Commit Graph

34 Commits

Author SHA1 Message Date
f4ba38ecd0 Same treatment to the mesh related methods in VoxelChunkDefault. 2020-10-27 19:04:20 +01:00
2dec05f80f Also renamed the channel-related methods in VoxelChunk. 2020-10-27 12:45:15 +01:00
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
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
142809d0cb Add an alternative type and isolevel to the default channels enum. 2020-08-21 20:02:47 +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
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
768728139e Fix compile for 4.0. 2020-07-29 00:02:42 +02:00
6f7c4fbc8a Removed VoxelChunkPropData, the api of VoxelWorld, and VoxelChunk now uses PropDatas directly. 2020-07-07 01:06:46 +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
b54a1021d4 Moved away from using ImmediateGeometry for debug meshes. Also implemented debugging mdr colliders. 2020-06-29 23:08:52 +02:00
2e69796d08 Implement collider transforms. 2020-06-28 21:55:00 +02:00
70d9cdf6db Removed unused member. 2020-06-28 19:16:11 +02:00
0138c02bf8 Implemented meshing chunk's mesh data resources. 2020-06-28 19:02:49 +02:00
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
7219d7b2d4 Added a Cubic chunk and World. 2020-06-12 19:34:47 +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
a306f8cf91 Add queued generation the VoxelChunkDefault. 2020-04-22 12:16:31 +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
1f23f61b3a Ran clang format, as apparently I had it off. 2020-04-10 13:55:27 +02:00
073e1aeb97 Fix build for 4.0. 2020-04-09 12:34:39 +02:00
a4fc573f85 Optional module dependencies are actually optional now. 2020-04-06 22:47:03 +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