godot_voxel/terrain
Marc Gilleron a24e6d1b5a Use Rect3i::difference, remove check_cell_enters_and_exits for clarity 2019-09-02 20:08:33 +01:00
..
block_thread_manager.h Fix problems with MinGW 2019-09-01 01:47:45 +01:00
lod_octree.h Some cleanup 2019-09-01 21:49:58 +01:00
voxel_block.cpp Properly implement hiding of the terrain node, for LOD it was showing all blocks of all LODs at once 2019-08-31 21:46:40 +01:00
voxel_block.h Properly implement hiding of the terrain node, for LOD it was showing all blocks of all LODs at once 2019-08-31 21:46:40 +01:00
voxel_box_mover.cpp Reorganize all files and rename a few things 2019-04-28 17:58:29 +01:00
voxel_box_mover.h Reorganize all files and rename a few things 2019-04-28 17:58:29 +01:00
voxel_data_loader.cpp Rename `get_stats()` => `get_statistics()` 2019-08-25 17:40:19 +01:00
voxel_data_loader.h Added stats to VoxelStream, tweak file handles and batch counts 2019-08-17 00:46:24 +01:00
voxel_lod_terrain.cpp Use Rect3i::difference, remove check_cell_enters_and_exits for clarity 2019-09-02 20:08:33 +01:00
voxel_lod_terrain.h Make octree region work under a bit more kinds of runtime changes 2019-09-02 00:44:28 +01:00
voxel_map.cpp Made block size and a few other params modifiable (not so easy, though) 2019-08-24 01:44:27 +01:00
voxel_map.h Made block size and a few other params modifiable (not so easy, though) 2019-08-24 01:44:27 +01:00
voxel_mesh_updater.cpp Made block size and a few other params modifiable (not so easy, though) 2019-08-24 01:44:27 +01:00
voxel_mesh_updater.h Switch block processing to use arrays instead of single blocks to allow batching 2019-08-16 20:56:07 +01:00
voxel_terrain.cpp Use Rect3i::difference, remove check_cell_enters_and_exits for clarity 2019-09-02 20:08:33 +01:00
voxel_terrain.h Line up statistics variable names 2019-08-25 18:47:43 +01:00