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https://github.com/Relintai/broken_seals.git
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Changed back the way biome handles isolevel, because this helps to hide the banding(?) at the side of the mountains with the transvoxel mesher.
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f909042c09
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@ -80,17 +80,17 @@ func generate_terrarin(chunk : VoxelChunk, spawn_mobs: bool) -> void:
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else:
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else:
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chunk.set_voxel(2, x, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE)
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chunk.set_voxel(2, x, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE)
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if y == v - 1:
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# if y == v - 1:
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chunk.set_voxel(int(255.0 * (val - int(val))), x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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# chunk.set_voxel(int(255.0 * (val - int(val))), x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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else:
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# else:
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chunk.set_voxel(255, x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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# chunk.set_voxel(255, x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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#
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var val2 : float = (val - int(val)) * 4.0
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val2 = int(val2)
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val2 /= 4.0
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# var val2 : float = (val - int(val)) * 4.0
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chunk.set_voxel(int(255.0 * val2), x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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# val2 = int(val2)
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# val2 /= 4.0
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# chunk.set_voxel(int(255.0 * val2), x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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# chunk.set_voxel(int(255.0 * (val - int(val)) / 180.0) * 180, x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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# chunk.set_voxel(int(255.0 * (val - int(val)) / 180.0) * 180, x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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# chunk.set_voxel(int(255.0 * (val - int(val))), x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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# chunk.set_voxel(int(255.0 * (val - int(val))), x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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@ -26,7 +26,7 @@ class_name GDCubicVoxelMesher
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var count : int = 0
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var count : int = 0
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func _add_chunk(chunk : VoxelChunk) -> void:
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func _add_chunk(chunk : Node) -> void:
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chunk.generate_ao();
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chunk.generate_ao();
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var x_size : int = chunk.get_size_x() - 1
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var x_size : int = chunk.get_size_x() - 1
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