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https://github.com/Relintai/broken_seals.git
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Let's not call update_lods() in a loop. This fixes the framerate drops on weaker devices, like phones. Also increase the chunk despawn range by one.
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445896d23c
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@ -90,13 +90,11 @@ func _process(delta):
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var l : float = (Vector2(cpos.x, cpos.z) - Vector2(c.position_x, c.position_z)).length()
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var l : float = (Vector2(cpos.x, cpos.z) - Vector2(c.position_x, c.position_z)).length()
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if l > chunk_spawn_range + 2:
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if l > chunk_spawn_range + 3:
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# print("despawn " + str(Vector3(c.position_x, c.position_y, c.position_z)))
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# print("despawn " + str(Vector3(c.position_x, c.position_y, c.position_z)))
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remove_chunk_index(i)
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remove_chunk_index(i)
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i -= 1
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i -= 1
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count -= 1
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count -= 1
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else:
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update_lods()
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# else:
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# else:
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# var dx : int = abs(ppx - c.position_x)
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# var dx : int = abs(ppx - c.position_x)
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# var dy : int = abs(ppy - c.position_y)
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# var dy : int = abs(ppy - c.position_y)
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@ -115,12 +113,15 @@ func _process(delta):
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i += 1
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i += 1
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for x in range(-chunk_spawn_range + int(cpos.x), chunk_spawn_range + int(cpos.x)):
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for x in range(-chunk_spawn_range + int(cpos.x), chunk_spawn_range + int(cpos.x)):
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for z in range(-chunk_spawn_range + int(cpos.z), chunk_spawn_range + int(cpos.z)):
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for z in range(-chunk_spawn_range + int(cpos.z), chunk_spawn_range + int(cpos.z)):
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for y in range(-1, 2):
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for y in range(-1, 2):
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if not has_chunk(x, y, z):
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if not has_chunk(x, y, z):
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# print("spawn " + str(Vector3(x, y, z)))
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# print("spawn " + str(Vector3(x, y, z)))
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create_chunk(x, y, z)
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create_chunk(x, y, z)
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update_lods()
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#func _process(delta : float) -> void:
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#func _process(delta : float) -> void:
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# if not generation_queue.empty():
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# if not generation_queue.empty():
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