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Fix compile for 4.0.
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@ -62,6 +62,7 @@
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#define MeshInstance MeshInstance3D
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#define MeshInstance MeshInstance3D
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#define Camera Camera3D
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#define Camera Camera3D
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#define ToolButton Button
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#define ToolButton Button
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#define Shape Shape3D
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typedef class World3D World;
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typedef class World3D World;
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@ -159,21 +159,11 @@ void VoxelmanLibrary::clear_prop_materials() {
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}
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}
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Vector<Variant> VoxelmanLibrary::get_prop_materials() {
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Vector<Variant> VoxelmanLibrary::get_prop_materials() {
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Vector<Variant> r;
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VARIANT_ARRAY_GET(_prop_materials);
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for (int i = 0; i < _prop_materials.size(); i++) {
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r.push_back(_prop_materials[i].get_ref_ptr());
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}
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return r;
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}
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}
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void VoxelmanLibrary::set_prop_materials(const Vector<Variant> &materials) {
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void VoxelmanLibrary::set_prop_materials(const Vector<Variant> &materials) {
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_prop_materials.clear();
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VARIANT_ARRAY_SET(materials, _prop_materials, Material);
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for (int i = 0; i < materials.size(); i++) {
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Ref<Material> material = Ref<Material>(materials[i]);
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_prop_materials.push_back(material);
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}
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}
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}
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//Surfaces
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//Surfaces
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@ -23,12 +23,19 @@ SOFTWARE.
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#ifndef VOXELMAN_LIBRARY_H
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#ifndef VOXELMAN_LIBRARY_H
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#define VOXELMAN_LIBRARY_H
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#define VOXELMAN_LIBRARY_H
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#include "core/math/rect2.h"
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#include "core/resource.h"
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#include "core/resource.h"
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#include "scene/resources/material.h"
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#include "scene/resources/material.h"
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#include "../data/voxel_light.h"
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#include "../data/voxel_light.h"
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#include "voxel_surface.h"
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#include "voxel_surface.h"
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#include "../defines.h"
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#if GODOT4
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#define Texture Texture2D
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#endif
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class VoxelSurface;
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class VoxelSurface;
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class VoxelMesher;
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class VoxelMesher;
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class PackedScene;
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class PackedScene;
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@ -118,9 +125,9 @@ protected:
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private:
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private:
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bool _initialized;
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bool _initialized;
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Vector<Ref<Material> > _materials;
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Vector<Ref<Material>> _materials;
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Vector<Ref<Material> > _liquid_materials;
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Vector<Ref<Material>> _liquid_materials;
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Vector<Ref<Material> > _prop_materials;
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Vector<Ref<Material>> _prop_materials;
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};
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};
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#endif // VOXEL_LIBRARY_H
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#endif // VOXEL_LIBRARY_H
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@ -290,7 +290,7 @@ protected:
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ActiveBuildPhaseType _active_build_phase_type;
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ActiveBuildPhaseType _active_build_phase_type;
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Vector<Ref<VoxelLight> > _lights;
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Vector<Ref<VoxelLight>> _lights;
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};
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};
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VARIANT_ENUM_CAST(VoxelChunkDefault::DefaultChannels);
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VARIANT_ENUM_CAST(VoxelChunkDefault::DefaultChannels);
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