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The temp collider arrays are now properly cleared.
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289c456428
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@ -1180,7 +1180,7 @@ void VoxelChunkDefault::_build_phase(int phase) {
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PhysicsServer::get_singleton()->shape_set_data(get_mesh_rid(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_SHAPE), temp_arr_collider);
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//temp_arr_collider.resize(0);
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temp_arr_collider.resize(0);
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}
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if (temp_arr_collider_liquid.size() != 0) {
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@ -1196,7 +1196,7 @@ void VoxelChunkDefault::_build_phase(int phase) {
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PhysicsServer::get_singleton()->shape_set_data(get_mesh_rid(MESH_INDEX_LIQUID, MESH_TYPE_INDEX_SHAPE), temp_arr_collider_liquid);
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//temp_arr_collider_liquid.resize(0);
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temp_arr_collider_liquid.resize(0);
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}
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next_phase();
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@ -1435,7 +1435,7 @@ void VoxelChunkDefault::_build_phase_physics_process(int phase) {
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PhysicsServer::get_singleton()->shape_set_data(get_mesh_rid(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_SHAPE), temp_arr_collider);
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//temp_arr_collider.resize(0);
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temp_arr_collider.resize(0);
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}
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if (temp_arr_collider_liquid.size() != 0) {
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@ -1445,7 +1445,7 @@ void VoxelChunkDefault::_build_phase_physics_process(int phase) {
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PhysicsServer::get_singleton()->shape_set_data(get_mesh_rid(MESH_INDEX_LIQUID, MESH_TYPE_INDEX_SHAPE), temp_arr_collider_liquid);
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//temp_arr_collider_liquid.resize(0);
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temp_arr_collider_liquid.resize(0);
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}
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set_active_build_phase_type(BUILD_PHASE_TYPE_NORMAL);
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