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Now VoxelWorld and TerrainWorld inherits from Spatial instead of Navigation, and Terrain2DWorld inherits from Node2D insteaf of Navigation2D, as there is now a proper NavigationServer. Also this will make Node hieararchies involvig them more versatile.
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@ -27,7 +27,7 @@ SOFTWARE.
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#include "../defines.h"
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#include "scene/3d/navigation.h"
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#include "scene/3d/spatial.h"
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#include "../areas/terrain_world_area.h"
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#include "../level_generator/terrain_level_generator.h"
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@ -45,8 +45,8 @@ class TerrainStructure;
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class TerrainChunk;
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class PropData;
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class TerrainWorld : public Navigation {
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GDCLASS(TerrainWorld, Navigation);
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class TerrainWorld : public Spatial {
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GDCLASS(TerrainWorld, Spatial);
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public:
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enum ChannelTypeInfo {
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@ -27,7 +27,7 @@ SOFTWARE.
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#include "../defines.h"
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#include "scene/2d/navigation_2d.h"
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#include "scene/2d/node_2d.h"
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#include "../areas/terrain_2d_world_area.h"
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#include "../level_generator/terrain_2d_level_generator.h"
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@ -45,8 +45,8 @@ class Terrain2DStructure;
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class Terrain2DChunk;
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class Prop2DData;
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class Terrain2DWorld : public Navigation2D {
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GDCLASS(Terrain2DWorld, Navigation2D);
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class Terrain2DWorld : public Node2D {
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GDCLASS(Terrain2DWorld, Node2D);
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public:
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enum ChannelTypeInfo {
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@ -27,7 +27,7 @@ SOFTWARE.
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#include "../defines.h"
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#include "scene/3d/navigation.h"
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#include "scene/3d/spatial.h"
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#include "../areas/world_area.h"
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#include "../level_generator/voxel_level_generator.h"
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@ -45,8 +45,8 @@ class VoxelStructure;
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class VoxelChunk;
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class PropData;
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class VoxelWorld : public Navigation {
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GDCLASS(VoxelWorld, Navigation);
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class VoxelWorld : public Spatial {
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GDCLASS(VoxelWorld, Spatial);
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public:
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enum ChannelTypeInfo {
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