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https://github.com/Relintai/voxelman.git
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Add back the next_phase call into the new jobs.
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parent
3f04002453
commit
43bb7dfa66
@ -36,6 +36,7 @@ void VoxelLightJob::phase_light() {
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bool gr = (chunk->get_build_flags() & VoxelChunkDefault::BUILD_FLAG_AUTO_GENERATE_RAO) != 0;
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if (!gr && (chunk->get_build_flags() & VoxelChunkDefault::BUILD_FLAG_USE_LIGHTING) == 0) {
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next_phase();
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return;
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}
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@ -63,6 +64,7 @@ void VoxelLightJob::phase_light() {
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}
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reset_stages();
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next_phase();
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}
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void VoxelLightJob::_execute() {
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@ -55,13 +55,13 @@ void VoxelPropJob::phase_prop() {
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Ref<VoxelChunkDefault> chunk = _chunk;
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if (!get_prop_mesher().is_valid()) {
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//next_phase();
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next_phase();
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return;
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}
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if (should_do()) {
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if (chunk->get_mesh_data_resource_count() == 0) {
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//next_phase();
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next_phase();
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return;
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}
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@ -74,7 +74,7 @@ void VoxelPropJob::phase_prop() {
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if (get_prop_mesher()->get_vertex_count() == 0) {
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reset_stages();
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//next_phase();
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next_phase();
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return;
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}
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@ -262,7 +262,7 @@ void VoxelPropJob::phase_prop() {
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}
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}
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//next_phase();
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next_phase();
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return;
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#endif
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@ -92,6 +92,8 @@ void VoxelTerrarinJob::phase_setup() {
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mesher->set_library(_chunk->get_library());
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mesher->reset();
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}
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next_phase();
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}
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void VoxelTerrarinJob::phase_terrarin_mesh_setup() {
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@ -140,12 +142,15 @@ void VoxelTerrarinJob::phase_terrarin_mesh_setup() {
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if (has_meta("tms_lm")) {
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remove_meta("tms_lm");
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}
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next_phase();
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}
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void VoxelTerrarinJob::phase_collider() {
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Ref<VoxelChunkDefault> chunk = _chunk;
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if ((chunk->get_build_flags() & VoxelChunkDefault::BUILD_FLAG_CREATE_COLLIDER) == 0) {
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next_phase();
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return;
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}
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@ -199,11 +204,11 @@ void VoxelTerrarinJob::phase_collider() {
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}
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if (temp_arr_collider.size() == 0 && temp_arr_collider_liquid.size() == 0) {
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next_phase();
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return;
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}
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//set_active_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS);
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//return;
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set_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS);
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}
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void VoxelTerrarinJob::phase_terrarin_mesh() {
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@ -341,6 +346,7 @@ void VoxelTerrarinJob::phase_terrarin_mesh() {
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}
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reset_stages();
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next_phase();
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return;
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}
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@ -540,6 +546,7 @@ void VoxelTerrarinJob::phase_terrarin_mesh() {
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}
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reset_stages();
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next_phase();
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}
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void VoxelTerrarinJob::phase_finalize() {
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