godot_voxel/util
Marc Gilleron 44f84a9422 Template max() so places using int don't have to go through float 2019-12-31 16:37:40 +00:00
..
array_slice.h Switch block processing to use arrays instead of single blocks to allow batching 2019-08-16 20:56:07 +01:00
direct_mesh_instance.cpp Move mesh instance into a thin wrapper 2019-08-25 01:11:38 +01:00
direct_mesh_instance.h Move mesh instance into a thin wrapper 2019-08-25 01:11:38 +01:00
direct_static_body.cpp Add optional physics collision through node-less static bodies 2019-08-25 13:04:49 +01:00
direct_static_body.h Add optional physics collision through node-less static bodies 2019-08-25 13:04:49 +01:00
fixed_array.h Transition meshes WIP and bug fixes 2019-12-26 20:29:55 +00:00
float_buffer_3d.cpp Optimized VoxelProviderNoise with a noise buffer so it does less OpenSimplex calculations 2019-05-11 17:42:56 +01:00
float_buffer_3d.h Optimized VoxelProviderNoise with a noise buffer so it does less OpenSimplex calculations 2019-05-11 17:42:56 +01:00
object_pool.h Moved ObjectPool to util/ and moved OctreeTables to root 2019-04-29 21:31:08 +01:00
profiling_clock.h Added stats to VoxelLodTerrain 2019-05-05 01:09:12 +01:00
utility.cpp First WIP at paging LOD 2019-08-29 22:55:02 +01:00
utility.h Template max() so places using int don't have to go through float 2019-12-31 16:37:40 +00:00
voxel_raycast.cpp Reorganize all files and rename a few things 2019-04-28 17:58:29 +01:00
voxel_raycast.h Reorganize all files and rename a few things 2019-04-28 17:58:29 +01:00
zprofiling.cpp Changed profiler to be more like a stack-based one, also made it super light (CPU-wise) 2019-08-18 23:13:12 +01:00
zprofiling.h Changed profiler to be more like a stack-based one, also made it super light (CPU-wise) 2019-08-18 23:13:12 +01:00