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Update MeshDataResource offsets, as now they are Transforms.
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@ -907,8 +907,7 @@ void VoxelChunkDefault::draw_debug_mdr_colliders() {
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continue;
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Transform t = get_mesh_data_resource_transform(i);
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Vector3 offset = mdr->get_collision_shape_offset(i);
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t.origin += offset;
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Transform offset = mdr->get_collision_shape_offset(i);
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for (int j = 0; j < mdr->get_collision_shape_count(); ++j) {
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Ref<Shape> shape = mdr->get_collision_shape(j);
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@ -916,7 +915,7 @@ void VoxelChunkDefault::draw_debug_mdr_colliders() {
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if (!shape.is_valid())
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continue;
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shape->add_vertices_to_array(_debug_mesh_array, t);
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shape->add_vertices_to_array(_debug_mesh_array, t * offset);
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}
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}
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}
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@ -1747,7 +1746,7 @@ void VoxelChunkDefault::_build_phase_physics_process(int phase) {
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for (int i = 0; i < get_mesh_data_resource_count(); ++i) {
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Ref<MeshDataResource> mdr = get_mesh_data_resource(i);
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Vector3 offset = mdr->get_collision_shape_offset(i);
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Transform offset = mdr->get_collision_shape_offset(i);
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for (int j = 0; j < mdr->get_collision_shape_count(); ++j) {
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Ref<Shape> shape = mdr->get_collision_shape(j);
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@ -1762,7 +1761,7 @@ void VoxelChunkDefault::_build_phase_physics_process(int phase) {
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c.body = body;
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c.transform = get_mesh_data_resource_transform(i);
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c.transform.origin += offset;
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c.transform *= offset;
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PhysicsServer::get_singleton()->body_add_shape(body, shape->get_rid());
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