Merge branch 'master' into persistence

master
Marc Gilleron 2019-08-17 20:16:22 +01:00
commit e1d716d454
3 changed files with 2 additions and 2 deletions

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@ -10,7 +10,7 @@ A C++ module for creating volumetric worlds in Godot Engine.
Features
---------------------------
- Realtime editable, 3D based terrain (Unlike a hightmap based terrain, this allows for overhangs, tunnels, and user creation/destruction)
- Realtime editable, 3D based terrain (Unlike a heightmap based terrain, this allows for overhangs, tunnels, and user creation/destruction)
- Full collision support
- Infinite terrains made by paging sections in and out
- Voxel data is streamed from a variety of sources, which includes the ability to write your own

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@ -38,6 +38,7 @@ Rather than writing your own shader from scratch, especially with triplanar mapp
If you want to start without a texture and just want to use a color, try turning down roughness, or adding some metalic to give the surface some reflectivity. This will allow light to reflect off the curves of the terrain in the distance. Otherwise you'll just see an undifferentiated mass of color.
Also, VoxelTerrain adds Ambient Occlusion to the vertex colors (blocky only). You can add this to your material by enabling the `Vertex Color/Use As Albedo` flag in your material.
### How To View Live Changes To Materials
You can't see the terrain in the viewport, so there are two options to view your material live while making changes:

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@ -1072,7 +1072,6 @@ void VoxelTerrain::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "voxel_library", PROPERTY_HINT_RESOURCE_TYPE, "VoxelLibrary"), "set_voxel_library", "get_voxel_library");
ADD_PROPERTY(PropertyInfo(Variant::INT, "view_distance"), "set_view_distance", "get_view_distance");
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "viewer_path"), "set_viewer_path", "get_viewer_path");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_material", "get_material");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "generate_collisions"), "set_generate_collisions", "get_generate_collisions");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_meshing_enabled"), "set_smooth_meshing_enabled", "is_smooth_meshing_enabled");