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Update Voxelman to the latest to grab the improvements.
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2
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@ -1 +1 @@
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{"engine": {"3.2": "0d5e483a90c41c433056b8cf6e4e8def6316690f", "master": "8c73e813134001e575b6f59e3b0100471c007410"}, "world_generator": {"master": "a08917370cdef0884042bdb49fb80ece0b2e76ec"}, "entity_spell_system": {"master": "3e10779dbc5258d1e1b08eab287189f9c1ccec64"}, "ui_extensions": {"master": "38acc650db260a831dc26ca96fe9d9a087230bdc"}, "voxelman": {"master": "b9f1de7dd9c3d0cc7e6af3ad1fcec5d425e20f2b"}, "texture_packer": {"master": "b17c174906f84de93d84aa60d010ffe603efaa28"}, "fastnoise": {"master": "41b7ea05a1f7aa2b8ecddaa1fd739e64d6970f7e"}, "mesh_data_resource": {"master": "4bda19b12be2c2a79a6121de6d22e48f3934e726"}, "procedural_animations": {"master": "ba464ef04500aa01b2638cf1f890f3f6582ead84"}, "ess_data": {"master": "3bd637fdd3304b64a18287a49a6b7387acf2f5de"}}
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{"engine": {"3.2": "8eb193d86e81dfc9347877155826d4494952bca6", "master": "8c73e813134001e575b6f59e3b0100471c007410"}, "world_generator": {"master": "a08917370cdef0884042bdb49fb80ece0b2e76ec"}, "entity_spell_system": {"master": "3e10779dbc5258d1e1b08eab287189f9c1ccec64"}, "ui_extensions": {"master": "38acc650db260a831dc26ca96fe9d9a087230bdc"}, "voxelman": {"master": "29b77a3a6d05fb14e15b0dac4d43e70a01812853"}, "texture_packer": {"master": "b17c174906f84de93d84aa60d010ffe603efaa28"}, "fastnoise": {"master": "41b7ea05a1f7aa2b8ecddaa1fd739e64d6970f7e"}, "mesh_data_resource": {"master": "4bda19b12be2c2a79a6121de6d22e48f3934e726"}, "procedural_animations": {"master": "9b1868668de4242ccc0565cf3c6b5e1c375f1576"}, "ess_data": {"master": "3bd637fdd3304b64a18287a49a6b7387acf2f5de"}}
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@ -202,13 +202,15 @@ func get_prop_mesh_transform(base_transform : Transform, snap_to_mesh: bool, sna
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return base_transform
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return base_transform
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func _build_phase(phase):
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func _build_phase(phase):
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# print(name + " " + str(phase))
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# print(name + " " + str(phase))
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if phase == VoxelChunk.BUILD_PHASE_LIGHTS:
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if phase == VoxelChunk.BUILD_PHASE_LIGHTS:
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clear_baked_lights()
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clear_baked_lights()
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generate_random_ao()
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generate_random_ao()
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bake_lights()
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bake_lights()
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set_physics_process_internal(true)
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#set_physics_process_internal(true)
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return false
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active_build_phase_type = VoxelChunk.BUILD_PHASE_TYPE_PHYSICS_PROCESS
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return
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# elif phase == VoxelChunk.BUILD_PHASE_TERRARIN_MESH:
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# elif phase == VoxelChunk.BUILD_PHASE_TERRARIN_MESH:
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# for i in range(get_mesher_count()):
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# for i in range(get_mesher_count()):
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# var mesher : VoxelMesher = get_mesher(i)
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# var mesher : VoxelMesher = get_mesher(i)
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@ -249,14 +251,15 @@ func _build_phase(phase):
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#
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#
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# return true;
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# return true;
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elif phase == VoxelChunk.BUILD_PHASE_PROP_MESH:
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elif phase == VoxelChunk.BUILD_PHASE_PROP_MESH:
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set_physics_process_internal(true)
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# set_physics_process_internal(true)
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return false
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active_build_phase_type = VoxelChunk.BUILD_PHASE_TYPE_PHYSICS_PROCESS
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return
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elif phase == VoxelChunk.BUILD_PHASE_FINALIZE:
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elif phase == VoxelChunk.BUILD_PHASE_FINALIZE:
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_notification(NOTIFICATION_TRANSFORM_CHANGED)
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_notification(NOTIFICATION_TRANSFORM_CHANGED)
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return ._build_phase(phase)
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._build_phase(phase)
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else:
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else:
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return ._build_phase(phase)
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._build_phase(phase)
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func _prop_added(prop):
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func _prop_added(prop):
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pass
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pass
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@ -283,16 +286,20 @@ func generate_random_ao() -> void:
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set_voxel(int(val * 255.0), x, y, z, VoxelChunk.DEFAULT_CHANNEL_RANDOM_AO)
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set_voxel(int(val * 255.0), x, y, z, VoxelChunk.DEFAULT_CHANNEL_RANDOM_AO)
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func _physics_process(delta):
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func _build_phase_physics_process(phase):
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if current_build_phase == VoxelChunk.BUILD_PHASE_LIGHTS:
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if current_build_phase == VoxelChunk.BUILD_PHASE_LIGHTS:
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build_phase_lights()
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build_phase_lights()
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set_physics_process_internal(false)
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# set_physics_process_internal(false)
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active_build_phase_type = VoxelChunk.BUILD_PHASE_TYPE_NORMAL
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next_phase()
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next_phase()
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elif current_build_phase == VoxelChunk.BUILD_PHASE_PROP_MESH:
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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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# set_physics_process_internal(false)
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active_build_phase_type = VoxelChunk.BUILD_PHASE_TYPE_NORMAL
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next_phase()
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next_phase()
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else:
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._build_phase_physics_process(phase)
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func visibility_changed() -> void:
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func visibility_changed() -> void:
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if get_mesh_instance_rid() != RID():
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if get_mesh_instance_rid() != RID():
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