Disable all code that uses the 3d physics server.

This commit is contained in:
Relintai 2022-02-24 01:03:20 +01:00
parent ebc5449101
commit 9e4e2becf8
3 changed files with 6 additions and 8 deletions

View File

@ -36,8 +36,4 @@ void Terrain2DChunkBlocky::_setup_channels() {
void Terrain2DChunkBlocky::_bind_methods() {
ADD_PROPERTYI(PropertyInfo(Variant::POOL_BYTE_ARRAY, "data_channel"), "channel_set_compressed", "channel_get_compressed", 0);
ADD_PROPERTYI(PropertyInfo(Variant::POOL_BYTE_ARRAY, "isolevel_channel"), "channel_set_compressed", "channel_get_compressed", 1);
//ClassDB::bind_method(D_METHOD("get_channel_compressed", "channel_index"), &Terrain2DChunk::get_channel_compressed);
//ClassDB::bind_method(D_METHOD("set_channel_compressed", "channel_index", "array"), &Terrain2DChunk::set_channel_compressed);
}

View File

@ -50,6 +50,7 @@ void Terrain2DProp2DJob::set_prop_mesher(const Ref<Terrain2DMesher> &mesher) {
}
void Terrain2DProp2DJob::phase_physics_process() {
/*
Ref<Terrain2DChunkDefault> chunk = _chunk;
//TODO this should only update the differences
@ -58,7 +59,7 @@ void Terrain2DProp2DJob::phase_physics_process() {
}
chunk->colliders_clear();
*/
#ifdef MESH_DATA_RESOURCE_PRESENT
//TODO
/*
@ -99,13 +100,13 @@ void Terrain2DProp2DJob::phase_physics_process() {
}
*/
#endif
/*
#if TOOLS_ENABLED
if (SceneTree::get_singleton()->is_debugging_collisions_hint() && chunk->collider_get_count() > 0) {
chunk->draw_debug_mdr_colliders();
}
#endif
*/
set_build_phase_type(BUILD_PHASE_TYPE_NORMAL);
next_phase();
}

View File

@ -166,6 +166,7 @@ void Terrain2DTerrain2DJob::phase_collider() {
}
void Terrain2DTerrain2DJob::phase_physics_process() {
/*
Ref<Terrain2DChunkDefault> chunk = _chunk;
if (temp_arr_collider.size() != 0) {
@ -189,7 +190,7 @@ void Terrain2DTerrain2DJob::phase_physics_process() {
temp_arr_collider_liquid.resize(0);
}
*/
set_build_phase_type(BUILD_PHASE_TYPE_NORMAL);
reset_stages();
next_phase();