Marc Gilleron
a5e429de6f
Moved some Vector3i function specializations to math:: namespace
2022-04-29 23:25:37 +01:00
Marc Gilleron
4e3d4d4ed8
Threading classes wrappers
2022-04-19 00:32:37 +01:00
Marc Gilleron
8aec9cf777
VoxelBufferInternal doesnt depend on Image
2022-04-16 16:07:45 +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
0cc3801655
Define smart pointers default allocator in a single place
2022-04-10 20:10:33 +01:00
Marc Gilleron
19a69b059e
VoxelInstancer supports VoxelTerrain, although Godot 4 multimeshes are buggy
...
See https://github.com/godotengine/godot/issues/56357
2022-04-09 20:40:03 +01:00
Marc Gilleron
219c7bfda3
Changed prefix of profiling macros
2022-04-09 15:33:08 +01:00
Marc Gilleron
adb2cd2fe9
Return a ref, pointer must not be null
2022-04-09 15:15:22 +01:00
Marc Gilleron
ab5d3a22d3
Abstract logging for verbose print
2022-04-09 15:00:34 +01:00
Marc Gilleron
ca83c720ff
Return reference, pointer must not be null
2022-04-08 23:54:04 +01:00
Marc Gilleron
7517ec9a10
Merge branch 'expression_node'
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# Conflicts:
# server/load_all_blocks_data_task.cpp
2022-04-07 20:18:20 +01:00
Marc Gilleron
c4dddaa528
Remove unused function, use & references instead of Ref<T>
2022-04-07 19:44:29 +01:00
Marc Gilleron
5519054c01
Unify macro prefixes
2022-04-06 23:26:54 +01:00
Marc Gilleron
15bf2a6980
One more unused variable
2022-04-06 01:37:47 +01:00
Marc Gilleron
c9aa295b03
Fix unused variables
2022-04-06 01:31:51 +01:00
Marc Gilleron
61b27491f9
Initial implementation of binary search in Transvoxel.
...
It is very slow but seems to be working. It affines vertex positions,
but normals are not improved. Maybe more work will be done in the future
if that technique becomes more relevant.
Partly based on a prior experiment:
11f716f79d0ade59c0e9547a2333183e96b17b43
2022-03-27 21:36:30 +01:00
Marc Gilleron
297e2b3f92
Changing a material now updates existing meshes instead of only new ones (VoxelTerrain only)
2022-03-26 22:28:18 +00:00
Marc Gilleron
d2120155ab
Don't update octrees every frame.
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- Update when some nodes did not finish subdividing
- Update when viewer position changes by a large enough distance
- Update when LOD settings change
- Update when the terrain is reset
2022-03-26 15:59:03 +00:00
Marc Gilleron
3c1e4e2ab3
Reverted prefetch as the current code doesn't support editing LOD0 if upper lods aren't loaded.
...
This part needs to be designed before we can do things like that.
2022-03-24 00:25:51 +00:00
Marc Gilleron
3d747f6525
Schedule tasks in batches to reduce locking when many are sent
2022-03-22 20:51:56 +00:00
Marc Gilleron
8db923a75f
Added experimental octree pre-fetching to speedup initial loading.
...
Unfortunately, the major bottleneck remains tasks on the main thread.
2022-03-22 19:37:00 +00:00
Marc Gilleron
f53856f2c3
Made LodOctree update recursively.
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If subdivision conditions are fulfilled, it no longer needs to be
updated several times to reach its target shape.
2022-03-22 19:35:52 +00:00
Marc Gilleron
c8a15602bb
Removed unused variable
2022-03-20 23:13:07 +00:00
Marc Gilleron
8d8d8b336d
Moved VoxelLodTerrain and VoxelTerrain stuff to their own folders
2022-03-20 22:57:53 +00:00