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https://github.com/Relintai/pandemonium_engine.git
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Bind is_priority_generation bool in TerrainWorld. Also set it to false in the constructor, but set it to true when eneteeing tree if the world already has chunks loaded.
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@ -136,6 +136,13 @@ void TerrainWorld::set_max_concurrent_generations(const int value) {
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_max_concurrent_generations = value;
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}
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bool TerrainWorld::get_is_priority_generation() const {
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return _is_priority_generation;
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}
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void TerrainWorld::set_is_priority_generation(const bool value) {
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_is_priority_generation = value;
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}
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Ref<TerrainLibrary> TerrainWorld::get_library() {
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return _library;
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}
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@ -1464,7 +1471,7 @@ TerrainWorld::TerrainWorld() {
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_active = true;
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_editable = false;
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_is_priority_generation = true;
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_is_priority_generation = false;
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_max_concurrent_generations = 3;
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_chunk_size_x = 16;
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@ -1557,6 +1564,10 @@ void TerrainWorld::_notification(int p_what) {
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}
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#endif
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if (_chunks_vector.size() != 0) {
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_is_priority_generation = true;
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}
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set_player_bind(get_node_or_null(get_player_path()));
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set_process_internal(true);
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@ -1766,6 +1777,10 @@ void TerrainWorld::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_max_concurrent_generations", "height"), &TerrainWorld::set_max_concurrent_generations);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "max_concurrent_generations"), "set_max_concurrent_generations", "get_max_concurrent_generations");
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ClassDB::bind_method(D_METHOD("get_is_priority_generation"), &TerrainWorld::get_is_priority_generation);
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ClassDB::bind_method(D_METHOD("set_is_priority_generation", "height"), &TerrainWorld::set_is_priority_generation);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "is_priority_generation", PROPERTY_HINT_NONE, "", 0), "set_is_priority_generation", "get_is_priority_generation");
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ClassDB::bind_method(D_METHOD("get_current_seed"), &TerrainWorld::get_current_seed);
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ClassDB::bind_method(D_METHOD("set_current_seed", "value"), &TerrainWorld::set_current_seed);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "current_seed"), "set_current_seed", "get_current_seed");
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@ -103,6 +103,9 @@ public:
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int get_max_concurrent_generations();
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void set_max_concurrent_generations(const int value);
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bool get_is_priority_generation() const;
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void set_is_priority_generation(const bool value);
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Ref<TerrainLibrary> get_library();
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void set_library(const Ref<TerrainLibrary> &library);
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