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Fix threaded ingame area generation.
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70c884d273
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@ -1447,8 +1447,14 @@ void VoxelChunkDefault::_build_phase_physics_process(int phase) {
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}
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if (temp_arr_collider_liquid.size() != 0) {
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if (!has_meshes(MESH_INDEX_LIQUID, MESH_TYPE_INDEX_BODY)) {
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create_colliders(MESH_INDEX_LIQUID);
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if (Engine::get_singleton()->is_editor_hint()) {
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if (!has_meshes(MESH_INDEX_LIQUID, MESH_TYPE_INDEX_BODY)) {
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create_colliders(MESH_INDEX_LIQUID);
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}
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} else {
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if (!has_meshes(MESH_INDEX_LIQUID, MESH_TYPE_INDEX_AREA)) {
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create_colliders_area(MESH_INDEX_LIQUID);
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}
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}
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PhysicsServer::get_singleton()->shape_set_data(get_mesh_rid(MESH_INDEX_LIQUID, MESH_TYPE_INDEX_SHAPE), temp_arr_collider_liquid);
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