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f6ed4505e7
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Fixed indexing in the blocky voxel mesher.
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2020-04-10 13:38:34 +02:00 |
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69cc6e0b77
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Better block positions for the blocky mesher.
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2020-04-09 22:06:02 +02:00 |
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a722f807fe
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Fix building for 3.2.
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2020-04-09 15:45:51 +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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40535bfb59
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Fix normal compile.
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2020-04-06 23:08:35 +02:00 |
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a4fc573f85
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Optional module dependencies are actually optional now.
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2020-04-06 22:47:03 +02:00 |
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8b78f8e91d
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Library should update it's rects even in the editor now.
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2020-04-06 20:10:57 +02:00 |
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4a535207e0
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Now chunks will generate the collider in the spawned thread. Also a few smaller tweaks.
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2020-04-06 20:05:19 +02:00 |
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f63a8910dc
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Fix coord calculation for the editor plugin.
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2020-04-06 19:46:17 +02:00 |
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28ce072e51
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Renamed VoxelMesherTransvoxel to VoxelMesherUVTransvoxel.
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2020-04-06 14:52:18 +02:00 |
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81dc8bcb36
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Don't bake colors, if lighting is disabled.
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2020-04-06 14:23:49 +02:00 |
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b9ba0c0bf9
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Moved _bake_colors and _bake_liquid_colors into VoxelMesherDefault. Also made the other meshers inherit it.
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2020-04-06 14:21:46 +02:00 |
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c691c13277
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Added a _chunk_added virtual method to voxel world.
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2020-04-06 13:55:22 +02:00 |
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b4c61ac674
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Created a default version from world, and the mesher. Also added a BuildFlags enum to VoxelChunkDefault. Converted a few properties to use this.
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2020-04-06 13:41:45 +02:00 |
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d717c9886b
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Fix set_chunks, and enter_tree.
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2020-04-06 00:51:25 +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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98707674a4
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Initial implementation for the voxel world editor.
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2020-04-05 21:02:51 +02:00 |
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37517c2e18
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Implemented blocky meshing.
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2020-04-05 17:15:08 +02:00 |
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d36eff4ed3
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Fix potential crash.
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2020-04-05 02:08:08 +02:00 |
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b7f3b59f54
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Removed the mutex from build phase.
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2020-04-05 01:47:14 +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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2d2b7c8c3e
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Started reworking the way props are handled. Removed every old PropData related classes. Props are now just normal PackedScenes. Spawning conveniences/network synchronization will come later.
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2020-04-04 17:22:07 +02:00 |
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04b68ff62d
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Sync classref with the current source.
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2020-04-03 09:35:45 +02:00 |
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214323a9a0
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Fix compile.
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2020-04-03 09:32:34 +02:00 |
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bf211fd430
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Moved everything that is prop related to a new repository (props). It is required for this to compile for a short wile, while I rework things.
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2020-04-03 09:25:07 +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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599b3eb8ea
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Fixed 2 warnings.
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2020-03-31 13:32:06 +02:00 |
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f7fd0193ea
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Added an editable property to VoxelWorld, and made the world editor plugin make use of it.
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2020-03-31 13:25:31 +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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165ebb68bf
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Removed the 2 queue implementations.
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2020-03-31 12:32:49 +02:00 |
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0202233a6f
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Added lz4. It will be used to compress chunk data. The choice of the algorithm was inspired by Zylann's godot_voxel.
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2020-03-31 12:27:29 +02:00 |
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a36b7a8ab6
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Fix linux build with tools=no.
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2020-03-31 00:57:58 +02:00 |
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3969e0ba5f
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Fix a multithreading related crash.
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2020-03-30 23:15:23 +02:00 |
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f26fe74fc4
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Ported the lod implementation from Broken Seals.
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2020-03-30 19:46:39 +02:00 |
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393ee1fb1b
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DefaultVoxelChunk now has a general interface for storing mesh/collider RIDs.
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2020-03-30 18:32:39 +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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4a3c9836ff
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Made the default visibility change event overrideable in VoxelChunkDefault.
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2020-03-29 23:55:40 +02:00 |
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541abb954d
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Now materials in Library are stored with vectors. This makes it possible to have different materials for every lod level for example.
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2020-03-29 20:19:38 +02:00 |
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ddfdb4489f
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Missed a binding.
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2020-03-24 18:44:17 +01:00 |
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87d387388c
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Apparently, calling emit signal and set_process_internal form a separate thread is not smart.
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2020-03-24 18:42:01 +01:00 |
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3689371503
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Merge branch 'master' of https://github.com/Relintai/voxelman
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2020-03-24 16:56:30 +01:00 |
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a5c5a7b56b
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Remove -std=c++11 cppflag as it!s not needed. Also compile fix for msvc.
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2020-03-24 16:56:04 +01:00 |
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482ff87fe1
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Update the class list in config.py, and sync classref to the current source.
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2020-03-22 01:09:29 +01:00 |
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d0578c24d4
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Separated VoxelStructure into 2 classes, and made it scriptable.
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2020-03-19 13:08:58 +01:00 |
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666695a220
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Now VoxelChunkDefault will move it's meshes if it's transform changes, free them on EXIT_TREE, and sets their visibility. Also added a few missing break statements.
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2020-03-15 19:33:10 +01:00 |
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