Marc Gilleron
f34d87d305
Simplified data VoxelDataMap structure
2022-06-04 02:23:56 +01:00
Marc Gilleron
6ab6f4a8b6
Unnecessary includes
2022-06-03 19:02:03 +01:00
Marc Gilleron
2ce4b92225
Fix changing mesh size not remeshing the terrain
2022-06-03 18:30:42 +01:00
Marc Gilleron
863c9a81b6
Unused enum
2022-05-22 21:20:54 +01:00
Marc Gilleron
b9c9b2bcee
Schedule tasks more directly, remove VoxelServer data copies
2022-05-22 00:18:58 +01:00
Marc Gilleron
f899ae8fbb
Added option to show octree grid in editor, now off by default
2022-05-21 22:00:01 +01:00
Marc Gilleron
4f862722ae
Removed usages of Map
2022-05-17 19:44:58 +01:00
Marc Gilleron
12862a46d0
Changes to blocky materials
...
- They are now defined in each model
- VoxelTerrain no longer has material slots, except for a global override
- Models can have up to 2 materials instead of only one
2022-05-16 22:55:06 +01:00
Marc Gilleron
dff7386186
Moved conversions to conv.h
2022-05-07 20:34:06 +01:00
Marc Gilleron
adbfd3b584
floor_to_int
to emphasize the return value converts to int
2022-05-02 14:49:40 +01:00
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'
...
# 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
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.
...
- 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
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