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Allow the level generator to be null, without failing.
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@ -757,9 +757,9 @@ VoxelWorld ::~VoxelWorld() {
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void VoxelWorld::_generate_chunk(Ref<VoxelChunk> chunk) {
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void VoxelWorld::_generate_chunk(Ref<VoxelChunk> chunk) {
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ERR_FAIL_COND(!chunk.is_valid());
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ERR_FAIL_COND(!chunk.is_valid());
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ERR_FAIL_COND(!_level_generator.is_valid());
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_level_generator->generate_chunk(chunk);
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if (_level_generator.is_valid())
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_level_generator->generate_chunk(chunk);
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for (int i = 0; i < _voxel_structures.size(); ++i) {
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for (int i = 0; i < _voxel_structures.size(); ++i) {
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Ref<VoxelStructure> structure = _voxel_structures.get(i);
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Ref<VoxelStructure> structure = _voxel_structures.get(i);
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