mirror of
https://github.com/Relintai/godot_voxel.git
synced 2025-05-01 17:57:55 +02:00
Use Engine singleton
This commit is contained in:
parent
6b3f16e699
commit
a371e7fc9a
@ -2,6 +2,7 @@
|
|||||||
#include "voxel_raycast.h"
|
#include "voxel_raycast.h"
|
||||||
#include <os/os.h>
|
#include <os/os.h>
|
||||||
#include <scene/3d/mesh_instance.h>
|
#include <scene/3d/mesh_instance.h>
|
||||||
|
#include <engine.h>
|
||||||
|
|
||||||
|
|
||||||
VoxelTerrain::VoxelTerrain()
|
VoxelTerrain::VoxelTerrain()
|
||||||
@ -472,7 +473,7 @@ void VoxelTerrain::update_block_mesh(Vector3i block_pos) {
|
|||||||
VOXEL_PROFILE_END("mesh_instance_set_mesh")
|
VOXEL_PROFILE_END("mesh_instance_set_mesh")
|
||||||
}
|
}
|
||||||
|
|
||||||
if (get_tree()->is_editor_hint() == false && _generate_collisions) {
|
if (Engine::get_singleton()->is_editor_hint() == false && _generate_collisions) {
|
||||||
|
|
||||||
// TODO Generate collisions using PhysicsServer
|
// TODO Generate collisions using PhysicsServer
|
||||||
// TODO Need to select only specific surfaces because some may not have collisions
|
// TODO Need to select only specific surfaces because some may not have collisions
|
||||||
|
Loading…
Reference in New Issue
Block a user