voxelman/world
2020-06-22 21:49:58 +02:00
..
blocky Moved 4.0 compatibility code into a new defines.h (like in ESS). 2020-05-23 10:34:47 +02:00
cubic Added a Cubic chunk and World. 2020-06-12 19:34:47 +02:00
default 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
marching_cubes Added a MarchingCubes World and Chunk. 2020-06-12 18:36:00 +02:00
block_voxel_structure.cpp 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. 2020-04-02 21:28:19 +02:00
block_voxel_structure.h Moved 4.0 compatibility code into a new defines.h (like in ESS). 2020-05-23 10:34:47 +02:00
environment_data.cpp Moved 4.0 compatibility code into a new defines.h (like in ESS). 2020-05-23 10:34:47 +02:00
environment_data.h Moved 4.0 compatibility code into a new defines.h (like in ESS). 2020-05-23 10:34:47 +02:00
voxel_chunk_prop_data.cpp 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
voxel_chunk_prop_data.h 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
voxel_chunk.cpp Moved 4.0 compatibility code into a new defines.h (like in ESS). 2020-05-23 10:34:47 +02:00
voxel_chunk.h 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
voxel_structure.cpp Cleaned up VoxelStructure, and added an api for them into VoxelWorld. 2020-04-16 13:40:39 +02:00
voxel_structure.h Moved 4.0 compatibility code into a new defines.h (like in ESS). 2020-05-23 10:34:47 +02:00
voxel_world_editor.cpp Remove unused import. 2020-06-20 22:07:50 +02:00
voxel_world_editor.h Moved 4.0 compatibility code into a new defines.h (like in ESS). 2020-05-23 10:34:47 +02:00
voxel_world.cpp Moved 4.0 compatibility code into a new defines.h (like in ESS). 2020-05-23 10:34:47 +02:00
voxel_world.h Moved 4.0 compatibility code into a new defines.h (like in ESS). 2020-05-23 10:34:47 +02:00