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@GarethIW
Last active September 24, 2016 18:18
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PicaVoxel 1.4 Changelist
FEATURE: Voxel state now uses an enum with three statuses: Inactive, Active, and Hidden. When voxels are destroyed at runtime,
their state gets set to Hidden. Rebuild() method on Volume/Frame restores the destroyed voxels.
FEATURE: Marching cubes meshing mode. Looks like the Marching rendering mode in MagicaVoxel.
FEATURE: Customizable chunk size per volume, with non-cubic sizes supported up to 16*16*16 voxels.
FEATURE: Mesh Scanner. Convert a 3D model to a PicaVoxel volume.
FEATURE: Image import. Convert a PNG or JPG image to a voxel volume, with alpha cutout (or custom colour cutout) and optional
z-depth setting.
FEATURE: Re-import from MagicaVoxel or Qubicle. You can now click a single button to refresh PicaVoxel volumes that were imported
from Magica or Qubicle.
FEATURE/IMPROVEMENT: Face Overlap setting. Use a face overlap value of around 0.0001 to eliminate the ugly artefacting that can
sometimes be seen beteween mesh seams, especially in Greedy meshing mode.
FEATURE/IMPROVEMENT: New Unity 5 PBR shaders. Upgaded versions of normal/transparent shaders plus a shader that supports emissive
(“glow-in-the-dark”) voxels, and a Mosaic shader that is similar to MagicaVoxel’s “Rounded Grids” render shape.
IMPROVEMENT: Alpha-value propagation. The alpha values of colours you choose in edit mode now correctly propagate to mesh vertex
colours. This allows the alpha value to be used in shaders. See the OneMinus Alpha Emissive shader for a use case.
FIX: Added randomisation to Volume.Destruct() particle emission.
FIX: PicaDerby demo now “works” on Unity 5. “Works” because I still can’t fathom wheelcollider physics, but it’s at least functional!
FIX: Transform tools now hidden when in edit mode – no more accidentally moving the volume when trying to paint!
FIX: Meshcolliders not updating correctly after destruction.
FIX: Copying/duplicating a Volume now works correctly and no longer shares meshes.
FIX: Unnecessary chunk updating caused Unity to re-import meshes on scene save.
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