Adds enough stuff to test the approach. It is not correct at the
moment, probably needs to project to triangles to make cells line up,
currently it's using planes. There might be incorrect coordinates too,
did that with bit of guessing. A grid-like pattern is also showing, so
might have to make tiles a bit larger to account for filtering.
- VoxelLodTerrain no longer caches generated voxels by default, so
generating on the fly is no longer exclusive to full load mode.
Might add an option later, but not for now (VoxelTerrain is still
unaffected and keeps caching them)
- The "Cached" state is represented with blocks having no voxel data,
so it needs extra checks in some areas to avoid null access
- Fix generate task was not including modifiers after the base generator
- The "save_generator_output" option on streams now means such blocks are
considered edited
- Modifying modifiers now clears cached generated blocks
intersecting with them.
- Fix "re-generate" was erasing the internal stack of modifiers
- Added docs
- 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
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.
- VoxelGenerator no longer inherit VoxelStream
- VoxelStream is now more focused on files
- Nodes have separate stream and generator properties
- Generators use 2 dedicated threads instead of sharing a single one with streams
- TODO Image.lock() is problematic for multithreading
- TODO Voxel graph can cause RWLock contention if edited while it runs
- TODO Saving generator output no longer works, need to put it back