180 Commits

Author SHA1 Message Date
Marc Gilleron
23ce65d789 Show terrain in editor, with option to turn it off. A scripted stream will turn it off by default. 2020-08-14 20:33:09 +01:00
Marc Gilleron
6ed4ef32b7 Separated baked data from config data in VoxelLibrary and introduced thread-safety with blocky mesher 2020-08-11 23:52:42 +01:00
Marc Gilleron
7316e415dc Implemented block events for VoxelTerrain 2020-08-10 20:57:03 +01:00
Marc Gilleron
404de21c9b Don't error when a custom stream can't be used in editor, show warning instead 2020-08-02 18:58:04 +01:00
Marc Gilleron
ac3e303818 Report script errors a bit better, I hope 2020-08-02 18:57:08 +01:00
Marc Gilleron
61c82078f7 Added collision masks to voxel models so they can be filtered fast 2020-08-01 22:58:16 +01:00
Marc Gilleron
f9e2d9cc12 Stop using NULL 2020-07-25 23:19:08 +01:00
Marc Gilleron
b7fe71ff45 Fix block not copied when the save of a single one is triggered 2020-07-25 21:57:36 +01:00
Marc Gilleron
ec6bc00562 Added methods to trigger saves manually 2020-07-25 16:29:16 +01:00
Marc Gilleron
eef3818d29 Fixed mandatory requests not always being processed after telling the thread to exit 2020-07-24 20:07:34 +01:00
Marc Gilleron
071c5ee5c0 Fix channel depth not being applied to VoxelMap::get_buffer_copy() 2020-07-11 18:05:26 +01:00
Marc Gilleron
1a08cd31d6 Use a macro to print debug stuff only in verbose mode 2020-07-08 20:48:52 +01:00
Marc
e57a39d467
Merge pull request #141 from nwdamgaard/master
Generate a collision mesh for each surface
2020-05-08 17:24:13 +01:00
Nathan
a17ab8bbe7 clean up for Zylann 2020-05-07 17:33:16 -07:00
Nathan
6b43c9a187 General improvements 2020-05-07 13:55:16 -07:00
Marc Gilleron
600942564c Fix crash when a VoxelTerrain is used without a stream 2020-05-07 21:13:47 +01:00
Nathan
713c57388a Changing the approch once again due to misunderstanding Zylann 2020-05-06 19:47:00 -07:00
Nathan
6db4246e9a Missed something to clean up 2020-05-06 16:20:24 -07:00
Nathan
c69afee67f Clean up some stuff that should not have happened 2020-05-06 16:14:11 -07:00
Nathan
89691f6ece Added function in mesher to create collision mesh 2020-05-06 14:42:46 -07:00
Nathan
e045c0f350 Generate a collision mesh for each surface 2020-04-28 21:50:37 -07:00
Cory Petkovsek
d407d6201a Fix build warnings on other platforms 2020-04-03 20:46:29 +08:00
Marc Gilleron
9f7a081dd4 Non-cube voxels don't contribute to AO for now 2020-02-23 01:29:32 +00:00
Marc Gilleron
f5001fdc07 Merge branch 'master' into custom_blocky_mesh
# Conflicts:
#	util/array_slice.h
2020-02-22 22:55:50 +00:00
Cory Petkovsek
63514efd76 Update pr 2020-02-16 23:07:10 +08:00
Cory Petkovsek
1a251a3c63 VT/VLT Detect channel type from generators. Other convenience features. 2020-02-16 22:13:28 +08:00
Marc
db98d5865d
Merge branch 'master' into fix_gcc_warnings 2020-02-15 16:40:32 +00:00
Marc Gilleron
17e3651d0e Fix release compilation 2020-02-15 16:37:23 +00:00
Cory Petkovsek
40e3fdc878 Adjust PR 2020-02-15 04:09:31 +08:00
Cory Petkovsek
24841e9a18 fix gcc warnings 2020-02-13 21:49:11 +08:00
Marc Gilleron
197c6c71bc Use a pattern matrix to determine side culling, so it can be baked more precisely 2020-02-11 21:20:05 +00:00
Tin Švagelj
e67ec6f207
Added missing semicolons on line endings 2020-02-07 04:52:06 +01:00
Marc Gilleron
bb97d7a614 Add debug method to VoxelLodTerrain to print a 2D top-down image of the SDF 2020-02-05 21:09:14 +01:00
Marc Gilleron
618257b570 Code style 2020-02-05 21:08:23 +01:00
Marc Gilleron
e9d431360b Fix case where a block gets saved but is requested for loading very shortly after
When a block gets saved, a thread event comes back to confirm it,
but that event can be mistaken for a loading event because nothing was
explicitely checking for it. It worked so far because the "loading blocks"
check was luckily taking "care" of it, except in that edge case.
2020-02-04 15:37:52 +01:00
Marc Gilleron
6c6bd52a68 Can add custom collision AABBs to blocky voxels, for use with VoxelBoxMover 2020-02-03 10:29:25 +01:00
Marc Gilleron
aec06b214b Merge branch 'master' into depth 2020-01-26 23:34:08 +00:00
Marc Gilleron
8879d9b2e7 Moved all generators under their own base class and folder 2020-01-26 22:34:26 +00:00
Marc Gilleron
87a9766442 voxel_raycast is now template 2020-01-26 20:43:40 +00:00
Marc Gilleron
0ac1b7e6dc Moved edition-related classes to a sub-folder 2020-01-26 20:29:44 +00:00
Marc Gilleron
7723988b15 Merge branch 'master' into depth
# Conflicts:
#	meshers/transvoxel/voxel_mesher_transvoxel.cpp
2020-01-25 19:46:53 +00:00
Marc Gilleron
a751b0ca63 Fix edited block producing a hole when going away from it 2020-01-23 23:20:23 +00:00
Marc Gilleron
73491cd1ff Fix LOD getting stuck if you teleport far away
Now the octree is always allowed to merge nodes even if the parent block isn't available.
Also removed unused userdata from LodOctree::Node,
merged callbacks into one struct,
removed some old debug code
2020-01-23 00:37:13 +00:00
Marc Gilleron
e76e4d2b49 Fix bad discarding code when block management threads are told to exit
In short, std::remove_if does NOT remove anything
2020-01-19 18:13:00 +00:00
Marc Gilleron
09acd82c72 Merge branch 'master' into depth 2020-01-18 19:29:57 +00:00
Marc Gilleron
c493aec343 Use StringNames when applicable 2020-01-17 20:43:28 +00:00
Marc Gilleron
0b4860b40d Use MAX_LOD global constant 2020-01-15 21:40:35 +00:00
Marc Gilleron
87afb8f96c Fix split scale not being clamped properly. Also reorganized debug functions a bit 2020-01-15 21:04:23 +00:00
Cory Petkovsek
9129016567 Fix invisible VoxelTerrain 2020-01-10 19:57:49 +08:00
Marc Gilleron
2d1a53048c Merge branch 'master' into depth
# Conflicts:
#	streams/voxel_block_serializer.cpp
2020-01-10 01:43:38 +00:00