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VoxelChunk now won't expose the channels for the editor. This functionality should be implemented per chunk implementation. Did not delete the code yet, just commented it out.
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165ebb68bf
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@ -675,6 +675,7 @@ VoxelChunk::~VoxelChunk() {
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}
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}
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/*
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bool VoxelChunk::_set(const StringName &p_name, const Variant &p_value) {
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String name = p_name;
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@ -717,6 +718,7 @@ void VoxelChunk::_get_property_list(List<PropertyInfo> *p_list) const {
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p_list->push_back(PropertyInfo(Variant::POOL_BYTE_ARRAY, "channels/" + String::num(i), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL));
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}
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}
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*/
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void VoxelChunk::_bind_methods() {
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ADD_SIGNAL(MethodInfo("mesh_generation_finished", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "VoxelChunk")));
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@ -193,9 +193,11 @@ public:
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~VoxelChunk();
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protected:
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/*
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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*/
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static void _bind_methods();
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bool _is_generating;
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