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Commented out the terrarin mesh build phase for now, the c++ version is ok if I'm not experimenting.
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@ -207,45 +207,45 @@ func _build_phase(phase):
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bake_lights()
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bake_lights()
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set_physics_process_internal(true)
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set_physics_process_internal(true)
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return false
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return false
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elif phase == VoxelChunk.BUILD_PHASE_TERRARIN_MESH:
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# elif phase == VoxelChunk.BUILD_PHASE_TERRARIN_MESH:
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for i in range(get_mesher_count()):
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# for i in range(get_mesher_count()):
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var mesher : VoxelMesher = get_mesher(i)
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# var mesher : VoxelMesher = get_mesher(i)
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mesher.bake_colors(self)
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# mesher.bake_colors(self)
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#
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for i in range(get_mesher_count()):
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# for i in range(get_mesher_count()):
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var mesher : VoxelMesher = get_mesher(i)
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# var mesher : VoxelMesher = get_mesher(i)
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mesher.set_library(library)
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# mesher.set_library(library)
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#
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if get_mesh_rid() == RID():
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# if get_mesh_rid() == RID():
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allocate_main_mesh()
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# allocate_main_mesh()
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#
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var mesher : VoxelMesher = null
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# var mesher : VoxelMesher = null
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for i in range(get_mesher_count()):
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# for i in range(get_mesher_count()):
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var m : VoxelMesher = get_mesher(i)
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# var m : VoxelMesher = get_mesher(i)
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#
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if mesher == null:
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# if mesher == null:
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mesher = m
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# mesher = m
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continue
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# continue
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#
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mesher.set_material(library.material)
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# mesher.set_material(library.material)
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mesher.add_mesher(m)
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# mesher.add_mesher(m)
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#
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VisualServer.mesh_clear(get_mesh_rid())
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# VisualServer.mesh_clear(get_mesh_rid())
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#
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if mesher.get_vertex_count() == 0:
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# if mesher.get_vertex_count() == 0:
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next_phase()
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# next_phase()
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return true
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# return true
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#
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var arr : Array = mesher.build_mesh()
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# var arr : Array = mesher.build_mesh()
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#
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VisualServer.mesh_add_surface_from_arrays(get_mesh_rid(), VisualServer.PRIMITIVE_TRIANGLES, arr)
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# VisualServer.mesh_add_surface_from_arrays(get_mesh_rid(), VisualServer.PRIMITIVE_TRIANGLES, arr)
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#
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if library.material != null:
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# if library.material != null:
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VisualServer.mesh_surface_set_material(get_mesh_rid(), 0, library.material.get_rid())
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# VisualServer.mesh_surface_set_material(get_mesh_rid(), 0, library.material.get_rid())
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#
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next_phase();
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# next_phase();
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#
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return true;
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# return true;
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elif phase == VoxelChunk.BUILD_PHASE_PROP_MESH:
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elif phase == VoxelChunk.BUILD_PHASE_PROP_MESH:
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set_physics_process_internal(true)
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set_physics_process_internal(true)
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return false
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return false
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