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Uncomment a mesh data resource check. Also handle if phase gets too high in VoxelTerrarinJob.
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@ -334,9 +334,9 @@ void VoxelPropJob::_execute_phase() {
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Ref<VoxelChunkDefault> chunk = _chunk;
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Ref<VoxelChunkDefault> chunk = _chunk;
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if (!chunk.is_valid()
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if (!chunk.is_valid()
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//#ifdef MESH_DATA_RESOURCE_PRESENT
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#ifdef MESH_DATA_RESOURCE_PRESENT
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|| chunk->get_mesh_data_resource_count() == 0
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|| chunk->get_mesh_data_resource_count() == 0
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//#endif
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#endif
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) {
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) {
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set_complete(true);
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set_complete(true);
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next_job();
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next_job();
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@ -575,16 +575,21 @@ void VoxelTerrarinJob::_execute_phase() {
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ERR_FAIL_COND(!library.is_valid());
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ERR_FAIL_COND(!library.is_valid());
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if (_phase == 0)
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if (_phase == 0) {
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phase_setup();
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phase_setup();
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else if (_phase == 1)
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} else if (_phase == 1) {
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phase_terrarin_mesh_setup();
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phase_terrarin_mesh_setup();
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else if (_phase == 2)
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} else if (_phase == 2) {
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phase_collider();
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phase_collider();
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else if (_phase == 4)
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} else if (_phase == 4) {
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phase_terrarin_mesh();
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phase_terrarin_mesh();
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else if (_phase == 5)
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} else if (_phase == 5) {
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phase_finalize();
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phase_finalize();
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} else if (_phase > 5) {
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set_complete(true); //So threadpool knows it's done
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next_job();
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ERR_FAIL_MSG("VoxelTerrarinJob: _phase is too high!");
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}
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}
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}
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void VoxelTerrarinJob::_reset() {
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void VoxelTerrarinJob::_reset() {
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