diff --git a/world/blocky/terrain_2d_chunk_blocky.cpp b/world/blocky/terrain_2d_chunk_blocky.cpp index 72e013e..b9871f8 100644 --- a/world/blocky/terrain_2d_chunk_blocky.cpp +++ b/world/blocky/terrain_2d_chunk_blocky.cpp @@ -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); } diff --git a/world/jobs/terrain_2d_prop_job.cpp b/world/jobs/terrain_2d_prop_job.cpp index 80f4446..692b9ea 100644 --- a/world/jobs/terrain_2d_prop_job.cpp +++ b/world/jobs/terrain_2d_prop_job.cpp @@ -50,6 +50,7 @@ void Terrain2DProp2DJob::set_prop_mesher(const Ref &mesher) { } void Terrain2DProp2DJob::phase_physics_process() { + /* Ref 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(); } diff --git a/world/jobs/terrain_2d_terrain_job.cpp b/world/jobs/terrain_2d_terrain_job.cpp index d1d278e..6b8bedc 100644 --- a/world/jobs/terrain_2d_terrain_job.cpp +++ b/world/jobs/terrain_2d_terrain_job.cpp @@ -166,6 +166,7 @@ void Terrain2DTerrain2DJob::phase_collider() { } void Terrain2DTerrain2DJob::phase_physics_process() { + /* Ref 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();