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Typo fixes.
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@ -328,15 +328,15 @@ void VoxelBuffer::add_light(int local_x, int local_y, int local_z, int size, Col
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//float bf = (color.b / sizef);
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for (int y = local_y - size; y <= local_y + size; ++y) {
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if (y < 0 || y > size_y)
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if (y < 0 || y >= size_y)
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continue;
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for (int z = local_z - size; z <= local_z + size; ++z) {
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if (z < 0 || z > size_z)
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if (z < 0 || z >= size_z)
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continue;
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for (int x = local_x - size; x <= local_x + size; ++x) {
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if (x < 0 || x > size_x)
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if (x < 0 || x >= size_x)
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continue;
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int lx = x - local_x;
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@ -879,6 +879,7 @@ void VoxelChunk::_bind_methods() {
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BIND_CONSTANT(BUILD_PHASE_DONE);
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BIND_CONSTANT(BUILD_PHASE_SETUP);
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BIND_CONSTANT(BUILD_PHASE_LIGHTS);
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BIND_CONSTANT(BUILD_PHASE_TERRARIN_MESH);
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BIND_CONSTANT(BUILD_PHASE_TERRARIN_MESH_COLLIDER);
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BIND_CONSTANT(BUILD_PHASE_PROP_MESH);
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@ -172,11 +172,12 @@ public:
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enum {
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BUILD_PHASE_DONE = 0,
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BUILD_PHASE_SETUP = 1,
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BUILD_PHASE_TERRARIN_MESH = 2,
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BUILD_PHASE_TERRARIN_MESH_COLLIDER = 3,
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BUILD_PHASE_PROP_MESH = 4,
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BUILD_PHASE_PROP_COLLIDER = 5,
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BUILD_PHASE_MAX = 6
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BUILD_PHASE_LIGHTS = 2,
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BUILD_PHASE_TERRARIN_MESH = 3,
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BUILD_PHASE_TERRARIN_MESH_COLLIDER = 4,
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BUILD_PHASE_PROP_MESH = 5,
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BUILD_PHASE_PROP_COLLIDER = 6,
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BUILD_PHASE_MAX = 7
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};
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protected:
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@ -121,11 +121,11 @@ void VoxelChunkPropData::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "snap_axis"), "set_snap_axis", "get_snap_axis");
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ClassDB::bind_method(D_METHOD("get_mesh"), &VoxelChunkPropData::get_mesh);
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ClassDB::bind_method(D_METHOD("set_mesh", "value"), &VoxelChunkPropData::set_scene);
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ClassDB::bind_method(D_METHOD("set_mesh", "value"), &VoxelChunkPropData::set_mesh);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "MeshDataResource"), "set_mesh", "get_mesh");
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ClassDB::bind_method(D_METHOD("get_light"), &VoxelChunkPropData::get_light);
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ClassDB::bind_method(D_METHOD("set_light", "value"), &VoxelChunkPropData::set_scene);
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ClassDB::bind_method(D_METHOD("set_light", "value"), &VoxelChunkPropData::set_light);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "light", PROPERTY_HINT_RESOURCE_TYPE, "VoxelmanPropLight"), "set_light", "get_light");
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ClassDB::bind_method(D_METHOD("get_prop"), &VoxelChunkPropData::get_prop);
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