Marc Gilleron
8b15cdf604
Can be const
2022-02-05 16:27:52 +00:00
Marc Gilleron
5685e3c41e
Use references instead of pointers, they should not be null
2022-02-05 16:23:03 +00:00
Marc Gilleron
239a87a6e9
Moved noise and SDF range utilities to util/
2022-02-05 16:14:57 +00:00
Marc Gilleron
b8e8ba84b0
Added support for outputting to the TYPE channel from VoxelGeneratorGraph
2022-02-05 00:45:17 +00:00
Marc Gilleron
78b5b8644d
Formatting
2022-02-04 22:52:17 +00:00
Marc Gilleron
5c75d2fcc4
Fix bad hash function
2022-02-04 22:52:07 +00:00
Marc Gilleron
f1694b08ec
Remove a few unnecessary usages of the wrapper version of VoxelBuffer
2022-02-03 00:02:10 +00:00
Marc Gilleron
b7e56c6bec
Moved other tasks out of VoxelServer
2022-02-02 21:03:09 +00:00
Marc Gilleron
08f3786ff6
Use typed code instead of strings in property hints
2022-01-16 16:04:25 +00:00
Marc Gilleron
b67ca3d903
Namespaced every registered class
2022-01-09 22:16:44 +00:00
Marc Gilleron
e53dcf7c84
Re-namespaced VoxelConstants
2022-01-09 03:06:58 +00:00
Marc Gilleron
9c653b8a9f
Namespaced FixedArray
2022-01-09 02:53:21 +00:00
Marc Gilleron
2265de6aef
Fix unused variables warning
...
I wish to use them but can't at the moment, leaving commented as reminder
2022-01-08 23:49:40 +00:00
Marc Gilleron
26fd961a36
Fix missing namespace
...
The previous commit made GCC's trouble much clearer
2022-01-08 23:43:19 +00:00
Marc Gilleron
b3eeec40f3
Fix GCC not finding the right invocation of max()
2022-01-08 23:34:05 +00:00
Marc Gilleron
38baeae2d9
Namespaced VoxelBufferInternal
2022-01-08 22:49:59 +00:00
Marc Gilleron
fad9537303
Print an error early if VoxelGeneratorImage is given an image of unsupported format.
...
Otherwise it would spam-print while generating.
2022-01-08 22:48:21 +00:00
Marc Gilleron
9346b351fc
Merge branch 'godot4'
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# Conflicts:
# doc/source/changelog.md
# editor/about_window.cpp
# generators/graph/image_range_grid.cpp
# generators/graph/range_utility.cpp
# generators/graph/voxel_generator_graph.cpp
# terrain/instancing/voxel_instance_generator.h
# util/voxel_raycast.h
2022-01-08 01:20:45 +00:00
Marc Gilleron
d98c3b0836
Fix image formats L8 and LA8 not being accepted by the Image2D node (picked from cef8bd927aee8d6c2ee55e07b9d2d6702ddb38d7)
2022-01-08 00:36:30 +00:00
Marc Gilleron
8d6a24833c
Fix changing node name not working
2022-01-07 23:40:46 +00:00
Marc Gilleron
cef8bd927a
Fix image formats L8 and LA8 not being accepted by the Image2D node
2022-01-05 00:03:39 +00:00
Marc Gilleron
e20684ce69
Namespaced math funcs
2022-01-03 23:14:18 +00:00
Marc Gilleron
a9476227cb
Namespaced Interval
2022-01-03 22:29:39 +00:00
Marc Gilleron
c0cda5d7a7
Use namespaces in some cpp files that would otherwise be in those namespaces (but aren't because they are registered classes)
2022-01-03 22:01:11 +00:00
Marc Gilleron
492f660831
Namespaced ProgramGraph
2022-01-03 04:47:05 +00:00
Marc Gilleron
4259ea5b80
Namespaced VoxelGraphRuntime
2022-01-03 04:29:53 +00:00
Marc Gilleron
e68f59643b
Namespaced VoxelGraphNodeDB
2022-01-03 03:55:44 +00:00
Marc Gilleron
8777bb2bf1
Namespace ImageRangeGrid
2022-01-03 03:39:59 +00:00
Marc Gilleron
5bb4efa204
Namespaced range_utility
2022-01-03 03:31:24 +00:00
Marc Gilleron
24e9e36434
Namespace SDF functions
2022-01-03 03:18:58 +00:00
Marc Gilleron
0ff835d7ec
Namespace ProfilingClock
2022-01-03 01:40:13 +00:00
Marc Gilleron
174911cce8
Fix noise properties not showing in inspector
2022-01-01 03:53:39 +00:00
Marc Gilleron
1e89a7b75d
FastNoise2 conditional compilation
2021-12-31 21:22:30 +00:00
Marc Gilleron
c47050e29e
Optimize SDF slice copy
2021-12-31 21:14:38 +00:00
Marc Gilleron
204b64ac23
Added FastNoise2 to VoxelGeneratorGraph
2021-12-31 18:23:42 +00:00
Marc Gilleron
2f71b79904
More uses of Time singleton
2021-12-29 17:18:49 +00:00
Marc Gilleron
90c4692105
Fix setting node name
2021-12-28 19:25:21 +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
380e295d94
Merge branch 'master' into full_load_mode
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# Conflicts:
# meshers/transvoxel/transvoxel.h
# server/voxel_server.cpp
# terrain/voxel_lod_terrain.cpp
2021-12-11 22:59:24 +00:00
Marc Gilleron
d5a69003c3
Add missing classes and run doctool (doctool has issues though)
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VoxelGeneratorHeightmap.height_range is wrong in the doc.
VoxelTool lost all default values in doc.
These are likely Godot bugs...
2021-11-06 02:04:16 +00:00
Marc Gilleron
ca7ac42cde
Merge branch 'master' into full_load_mode
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# Conflicts:
# edition/voxel_tool_lod_terrain.cpp
# generators/graph/voxel_generator_graph.cpp
# terrain/voxel_lod_terrain.cpp
2021-10-31 16:17:27 +00:00
Marc Gilleron
6441d1b864
Deprecate Vector3i(Vector3) constructor, make conversions explicit
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Some conversions were wrong/unintented.
This is also in prevision of using Godot 4 Vector3i,
which default behavior differs from this module.
2021-10-31 16:01:47 +00:00
Marc Gilleron
0fc9e6b313
Fix crash when given negative-size area
2021-10-29 18:25:52 +01:00
Marc Gilleron
38ec2f43d1
Align program memory of VoxelGraphRuntime
2021-10-28 19:32:38 +01:00
Marc Gilleron
97f6765831
Fix memory leak in VoxelGraphRuntime (one leak per thread that ran any)
2021-10-26 20:41:28 +01:00
Marc Gilleron
375c68b0de
Merge branch 'master' into full_load_mode
2021-10-13 20:29:58 +01:00
Marc Gilleron
a2096b2014
Fix heightmap generators when used with VoxelLodTerrain in blocky mode
2021-10-08 02:35:52 +01:00
Marc Gilleron
e04091f3cb
Added full load mode to VoxelLodTerrain
...
With this mode enabled, editing anywhere becomes possible.
All edited blocks are loaded at once when the stream is assigned.
The generator is used on the fly to fill the gaps, instead of being
pre-emptively cached only nearby the viewer to allow editing.
Editing is still on the main thread, so this can cause stalls if
the generator is complex. There is also no controlled limit on how
much data gets loaded, so if edited data is larger than RAM, it will
not be playable. The feature is already quite usable, but more work
may be done for wider viability.
2021-10-03 01:48:07 +01:00
Marc Gilleron
87f086b26e
Fix enum comparisons
2021-09-26 17:21:44 +01:00