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Missing guards, and fixed an ERR_FAIL_INDEX_V.
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@ -821,7 +821,7 @@ void VoxelChunk::set_collider_transform(const int index, const Transform &transf
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}
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}
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Ref<Shape> VoxelChunk::get_collider_shape(const int index) {
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Ref<Shape> VoxelChunk::get_collider_shape(const int index) {
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ERR_FAIL_INDEX_V(index, _colliders.size(), Ref<MeshDataResource>());
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ERR_FAIL_INDEX_V(index, _colliders.size(), Ref<Shape>());
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return _colliders[index].shape;
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return _colliders[index].shape;
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}
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}
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@ -973,7 +973,10 @@ VoxelChunk::~VoxelChunk() {
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_library.unref();
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_library.unref();
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}
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}
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#if PROPS_PRESENT
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clear_props();
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clear_props();
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#endif
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#if MESH_DATA_RESOURCE_PRESENT
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#if MESH_DATA_RESOURCE_PRESENT
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clear_mesh_data_resources();
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clear_mesh_data_resources();
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#endif
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#endif
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@ -1297,11 +1300,13 @@ void VoxelChunk::_bind_methods() {
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//Meshes
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//Meshes
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#if PROPS_PRESENT
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ClassDB::bind_method(D_METHOD("add_prop", "prop"), &VoxelChunk::add_prop);
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ClassDB::bind_method(D_METHOD("add_prop", "prop"), &VoxelChunk::add_prop);
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ClassDB::bind_method(D_METHOD("get_prop", "index"), &VoxelChunk::get_prop);
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ClassDB::bind_method(D_METHOD("get_prop", "index"), &VoxelChunk::get_prop);
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ClassDB::bind_method(D_METHOD("get_prop_count"), &VoxelChunk::get_prop_count);
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ClassDB::bind_method(D_METHOD("get_prop_count"), &VoxelChunk::get_prop_count);
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ClassDB::bind_method(D_METHOD("remove_prop", "index"), &VoxelChunk::remove_prop);
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ClassDB::bind_method(D_METHOD("remove_prop", "index"), &VoxelChunk::remove_prop);
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ClassDB::bind_method(D_METHOD("clear_props"), &VoxelChunk::clear_props);
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ClassDB::bind_method(D_METHOD("clear_props"), &VoxelChunk::clear_props);
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#endif
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#if MESH_DATA_RESOURCE_PRESENT
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#if MESH_DATA_RESOURCE_PRESENT
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ClassDB::bind_method(D_METHOD("add_mesh_data_resourcev", "local_data_pos", "mesh", "texture", "color", "apply_voxel_scale"), &VoxelChunk::add_mesh_data_resourcev, DEFVAL(Ref<Texture>()), DEFVAL(Color(1, 1, 1, 1)), DEFVAL(true));
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ClassDB::bind_method(D_METHOD("add_mesh_data_resourcev", "local_data_pos", "mesh", "texture", "color", "apply_voxel_scale"), &VoxelChunk::add_mesh_data_resourcev, DEFVAL(Ref<Texture>()), DEFVAL(Color(1, 1, 1, 1)), DEFVAL(true));
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