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README.md
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README.md
@ -30,17 +30,14 @@ Currently [my fork](https://github.com/Relintai/godot) of godot is used as a bas
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This contains a port of [TokageItLab's SkeletonEditor pr](https://github.com/godotengine/godot/pull/45699).\
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The original godot source will likely work too if you want that for some reason.
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Also the engine needs to have some engine modules built in. For example:
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The engine needs to have some engine modules built in. For example:
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Except for a few scripts, entities, spells and auras are handled by the
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- Except for a few scripts, entities, spells and auras are handled by the
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[entity_spell_system](https://github.com/Relintai/entity_spell_system)
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module c++ side.
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Threading is handled by [ThreadPool](https://github.com/Relintai/thread_pool).
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The terrain is handled by [Terraman](https://github.com/Relintai/terraman.git).
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Most of the models are imported as MeshDataResources, these are meshes that are meant to be merged.
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module, on the c++ side.
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- Threading is handled by [ThreadPool](https://github.com/Relintai/thread_pool).
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- The terrain is handled by [Terraman](https://github.com/Relintai/terraman.git).
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- Most of the models are imported as MeshDataResources, these are meshes that are meant to be merged.
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These come from the [MeshDataResource](https://github.com/Relintai/mesh_data_resource) module.
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Currently I'm working on the mesh_data_resource_editor addon that will enable these to be edited directly inside the editor.
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