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https://github.com/Relintai/terraman_2d.git
synced 2024-11-12 10:15:18 +01:00
Disable all code that uses the 3d physics server.
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@ -36,8 +36,4 @@ void Terrain2DChunkBlocky::_setup_channels() {
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void Terrain2DChunkBlocky::_bind_methods() {
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ADD_PROPERTYI(PropertyInfo(Variant::POOL_BYTE_ARRAY, "data_channel"), "channel_set_compressed", "channel_get_compressed", 0);
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ADD_PROPERTYI(PropertyInfo(Variant::POOL_BYTE_ARRAY, "isolevel_channel"), "channel_set_compressed", "channel_get_compressed", 1);
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//ClassDB::bind_method(D_METHOD("get_channel_compressed", "channel_index"), &Terrain2DChunk::get_channel_compressed);
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//ClassDB::bind_method(D_METHOD("set_channel_compressed", "channel_index", "array"), &Terrain2DChunk::set_channel_compressed);
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}
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@ -50,6 +50,7 @@ void Terrain2DProp2DJob::set_prop_mesher(const Ref<Terrain2DMesher> &mesher) {
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}
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void Terrain2DProp2DJob::phase_physics_process() {
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/*
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Ref<Terrain2DChunkDefault> chunk = _chunk;
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//TODO this should only update the differences
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@ -58,7 +59,7 @@ void Terrain2DProp2DJob::phase_physics_process() {
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}
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chunk->colliders_clear();
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*/
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#ifdef MESH_DATA_RESOURCE_PRESENT
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//TODO
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/*
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@ -99,13 +100,13 @@ void Terrain2DProp2DJob::phase_physics_process() {
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}
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*/
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#endif
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/*
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#if TOOLS_ENABLED
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if (SceneTree::get_singleton()->is_debugging_collisions_hint() && chunk->collider_get_count() > 0) {
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chunk->draw_debug_mdr_colliders();
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}
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#endif
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*/
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set_build_phase_type(BUILD_PHASE_TYPE_NORMAL);
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next_phase();
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}
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@ -166,6 +166,7 @@ void Terrain2DTerrain2DJob::phase_collider() {
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}
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void Terrain2DTerrain2DJob::phase_physics_process() {
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/*
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Ref<Terrain2DChunkDefault> chunk = _chunk;
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if (temp_arr_collider.size() != 0) {
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@ -189,7 +190,7 @@ void Terrain2DTerrain2DJob::phase_physics_process() {
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temp_arr_collider_liquid.resize(0);
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}
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*/
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set_build_phase_type(BUILD_PHASE_TYPE_NORMAL);
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reset_stages();
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next_phase();
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