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Re-enabled prop mesh building. Also small cleanups to materials.
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@ -1,7 +1,4 @@
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[gd_resource type="SpatialMaterial" load_steps=2 format=2]
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[ext_resource path="res://data/voxel_textures/test_01.png" type="Texture" id=1]
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[gd_resource type="SpatialMaterial" format=2]
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[resource]
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flags_vertex_lighting = true
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albedo_texture = ExtResource( 1 )
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@ -1,6 +1,4 @@
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[gd_resource type="SpatialMaterial" load_steps=2 format=2]
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[ext_resource path="res://data/voxel_textures/test_01.png" type="Texture" id=1]
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[gd_resource type="SpatialMaterial" format=2]
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[resource]
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flags_vertex_lighting = true
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@ -8,5 +6,4 @@ vertex_color_use_as_albedo = true
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vertex_color_is_srgb = true
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params_diffuse_mode = 1
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params_specular_mode = 4
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albedo_texture = ExtResource( 1 )
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metallic_specular = 0.0
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@ -1,9 +1,6 @@
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[gd_resource type="SpatialMaterial" load_steps=2 format=2]
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[ext_resource path="res://data/voxel_textures/grass_albedo.png" type="Texture" id=1]
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[gd_resource type="SpatialMaterial" format=2]
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[resource]
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flags_vertex_lighting = true
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vertex_color_use_as_albedo = true
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params_specular_mode = 4
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albedo_texture = ExtResource( 1 )
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File diff suppressed because one or more lines are too long
@ -169,8 +169,6 @@ func build_phase_lights() -> void:
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if prop.prop != null:
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prop.prop.add_prop_lights_into(self, t, true)
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next_phase()
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func get_prop_transform(prop : VoxelChunkPropData, snap_to_mesh: bool, snap_axis: Vector3) -> Transform:
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var pos : Vector3 = Vector3(prop.x * voxel_scale, prop.y * voxel_scale, prop.z * voxel_scale)
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@ -246,9 +244,10 @@ func _physics_process(delta):
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if current_build_phase == VoxelChunk.BUILD_PHASE_LIGHTS:
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build_phase_lights()
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set_physics_process_internal(false)
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next_phase()
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elif current_build_phase == VoxelChunk.BUILD_PHASE_PROP_MESH:
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#build_phase_prop_mesh()
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build_phase_prop_mesh()
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set_physics_process_internal(false)
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next_phase()
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@ -328,7 +328,6 @@ func add_buffer_normal(buffer : VoxelChunk) -> void:
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add_color(light)
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vert_pos *= float(voxel_scale)
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add_normal(normal)
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