Gered
01587bcb3d
need to be able to deterministically initialize these
...
otherwise, typically these will get initialized around the time when
TileMesh assets are getting loaded by AssetManager, which tries to load
those asynchronously. collision shapes are being set up as libgdx
Model objects which store vertices in VBO's which need to be initialized
on the OpenGL thread (which won't happen if the static initializer is
triggered during an async TileMesh loading operation)
2014-04-16 10:24:00 -04:00
Gered
34ccd61fae
add helper to quickly register all tilemap-related asset loaders
2014-04-16 10:03:05 -04:00
Gered
da47617e9f
add a little extra safety to ensure the updater thread stops on dispose
2014-04-16 07:54:51 -04:00
Gered
75691fa357
forgot to change this over to use AssetLoadingException
2014-04-15 17:35:02 -04:00
Gered
e38c6f3434
remove MaterialTileMapping and update references. it is now part of gdx-toolbox itself (always in a public field within a TextureAtlas)
2014-04-15 17:33:33 -04:00
Gered
ac66820997
update asset loaders to throw AssetLoadingExceptions on error
2014-04-15 16:58:36 -04:00
Gered
1e6c502641
rename 'json' subpackage to something a bit more appropriate
2014-04-15 15:10:20 -04:00
Gered
69e6c7f9af
make all of these private classes, forcing use of libgdx's AssetManager
2014-04-15 15:09:14 -04:00
Gered
5080a4f41d
fix inconsistent 'parameter' class naming
2014-04-15 15:07:54 -04:00
Gered
f19e769891
split up TilePrefab saving. clean up loading a bit to be more consistent with the others
2014-04-15 15:00:53 -04:00
Gered
7795b5046c
add ambient/sky light value support when loading/saving TileMaps
2014-04-15 14:55:13 -04:00
Gered
a801fe5c58
split TileMap saving out to it's own class
2014-04-15 14:46:07 -04:00
Gered
cdac127c66
add TileMap libgdx asset loader
2014-04-15 14:42:57 -04:00
Gered
51a71a9e32
update TileMapJsonLoader to use an AssetManager. add support for lighting mode saving/loading
2014-04-15 14:24:19 -04:00
Gered
09d9fb0f57
add TileMeshCollection libgdx asset loader
2014-04-15 14:14:49 -04:00
Gered
5fba85923b
massively refactor TileMeshCollectionJsonLoader
2014-04-15 14:06:55 -04:00
Gered
98e08b3fcd
add TileMesh libgdx asset loader
2014-04-15 13:45:35 -04:00
Gered
2346855d36
remove support for loading via json file without an AssetManager
2014-04-15 12:46:46 -04:00
Gered
f54ecc4e35
initial pass at moving TileMesh loading code out into a separate loader class
2014-04-15 12:25:21 -04:00
Gered
657bf07259
i guess we also need a textureAtlas reference for cube meshes
2014-04-15 11:51:07 -04:00
Gered
72850e1047
also need a reference to a material mapping file
2014-04-15 11:41:51 -04:00
Gered
462bb731f1
add MaterialTileMapping libgdx asset loader
2014-04-15 11:36:51 -04:00
Gered
0260286f96
add MaterialTileMappingJsonLoader
2014-04-15 10:09:00 -04:00
Gered
d37c67e4ba
needs to also specify a texture atlas if we're going to make this standalone
2014-04-15 09:49:42 -04:00
Gered
5b16f75007
initial refactoring for json / asset loading rework
2014-04-15 09:32:58 -04:00
Gered
f2314b25d6
add TilePrefabLoader for libgdx asset loading support with TilePrefabs
2014-04-15 09:06:46 -04:00
Gered
f8c0f34c08
move all the json related stuff to a common sub-package
2014-04-15 08:50:38 -04:00
Gered
092d002ce8
add json fields for specifying dependent resources
2014-04-14 15:58:21 -04:00
Gered
63631a49c3
rename existing loader classes
2014-03-16 12:42:54 -04:00
Gered
620dc275d1
better way of checking if a chunk needs VBO creation
...
old way had some concurrency issues on slower hardware
2014-03-16 11:14:34 -04:00
Gered
c7505cb8ce
add TileMap methods to perform async chunk vertex updates
2014-03-16 11:13:28 -04:00
Gered
8d689a3aaa
add Runnable class to handle the processing to be done in another thread
2014-03-16 10:34:25 -04:00
Gered
d69c2c11d2
existing updateVertices method will not be adequate for async changes
2014-03-16 10:29:03 -04:00
Gered
3a2bfb8cdc
split up chunk VBO generation into two parts for future async changes
2014-03-16 10:17:23 -04:00
Gered
73e81949ab
fix destination dimensions check
2014-01-02 17:14:35 -05:00
Gered
d79d07639c
more collision shapes
2014-01-02 09:14:03 -05:00
Gered
d386731258
add more ramp collision shape variations
2014-01-01 10:40:25 -05:00
Gered
bfc8e96b46
add ramp collision shape
2014-01-01 10:31:48 -05:00
Gered
69ae42572e
add some more basic collision shapes
2013-12-31 14:58:33 -05:00
Gered
e145ce6f90
comment out the check for large tiles, going to need to handle this is another manner eventually anyway...
2013-12-31 14:40:43 -05:00
Gered
9489fcf429
add large tile support in the swept sphere collision implementation
2013-12-31 14:32:17 -05:00
Gered
e6e8c27f21
add setter methods for setting up large tile properties on Tile objects
2013-12-31 14:18:45 -05:00
Gered
5b5d747616
basic support for rendering large tiles
2013-12-31 14:13:49 -05:00
Gered
0c61bedc2d
fix creating box shape vertices
2013-12-31 14:06:41 -05:00
Gered
eb5c40513b
forgot the other place to add this
2013-12-31 12:59:36 -05:00
Gered
5ef70cb13e
basic support for primitive collision shapes to be specified for a mesh
2013-12-31 12:53:31 -05:00
Gered
148c051b97
update gitignore
2013-12-15 12:10:34 -05:00
Gered
0fd5b2d18c
fix sub-model colors not being applied when using non-lit chunk vertex generation
2013-12-01 15:14:49 -05:00
Gered
c027343c5d
fix group id
2013-11-30 12:46:39 -05:00
Gered
0c44efc93c
use our own ray-to-box intersection test instead ...
...
libgdx's own Intersector doesn't seem to behave in *exactly* the same
manner apparently. not going to spend any time with this since I already
ported my own code to do the exact same thing anyway and it does behave
how we want it to.
2013-11-28 12:28:30 -05:00