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properly call set_complete in VoxelLightJob. This fixes non-threaded chunk builds.
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@ -79,9 +79,8 @@ void VoxelLightJob::_execute_phase() {
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ERR_FAIL_COND(!library.is_valid());
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ERR_FAIL_COND(!library.is_valid());
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phase_light();
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phase_light();
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set_complete(true);
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next_job();
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next_job();
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//finish
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}
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}
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VoxelLightJob::VoxelLightJob() {
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VoxelLightJob::VoxelLightJob() {
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