voxelman/world
2020-04-20 18:19:33 +02:00
..
blocky Implemented liquid meshing. 2020-04-20 00:31:46 +02:00
default Only build liquid colliders inside the editor. 2020-04-20 17:41:37 +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 Fix build for 4.0. 2020-04-09 12:34:39 +02:00
environment_data.cpp More const qualifiers. 2020-04-16 17:54:32 +02:00
environment_data.h More const qualifiers. 2020-04-16 17:54:32 +02:00
voxel_chunk_prop_data.cpp Cleaned up the prop spawning api in chunk and world. 2020-04-15 13:06:45 +02:00
voxel_chunk_prop_data.h Cleaned up the prop spawning api in chunk and world. 2020-04-15 13:06:45 +02:00
voxel_chunk.cpp Implemented liquid meshing. 2020-04-20 00:31:46 +02:00
voxel_chunk.h Implemented liquid meshing. 2020-04-20 00:31:46 +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 Cleaned up VoxelStructure, and added an api for them into VoxelWorld. 2020-04-16 13:40:39 +02:00
voxel_world_editor.cpp Removed separate liquid surfaces. They will be contained inside the normal voxel arrays. 2020-04-19 23:35:47 +02:00
voxel_world_editor.h Removed separate liquid surfaces. They will be contained inside the normal voxel arrays. 2020-04-19 23:35:47 +02:00
voxel_world.cpp Fix typo. 2020-04-20 18:19:33 +02:00
voxel_world.h Removed separate liquid surfaces. They will be contained inside the normal voxel arrays. 2020-04-19 23:35:47 +02:00