Commit Graph

10 Commits

Author SHA1 Message Date
efc9f895bd Work on fixing compile. 2023-01-09 01:16:03 +01:00
0ab76c86bc Set num_lods in _create_chunk for now, it really needs to be removed though. 2022-02-09 14:10:58 +01:00
a67bc1eeba FastQuadraticMeshSimplifier should have been allocated for the voxel jobs. 2022-02-09 13:57:19 +01:00
9ee54a48c4 Add the new prop job setup to all 4 (3) VoxelWorlds. 2022-02-09 13:34:24 +01:00
a01988fb06 Update initialization of all 3 VoxelWorld implementations to use the new style. (It is not yet enabled.) 2022-02-09 12:45:32 +01:00
fe4a83b909 Changed the Voxelman prefix of the classes to just Voxel as suggested by filipworksdev. Closes #5. Thanks. 2022-02-08 12:36:37 +01:00
1d1fdf5c56 Same treatment to jobs in VoxelChunk. 2020-10-26 18:29:05 +01:00
7311297906 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. 2020-10-24 22:18:23 +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
dfee0a7786 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. 2020-04-05 01:36:41 +02:00