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Let TerraWorld apply voxel scale to the tree. Also now the tree's scale's random range is a lot smaller.
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@ -122,11 +122,8 @@ func gen_terra_chunk(chunk: TerraChunk) -> void:
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tr = tr.rotated(Vector3(0, 1, 0), randf() * PI)
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tr = tr.rotated(Vector3(0, 1, 0), randf() * PI)
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tr = tr.rotated(Vector3(1, 0, 0), randf() * 0.2 - 0.1)
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tr = tr.rotated(Vector3(1, 0, 0), randf() * 0.2 - 0.1)
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tr = tr.rotated(Vector3(0, 0, 1), randf() * 0.2 - 0.1)
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tr = tr.rotated(Vector3(0, 0, 1), randf() * 0.2 - 0.1)
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tr = tr.scaled(Vector3(0.9 + 0.8 - randf(), 0.9 + 0.8 - randf(), 0.9 + 0.8 - randf()))
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tr = tr.scaled(Vector3(0.9 + randf() * 0.2, 0.9 + randf() * 0.2, 0.9 + randf() * 0.2))
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tr.origin = Vector3((x + chunk.position_x * chunk.size_x) * chunk.voxel_scale, ((val - 2) / 255.0) * chunk.world_height * chunk.voxel_scale, (z + chunk.position_z * chunk.size_z) * chunk.voxel_scale)
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tr.origin = Vector3((x + chunk.position_x * chunk.size_x), ((val - 2) / 255.0) * chunk.world_height, (z + chunk.position_z * chunk.size_z))
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chunk.voxel_world.prop_add(tr, prop_tree, false)
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chunk.voxel_world.prop_add(tr, prop_tree)
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@ -16,4 +16,4 @@ optimization_type=2
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collider_type=0
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collider_type=0
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offset=Vector3( 0, 0, 0 )
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offset=Vector3( 0, 0, 0 )
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rotation=Vector3( 0, 0, 0 )
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rotation=Vector3( 0, 0, 0 )
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scale=Vector3( 3, 3, 3 )
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scale=Vector3( 1, 1, 1 )
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