Marc Gilleron
14fcddcee8
Fix meshes not loading in certain configurations where voxel bounds were not rounded correctly
2021-04-05 03:47:25 +01:00
Marc Gilleron
e0f2f706aa
Added debug_get_data_block_info and fix/improve debug_get_mesh_block_info
2021-04-05 03:46:15 +01:00
Marc Gilleron
19af22fb2b
Added voxel_to_mesh_block_position
2021-04-05 03:44:52 +01:00
Marc
e38fb630e6
Merge pull request #249 from jacobcoughenour/instance_height_fix
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Fix instance generator using wrong height for filtering
2021-04-05 03:43:27 +01:00
Marc Gilleron
befe0cc7e1
Added debug method to get instance counts
2021-04-04 23:44:22 +01:00
jacobcoughenour
e66a49ca74
Fix instance generator using wrong height for filtering
2021-04-04 15:18:13 -04:00
Marc Gilleron
966551fdfd
Merge branch 'master' into block_size_decoupling
2021-04-03 23:51:18 +01:00
Marc Gilleron
5f18276b8d
Expose setter for mesh block size
2021-04-03 23:51:11 +01:00
Marc Gilleron
289da1d128
Add option to turn off XZ caching optimization
2021-04-03 21:39:22 +01:00
Marc Gilleron
18f211822f
Fix ignored buffers still being used when optimized execution map is used
2021-04-03 20:44:48 +01:00
Marc Gilleron
e274330164
Print absence of pools instead of nothing
2021-04-03 20:43:43 +01:00
Marc Gilleron
9bcc3580d6
Added first C++ test
2021-04-03 20:40:35 +01:00
Marc Gilleron
758e3bd227
Allow to use block size 32 for mesh blocks while using 16 for data blocks
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Still hardcoded but a config should be added
2021-04-03 20:39:37 +01:00
Marc Gilleron
24428d5af9
Merge branch 'master' of https://github.com/Zylann/godot_voxel
2021-04-03 00:59:14 +01:00
Marc Gilleron
a2a29f6c3c
Switched CI to use Godot 3.x branch
2021-04-03 00:58:31 +01:00
Marc
7e27821f71
Merge pull request #248 from stengun/patch-1
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Add missing bindings for constants
2021-04-01 18:06:59 +01:00
Roberto Benfatto
eef1d076a0
Add missing bindings for constants
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Without those bindings, exported api.json generates the class without the enum despite having a method with a return value of that type. This fixes compilation with generated headers in godot-cpp
2021-04-01 17:45:07 +02:00
Marc Gilleron
225f332e1f
Fix signedness warning
2021-03-27 22:27:55 +00:00
Marc Gilleron
c38989f57b
Unnecessary reference
2021-03-27 22:09:57 +00:00
Marc Gilleron
371b1edf2c
Fix some shadowing GCC doesn't like
2021-03-27 21:51:39 +00:00
Marc Gilleron
7253308bf8
Remove unnecessary qualification
2021-03-27 19:48:33 +00:00
Marc Gilleron
9b785b35d9
Update changelog
2021-03-27 19:33:29 +00:00
Marc Gilleron
29c5141dda
Increase default clip threshold to reduce chance of artifacts
2021-03-27 16:39:21 +00:00
Marc Gilleron
05c35caa92
Added categories to terrain properties
2021-03-27 16:38:52 +00:00
Marc Gilleron
c86feda259
Replace lod_split_scale with lod_distance for better clarity
2021-03-27 16:38:20 +00:00
Marc Gilleron
5766bc8b94
Merge branch 'master' into lod_fade_v2
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# Conflicts:
# README.md
# editor/about_window.cpp
2021-03-27 01:48:36 +00:00
Marc Gilleron
a0a2abfcd0
Update donors and version
2021-03-27 01:47:16 +00:00
Marc Gilleron
4e1442cb0b
Added clipping debug option
2021-03-27 01:46:07 +00:00
Marc Gilleron
5e99992cb3
Added screenshots of basic generators to the doc
2021-03-27 00:58:35 +00:00
Marc Gilleron
bd09b18911
Some precisions
2021-03-27 00:57:46 +00:00
Marc Gilleron
67b5805069
Update readme
2021-03-27 00:57:28 +00:00
Marc Gilleron
6e176c1cdd
Fix basic noise generators not updating their internal resource copy
2021-03-27 00:57:08 +00:00
Marc Gilleron
c7c24a3d95
Expose performance tuning parameters
2021-03-22 00:02:46 +00:00
Marc Gilleron
08bfcd96d4
Optimized smooth subtract and union by marking unused input cases.
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This allows optimized execution map to pick them up and skip dependencies
2021-03-22 00:02:16 +00:00
Marc Gilleron
03bfc09e99
Implemented execution map to optimize out nodes locally
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- Added optional optimization of execution map
- Added visualization of skipped nodes in the editor debug tool
2021-03-21 18:48:00 +00:00
Marc Gilleron
30e33849fe
Use SDF union and subtract in VoxelTool
2021-03-17 18:11:29 +00:00
Marc Gilleron
9188ae619b
Optimized several range analysis functions
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- square, cube and polynomials are more precise
- lerp() is more precise
- smooth union and subtract are more precise
- fallback on simple min/max if smoothness is zero
2021-03-17 18:11:00 +00:00
Marc Gilleron
0720618295
Fix wrong AABB in range analysis debug tool
2021-03-17 18:05:54 +00:00
Marc Gilleron
862e036317
More precise range analysis for FastNoiseLite
2021-03-14 18:47:23 +00:00
Marc Gilleron
412f37e3e0
Exposed range analysis method
2021-03-14 18:46:38 +00:00
Marc Gilleron
c90dc1b056
Formatting
2021-03-14 18:46:15 +00:00
Marc Gilleron
67f545d5cf
Lower threshold for range discarding
2021-03-14 18:45:59 +00:00
Marc Gilleron
826e104024
Added tool to inspect range analysis
2021-03-14 18:44:46 +00:00
Marc Gilleron
fe968f17aa
Merge branch 'master' of https://github.com/Zylann/godot_voxel
2021-03-13 02:09:58 +00:00
Marc Gilleron
5f67d7ac57
Fix generator example
2021-03-13 02:09:48 +00:00
Marc Gilleron
9384c9c926
Update donors
2021-03-13 02:09:33 +00:00
Marc Gilleron
51909ff955
Added docs about LOD fade
2021-03-12 23:42:18 +00:00
Marc Gilleron
e52df732bb
Fix wrong default value when uniform channels are compressed
2021-03-12 23:41:57 +00:00
Marc Gilleron
2d283bcdfc
Fix 1.f
not giving the maximum u16 value when set on a VoxelBuffer
2021-03-12 23:41:11 +00:00
Marc Gilleron
ea1d617371
Implemented "chunking" of requested blocks in graph generator
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so range analysis can remain precise enough even with larger blocks
2021-03-12 23:40:38 +00:00