Marc Gilleron
602ae1ea95
Don't crash if no materials are specified
2022-05-17 23:10:11 +01:00
Marc Gilleron
fa027cbe4e
Allow to specify which surfaces have collision
2022-05-17 22:12:54 +01:00
Marc Gilleron
12862a46d0
Changes to blocky materials
...
- They are now defined in each model
- VoxelTerrain no longer has material slots, except for a global override
- Models can have up to 2 materials instead of only one
2022-05-16 22:55:06 +01:00
Marc Gilleron
09d0be21e2
Remove remaining usages of HashMap
2022-05-14 19:38:39 +01:00
Trey M
96916814de
Fixed issues caused by changes to HashMap in godot
2022-05-13 00:14:03 -05:00
Marc Gilleron
adbfd3b584
floor_to_int
to emphasize the return value converts to int
2022-05-02 14:49:40 +01:00
Marc Gilleron
4e3d4d4ed8
Threading classes wrappers
2022-04-19 00:32:37 +01:00
Marc Gilleron
bfa24402ac
Renamed util/funcs.h => container_funcs.h
2022-04-14 21:43:45 +01:00
Marc Gilleron
87d98e9162
Engine-agnostic error macros
2022-04-11 02:10:44 +01:00
Marc Gilleron
ab5d3a22d3
Abstract logging for verbose print
2022-04-09 15:00:34 +01:00
Marc Gilleron
5519054c01
Unify macro prefixes
2022-04-06 23:26:54 +01:00
Marc Gilleron
4c68e7b298
Comments
2022-03-15 00:18:44 +00:00
Marc Gilleron
750fbeda53
Fix signedness warning
2022-03-06 01:16:25 +00:00
Marc Gilleron
f631d8880c
Added configuration warnings to resources
2022-03-06 01:10:47 +00:00
Marc Gilleron
0137ca3036
Namespaced VoxelBuffer in gd::
because it is actually a wrapper
2022-02-15 21:49:20 +00:00
Marc Gilleron
48081faf03
Use real_t
in most utils, use 32-bit floats in meshers.
...
This is a first step to supporting double-precision floats in Godot.
Meshers don't need doubles because vertices, normals and UVs should
never span large enough areas while needing such amount of precision.
Besides, it costs a lot more memory and processing.
2022-02-14 00:11:41 +00:00
Marc Gilleron
08f3786ff6
Use typed code instead of strings in property hints
2022-01-16 16:04:25 +00:00
Marc Gilleron
2a36f3fd1c
Make guards match
2022-01-10 22:56:45 +00:00
Marc Gilleron
1fbe9c4731
Rename VoxelBuffer.optimize() => compress_uniform_channels()
2022-01-09 23:40:07 +00:00
Marc Gilleron
f8b8b27ff2
Renamed Voxel => VoxelBlockyModel, VoxelLibrary => VoxelBlockyLibrary
2022-01-09 23:27:38 +00:00
Marc Gilleron
f859ec1922
Share array length macro
2022-01-09 22:50:15 +00:00
Marc Gilleron
b67ca3d903
Namespaced every registered class
2022-01-09 22:16:44 +00:00
Marc Gilleron
5aa64f464e
Re-namespaced Cube
2022-01-09 03:27:30 +00:00
Marc Gilleron
9c653b8a9f
Namespaced FixedArray
2022-01-09 02:53:21 +00:00
Marc Gilleron
1f579cf860
Namespaced blocky and cubes internal functions
2022-01-04 00:17:56 +00:00
Marc Gilleron
e20684ce69
Namespaced math funcs
2022-01-03 23:14:18 +00:00
Marc Gilleron
2bab7c39bd
Namespace DynamicBitset
2022-01-03 01:23:54 +00:00
Marc Gilleron
4d2fe30661
Use Time singleton
2021-12-29 17:06:24 +00:00
Marc Gilleron
c5edb8368a
Fix library property not shown in inspector
2021-12-28 04:09:18 +00:00
Marc Gilleron
03d3016ecf
Remove some pre-set resource properties to fix a Godot4 warning (sorry)
2021-12-16 01:30:31 +00:00
Marc Gilleron
922f361cb0
Made it compile in Godot 4
...
- Made a bunch of changes to comply with Godot 4 API
- Use Godot's Vector3i and add the missing stuff with helper functions
- Transvoxel uses custom attributes API, the old way would not work
- Wrap MeshOptimizer in a unique namespace (see build script why)
- Added clang-format file for the module as some rules now differ
- Prevent thirdparty code and lookup tables from being clang-formatted
- Very likely full of runtime bugs that need fixing
2021-12-13 21:38:10 +00:00
Marc Gilleron
688b8b9a7b
Fix inspector properties not refreshed when changing the geometry type of a Voxel resource
2021-12-11 21:37:09 +00:00
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
2fda5747c6
Comments
2021-09-13 00:19:51 +01:00
Marc Gilleron
466bc41ab8
Comments
2021-07-25 20:37:47 +01:00
Marc Gilleron
52aa4963ea
Fixed some crashes occurring when giving invalid arguments to functions
2021-07-19 19:04:52 +01:00
Marc Gilleron
411be94559
Renamed ArraySlice -> Span
2021-05-31 16:48:49 +01:00
Marc Gilleron
251d92d9c6
Fix ambiguous calls after upstream change in Godot 3.x
2021-05-22 20:33:56 +01:00
Marc Gilleron
efe8bcf9c0
Show a configuration warning when a mesher does not support LOD
2021-05-15 23:41:19 +01:00
Marc Gilleron
76ec90fe34
Moved constants and tables under a folder
2021-02-21 23:58:00 +00:00
Marc Gilleron
f1e2ea9ad4
Update to latest Godot's threading primitives
2021-02-19 01:30:22 +00:00
Marc Gilleron
d1207bdd96
Reorganized some utility files
2021-02-17 20:34:35 +00:00
Marc Gilleron
1a8cc4380f
Fix normalmaps in blocky mesher
2021-01-22 19:18:26 +00:00
Marc
f61758b476
Merge branch 'master' into master
2021-01-21 23:50:59 +00:00
Marc Gilleron
791bdafff1
Meshers are now resources assigned on terrain nodes
2020-12-18 21:01:50 +00:00
Rathma
8d42c84e1a
Added 3x the number of tangents we actually needed
2020-12-14 03:25:28 -05:00
Rathma
fdc14fcd87
Switched tangents to on by default & changed to a passed value to the
...
bake method rather than being a property of the voxel
2020-11-11 21:58:50 -05:00
Rathma
c9c85ec7cd
Tangent baking now optional by toggling in editor under VoxelLibrary
2020-11-09 20:45:56 -05:00
Rathma
c068ad7455
Forgot to clear some tangents in the BakedData class.
2020-11-09 19:51:21 -05:00
Rathma
fd07f76586
Changed real_t => float for all tangent related variables(for real this time)
2020-11-09 01:07:59 -05:00