888d595
|
Removed limit execution time, and made everything a simple stub when ThreadPool is not present.
|
2020-08-04 10:52:27 +02:00 |
|
|
f1bee24803
|
Set start time in execute().
|
2020-08-04 10:21:01 +02:00 |
|
|
919620031b
|
Fix compile if ThreadPool is not present.
|
2020-08-04 10:08:04 +02:00 |
|
|
10b588f576
|
Cancel the job if complete is false.
|
2020-08-04 09:51:16 +02:00 |
|
|
bf58b94a99
|
Removed the thread from VoxelChunkDefault.
|
2020-08-04 09:49:40 +02:00 |
|
|
cff203fc49
|
Now the threading is handled by ThreadPool.
|
2020-08-04 09:44:18 +02:00 |
|
|
b95f055acd
|
Add lod falloff property to VoxelWorldDefault. Also improved _update_lods().
|
2020-08-03 19:05:40 +02:00 |
|
|
768728139e
|
Fix compile for 4.0.
|
2020-07-29 00:02:42 +02:00 |
|
|
f8663879dd
|
bake_mesh_array_uv in VoxelChunk now can't index outside the image's size.
|
2020-07-20 21:21:09 +02:00 |
|