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.

This commit is contained in:
Relintai 2020-03-31 12:42:22 +02:00
parent 165ebb68bf
commit dfafb23342
2 changed files with 4 additions and 0 deletions

View File

@ -675,6 +675,7 @@ VoxelChunk::~VoxelChunk() {
}
}
/*
bool VoxelChunk::_set(const StringName &p_name, const Variant &p_value) {
String name = p_name;
@ -717,6 +718,7 @@ void VoxelChunk::_get_property_list(List<PropertyInfo> *p_list) const {
p_list->push_back(PropertyInfo(Variant::POOL_BYTE_ARRAY, "channels/" + String::num(i), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL));
}
}
*/
void VoxelChunk::_bind_methods() {
ADD_SIGNAL(MethodInfo("mesh_generation_finished", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "VoxelChunk")));

View File

@ -193,9 +193,11 @@ public:
~VoxelChunk();
protected:
/*
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
*/
static void _bind_methods();
bool _is_generating;