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Tweak generation time
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@ -246,7 +246,7 @@ void VoxelTerrain::update_blocks() {
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VOXEL_PROFILE_END("block_update_sorting")
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VOXEL_PROFILE_END("block_update_sorting")
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uint32_t time_before = os.get_ticks_msec();
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uint32_t time_before = os.get_ticks_msec();
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uint32_t max_time = 1000 / 60;
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uint32_t max_time = 1000 / 120;
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// Update a bunch of blocks until none are left or too much time elapsed
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// Update a bunch of blocks until none are left or too much time elapsed
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while (!_block_update_queue.empty() && (os.get_ticks_msec() - time_before) < max_time) {
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while (!_block_update_queue.empty() && (os.get_ticks_msec() - time_before) < max_time) {
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@ -325,6 +325,7 @@ static inline bool is_mesh_empty(Ref<Mesh> mesh_ref) {
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Mesh & mesh = **mesh_ref;
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Mesh & mesh = **mesh_ref;
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if(mesh.get_surface_count() == 0)
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if(mesh.get_surface_count() == 0)
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return true;
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return true;
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// TODO Shouldn't it have an index to the surface rather than just the type? Oo
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if(mesh.surface_get_array_len(Mesh::ARRAY_VERTEX) == 0)
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if(mesh.surface_get_array_len(Mesh::ARRAY_VERTEX) == 0)
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return true;
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return true;
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return false;
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return false;
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