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Quick notes.
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@ -70,6 +70,28 @@ include_pool_vector
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#include "../library/terrain_2d_surface.h"
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; //hackfix for a clang format issue
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//debug meshes update
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//cell size x, y
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//voxel scale remove (= cell size)
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//light ppu -> max(cell_size.x, cell_zise.y)
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//Props->ppu -> cell size
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//mesh gen-> dont scale images, put exact sized meshes, but on the grid
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//Add custom mesh transform
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//world height remove
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//create lods and use isolevel build flag remove
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//chunk marbgin dfefaul = 1 ok
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//reimplement colliders
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// add colliders where tile is missing, but has neighbours
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//Add pivot support to surfaces
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//Remove faces from the surfaces, shoul donly have one.
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//Scale RAO to the cell size
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//Reimplement props
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//Add wall layer (normal types, but gets a different mesh) ? -> TiledWalls are probably better, and they do this if props are fixed
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//Also if they are not merged they can be hidden one by one (even automatically)
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class Terrain2DJob;
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class Terrain2DWorld;
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class Terrain2DStructure;
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