Commit Graph

503 Commits

Author SHA1 Message Date
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
eea8309352 Implement texture scale for the blocky mesher. Also added an option to add vertex colors even whe n lighting is off. 2020-08-26 00:11:32 +02:00
64b9476eca Moved the texture scale property to VoxelMesher. 2020-08-25 23:09:41 +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
4921252475 Set light.a to 1. 2020-08-21 12:34:56 +02:00
3ade810606 Removed leftover debug operation. 2020-08-21 12:21:47 +02:00
de6c2d6ffa Texture scaling for the cubic mesher. 2020-08-21 12:19:18 +02:00
fc153bae06 Surface support for the cubic mesher. 2020-08-21 12:10:15 +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
58af069429 Add ThreadPool into the readme as an optional dependency. 2020-08-04 10:08:31 +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
35cf2037df Use a level lower heading for the pre-built binaries section. 2020-07-28 15:26:03 +02:00
b139773b03 Fix newline. 2020-07-28 15:25:00 +02:00
66d388b62b Mention, that BrokenSeals now has more up to date binaries, and the props module is used now. 2020-07-28 15:24:43 +02:00
e9dc7d18dd Fix get_prop_uv_rect, and prop texture merging/setting in VoxelmanLibraryMerger. 2020-07-20 21:22:17 +02:00
a0f01044a1 Add has_prop() to the library's api. 2020-07-20 21:21:28 +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
c9ee935af3 Added an add_mesh_data_resource variant to VoxelChunk, also added the apply_voxel_scale parameter to them. Also added a few transform helpers. 2020-07-20 01:06:34 +02:00
698f6083ea Add MESH_DATA_RESOURCE_PRESENT around a piece of code. 2020-07-18 14:19:13 +02:00
18ad178b1e Moved the create_meshers call from BUILD_PHASE_SETUP to _build. This causes it to run on the main thread. This is the first time I got a crash related to this, also the engine docs suggests that only scenetree manipulation is unsafe from threads, so this might have been caused by something else. 2020-07-18 13:12:29 +02:00
dee38b1588 Fix light's position, as it expects it's coordinates in voxel world data space. Will probably change this eventually. 2020-07-07 18:01:21 +02:00
5ee5b12a4e Update _bake_light in VoxelChunkDefault to use the new apis. 2020-07-07 17:35:44 +02:00
eac68265c1 Fix transforms in add_prop. 2020-07-07 17:02:30 +02:00
b8aaaf499b Implemented add_prop in VoxelWorld. (Some of the transform calculations still need to be fixed.) 2020-07-07 02:22:45 +02:00
6f7c4fbc8a Removed VoxelChunkPropData, the api of VoxelWorld, and VoxelChunk now uses PropDatas directly. 2020-07-07 01:06:46 +02:00
ff48f3738a Update for the prop module's PropDataMesh rename. 2020-07-05 18:49:00 +02:00
96fdd00754 Fix include. 2020-07-05 14:54:37 +02:00
1355c301e8 Update draw_debug_mdr_colliders's logic to use the new api. Also fix error spam when a mesh data doens't have a collider. 2020-06-30 20:28:37 +02:00
3190217284 Moved simple collider storage from VoxelChunkDefault to VoxelChunk and separated it from the mesh data resource api. 2020-06-30 18:55:50 +02:00