Marc Gilleron
b72ffa260d
Rename for_all_blocks => for_each_block
2022-02-20 21:35:35 +00:00
Marc Gilleron
7dca31c444
Unnecessary forward-declaration
2022-02-20 21:35:14 +00:00
Marc Gilleron
933fd81a29
PoolVectors are no longer a thing
2022-02-20 21:34:54 +00:00
Marc Gilleron
0e54920afb
Replace existing connection if dragging from/to an input port having one already
2022-02-20 16:57:29 +00:00
Marc Gilleron
729b2a3391
Unnecessary includes
2022-02-20 13:31:25 +00:00
Marc Gilleron
072472bec5
Fix FlatMap was using the type of values to sort keys...
2022-02-19 23:09:01 +00:00
Marc Gilleron
8b8b991060
Fix FlatMap insert methods randomly failing to insert
2022-02-19 22:08:04 +00:00
Marc Gilleron
c844a65325
More explicit include guard
2022-02-19 22:07:11 +00:00
Marc Gilleron
8406299e2d
Use a specific macro to check tests, so it can be swapped easily.
...
Also made it break by default so in debug we stop at the failing line.
2022-02-19 19:59:39 +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
1c2f0fd983
Fix Linux CI artifacts
2022-02-15 20:53:24 +00:00
Marc Gilleron
c917c0ac9b
Add 64-bit float test build to CI
2022-02-14 23:42:28 +00:00
Marc Gilleron
3884ddecc6
Remove EditorNode* argument from editor plugin constructors
2022-02-14 21:32:27 +00:00
Marc Gilleron
31b4d0bc68
Make it compile with float=64
2022-02-14 21:06:31 +00:00
Marc Gilleron
36cc952daa
Second attempt for using memcpy
2022-02-14 01:28:36 +00:00
Marc Gilleron
2493f819eb
Remove copy constructor to see if it fixes GCC warning (2)
2022-02-14 01:20:03 +00:00
Marc Gilleron
5b024bdd71
Fix comparison signedness warning
2022-02-14 01:16:06 +00:00
Marc Gilleron
ec5b516cdd
Remove copy constructor to see if it fixes GCC warning
2022-02-14 01:04:13 +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
83e4454789
Fix comparison signedness warning (8)
2022-02-13 19:28:33 +00:00
Marc Gilleron
9eeac4d908
Fix comparison signedness warning (7)
2022-02-13 19:10:38 +00:00
Marc Gilleron
949abb0358
Fix comparison signedness warning (6)
2022-02-13 18:57:46 +00:00
Marc Gilleron
ded04b86ce
Fix comparison signedness warning (5)
2022-02-13 18:50:33 +00:00
Marc Gilleron
268ed4b836
Fix comparison signedness warning (4)
2022-02-13 18:37:00 +00:00
Marc Gilleron
36e8ddc79f
Fix missing include
2022-02-13 18:18:51 +00:00
Marc Gilleron
6e10277ead
Fix comparison signedness warning (3)
2022-02-13 18:16:05 +00:00
Marc Gilleron
c4ca66516c
Fix comparison signedness warning (2)
2022-02-13 17:37:20 +00:00
Marc Gilleron
50555bdedc
Use a typed array of materials for build_mesh() API
2022-02-13 17:30:12 +00:00
Marc Gilleron
1b03e799ae
Fix comparison signedness warning
2022-02-13 17:29:33 +00:00
Marc Gilleron
21daedd5dc
Fix old struct type
2022-02-13 17:17:37 +00:00
Marc Gilleron
d61da56c5b
Fix GCC compilation
2022-02-13 17:07:43 +00:00
Marc Gilleron
907351dd1a
Fix compilation with latest Godot
2022-02-13 16:56:27 +00:00
Marc Gilleron
36ad5a75a2
Fix non-initialized variable
2022-02-13 16:20:08 +00:00
Marc Gilleron
e958739759
Fix some narrowing conversions
2022-02-13 16:19:54 +00:00
Marc Gilleron
92474f8322
Use a FlatMap instead of Godot's Map to store voxel metadata.
...
Reasons:
- when switching to GDExtension, Map won't be available anymore
- FlatMap may be more efficient for small amounts of sparse items
2022-02-13 16:19:17 +00:00
Marc Gilleron
942fc9e980
Option to show octree nodes in editor
2022-02-13 01:19:21 +00:00
Marc Gilleron
a70998f372
Moved VoxelTerrainEditorTaskIndicator
to its own file
2022-02-13 01:09:17 +00:00
Marc Gilleron
4c36b96ef2
Moved Godot-facing block serializer API to its own file
2022-02-12 23:52:44 +00:00
Marc Gilleron
b3faec2bef
Removed voxel_block_request.h, use specialized structs
2022-02-12 23:37:02 +00:00
Marc Gilleron
8cdb49c421
Multiplayer notes
2022-02-12 18:10:13 +00:00
Marc Gilleron
d18bbe0376
Made LodOctree more generic
...
- `update` now solely relies on predicates to split/join
- Removed some member variables only used in the older update
- Distance checks now use "octree space", elininates some coordinate
conversions which are now done up-front
2022-02-12 18:09:46 +00:00
Marc Gilleron
e2e360cf64
Update supporters
2022-02-12 18:03:59 +00:00
Marc Gilleron
27a9c94e44
Fixed inexistent parameter
2022-02-07 22:06:56 +00:00
Marc Gilleron
91bbe56cea
Added missing bindings
2022-02-07 22:06:24 +00:00
Marc Gilleron
f1c59d452a
Removed more Vector<T> usages.
...
Remaining uses are necessary to communicate with Godot APIs.
2022-02-06 22:26:30 +00:00
Marc Gilleron
98eed9adba
Remove some usages of Vector<T>. Also fixed some indexing issues in streams.
...
Reason: in a future port to GDExtension, that class won't be available.
This may also apply to Map and HashMap.
Note: the issues in streams were not hit so far because they are in
multi-block load/save functions. We've been loading and saving blocks
one by one at the moment.
2022-02-06 21:26:48 +00:00
Marc Gilleron
79ba0f270c
De-indent to fix formatting of MkDocs
2022-02-06 19:39:17 +00:00
Marc Gilleron
1f26e15af8
Updated quick steps for setting up a blocky terrain.
2022-02-06 19:29:03 +00:00
Marc Gilleron
c7aaf633ee
Added examples for blocky generation with voxel graph
2022-02-06 15:54:08 +00:00
Marc Gilleron
392f2d94bf
Don't assign unused fields
2022-02-06 13:48:34 +00:00