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https://github.com/Relintai/voxelman.git
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Now chunks will generate the collider in the spawned thread. Also a few smaller tweaks.
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@ -1016,10 +1016,10 @@ void VoxelChunkDefault::_build_phase(int phase) {
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return;
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}
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if (_is_build_threaded) {
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set_active_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS);
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return;
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}
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//if (_is_build_threaded) {
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// set_active_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS);
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// return;
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//}
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if (!has_meshes(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_BODY)) {
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create_colliders(MESH_INDEX_TERRARIN);
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@ -1039,15 +1039,17 @@ void VoxelChunkDefault::_build_phase(int phase) {
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ERR_CONTINUE(!mesher.is_valid());
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mesher->bake_colors(this);
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mesher->set_library(_library);
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}
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for (int i = 0; i < _meshers.size(); ++i) {
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Ref<VoxelMesher> mesher = _meshers.get(i);
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if ((_build_flags & VoxelChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
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for (int i = 0; i < _meshers.size(); ++i) {
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Ref<VoxelMesher> mesher = _meshers.get(i);
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ERR_CONTINUE(!mesher.is_valid());
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ERR_CONTINUE(!mesher.is_valid());
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mesher->set_library(_library);
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mesher->bake_colors(this);
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}
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}
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Ref<VoxelMesher> mesher;
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@ -1081,7 +1083,11 @@ void VoxelChunkDefault::_build_phase(int phase) {
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Array temp_mesh_arr = mesher->build_mesh();
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if (mesh_rid == RID()) {
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create_meshes(MESH_INDEX_TERRARIN, _lod_num + 1);
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if ((_build_flags & BUILD_FLAG_CREATE_LODS) != 0)
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create_meshes(MESH_INDEX_TERRARIN, _lod_num + 1);
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else
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create_meshes(MESH_INDEX_TERRARIN, 1);
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mesh_rid = get_mesh_rid_index(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_MESH, 0);
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}
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@ -385,8 +385,9 @@ void VoxelWorld::set_chunks(const Vector<Variant> &chunks) {
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if (!chunk.is_valid())
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continue;
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if (_chunks_vector.find(chunk) != -1)
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if (_chunks_vector.find(chunk) != -1) {
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continue;
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}
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add_chunk(chunk, chunk->get_position_x(), chunk->get_position_y(), chunk->get_position_z());
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}
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