Marc Gilleron
6cd143d392
Enable collisions by default on VoxelViewer
2021-10-15 22:51:53 +01:00
Marc Gilleron
c6b2275738
Fix some stats and add VoxelMemoryPool info
2021-10-02 18:31:48 +01:00
Marc Gilleron
30db0c5193
Split VoxelBuffer in two, script-facing wrapper and internal.
...
The internal is the main use within the voxel engine,
and does not inherit Reference.
2021-09-26 04:14:50 +01:00
Marc Gilleron
6faf5b29f3
Allow to configure main thread time limit
2021-09-25 02:13:03 +01:00
Marc Gilleron
3197eaba35
Move main thread tasks into one runner in VoxelServer
...
So the timing budget is better respected even if there are multiple
voxel nodes in the scene
2021-09-25 00:02:41 +01:00
Marc Gilleron
176f46440f
Merge meshing and generation thread pools, expecting better usage of available threads
2021-09-21 19:32:29 +01:00
Marc Gilleron
0b4204f5be
Put task result processing into virtual functions and remove downcasts
2021-09-19 20:13:29 +01:00
Marc Gilleron
c9b1840e99
Added max_lod_hint
return value to block generators
2021-09-16 20:33:45 +01:00
Marc Gilleron
1449560f29
Implemented decoupling on VoxelTerrain (no setter yet)
2021-04-13 23:48:35 +01:00
Marc Gilleron
db8074c940
Merge branch 'master' into block_size_decoupling
2021-04-05 03:50:12 +01:00
Marc Gilleron
cc555b6573
Fix holes in terrain when LOD distance is set to a value non-multiple of block size
2021-04-05 03:49:36 +01:00
Marc Gilleron
758e3bd227
Allow to use block size 32 for mesh blocks while using 16 for data blocks
...
Still hardcoded but a config should be added
2021-04-03 20:39:37 +01:00
Marc Gilleron
c86feda259
Replace lod_split_scale with lod_distance for better clarity
2021-03-27 16:38:20 +00:00
Marc Gilleron
fc9a1be3ab
Use square root in distance-based priority
...
Otherwise it would not work with LOD modifier
2021-03-12 23:31:20 +00:00
Marc Gilleron
b65b0b8045
Implemented saving and loading of modified instances in SQLite
2021-02-07 17:22:50 +00:00
Marc Gilleron
3a0ebc73a7
Request saving of generated blocks if the option is enabled in VoxelStream
2021-01-17 22:22:10 +00:00
Marc Gilleron
4ec60074bb
Refactor generators and streams
...
- VoxelGenerator no longer inherit VoxelStream
- VoxelStream is now more focused on files
- Nodes have separate stream and generator properties
- Generators use 2 dedicated threads instead of sharing a single one with streams
- TODO Image.lock() is problematic for multithreading
- TODO Voxel graph can cause RWLock contention if edited while it runs
- TODO Saving generator output no longer works, need to put it back
2021-01-17 17:18:05 +00:00
Marc Gilleron
89750a20f8
Made file streams thread-safe (but still won't be used in more than one thread)
...
- Added a global file locker so threads can synchronize when accessing files
- Added mutexes to serialize access to file streams (i.e to call in series)
- VoxelStream API now expects implementations to be thread-safe
- Did some logic/data separation in RegionFile in case we need an
in-memory implementation, however I might just use SQLite in the
future instead
2021-01-16 13:34:45 +00:00
Marc Gilleron
eb9a5b7e07
Added background tasks indicator when a terrain is selected
2020-12-20 00:14:08 +00:00
Marc Gilleron
418cf0e630
Streaming/LOD can be set to follow the editor camera instead of being centered on world origin
2020-12-19 23:16:10 +00:00
Marc Gilleron
791bdafff1
Meshers are now resources assigned on terrain nodes
2020-12-18 21:01:50 +00:00
Marc Gilleron
2dfcc76600
Better fix for VoxelLodTerrain task drop
2020-10-20 23:58:55 +01:00
Marc Gilleron
30c6d7e436
Disabled task cancellation to make VoxelLodTerrain work, will need better option later.
...
VoxelLodTerrain's block requests were being cancelled constantly.
This commit also contains precision improvement for cancelling
block requests based on distance, which originally was an attempt to
"properly" fix the problem with VoxelLodTerrain, but it didnt fully
worked for that node.
I left it anyways, maybe it will change in the future once a
proper fix is figured out.
2020-10-19 23:21:14 +01:00
Marc Gilleron
7a235be108
Cancel block tasks if they are too far away
2020-09-06 23:57:41 +01:00
Marc Gilleron
81e1872f8b
Implemented viewers for VoxelTerrain
2020-09-06 19:01:12 +01:00
Marc Gilleron
b8c97ebc55
Switch VoxelLodTerrain to VoxelServer
2020-08-31 21:51:30 +01:00
Marc Gilleron
aa2b848102
Workaround crash on exit because the GDScript module is freed before voxel
...
See https://github.com/Zylann/godot_voxel/issues/189
2020-08-29 22:55:52 +01:00
Marc Gilleron
d4d2b6fd9e
No longer copy voxels before scheduling threaded tasks. VoxelBuffers now have a lock.
2020-08-29 22:09:54 +01:00
Marc Gilleron
bcfc8ce04e
Add some stats
2020-08-26 21:17:57 +01:00
Marc Gilleron
56c2a0856a
Initial integration on VoxelTerrain with static camera, fixed a bunch of things
2020-08-25 23:00:38 +01:00
Marc Gilleron
1fe50b01d6
Added VoxelServer. Compiles, but isn't used anywhere yet
2020-08-24 01:49:23 +01:00