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Set num_lods in _create_chunk for now, it really needs to be removed though.
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@ -107,6 +107,9 @@ Ref<VoxelChunk> VoxelWorldBlocky::_create_chunk(int x, int y, int z, Ref<VoxelCh
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chunk->job_add(lj);
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chunk->job_add(tj);
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chunk->job_add(pj);
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// TODO this should be removed
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set_num_lods(5);
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}
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return VoxelWorld::_create_chunk(x, y, z, chunk);
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@ -108,6 +108,9 @@ Ref<VoxelChunk> VoxelWorldCubic::_create_chunk(int x, int y, int z, Ref<VoxelChu
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chunk->job_add(lj);
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chunk->job_add(tj);
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chunk->job_add(pj);
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// TODO this should be removed
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set_num_lods(5);
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}
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return VoxelWorld::_create_chunk(x, y, z, chunk);
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@ -253,6 +253,9 @@ Ref<VoxelChunk> VoxelWorldDefault::_create_chunk(int x, int y, int z, Ref<VoxelC
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chunk->job_add(lj);
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chunk->job_add(tj);
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chunk->job_add(pj);
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// TODO this should be removed
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set_num_lods(5);
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}
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Ref<VoxelChunkDefault> vcd = chunk;
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@ -291,7 +294,7 @@ VoxelWorldDefault::VoxelWorldDefault() {
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_lod_update_timer = 0;
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_lod_update_interval = 0.5;
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_build_flags = VoxelChunkDefault::BUILD_FLAG_CREATE_COLLIDER | VoxelChunkDefault::BUILD_FLAG_CREATE_LODS;
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_num_lods = 4;
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_num_lods = 0;
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set_data_margin_start(1);
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set_data_margin_end(1);
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@ -109,6 +109,9 @@ Ref<VoxelChunk> VoxelWorldMarchingCubes::_create_chunk(int x, int y, int z, Ref<
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chunk->job_add(lj);
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chunk->job_add(tj);
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chunk->job_add(pj);
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// TODO this should be removed
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set_num_lods(5);
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}
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return VoxelWorld::_create_chunk(x, y, z, chunk);
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