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@ -28,8 +28,9 @@ inline bool is_face_visible(const VoxelLibrary &lib, const Voxel &vt, int other_
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}
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inline bool is_transparent(const VoxelLibrary &lib, int voxel_id) {
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if (lib.has_voxel(voxel_id))
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if (lib.has_voxel(voxel_id)) {
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return lib.get_voxel_const(voxel_id).is_transparent();
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}
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return true;
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}
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@ -45,10 +46,11 @@ void VoxelMesherBlocky::set_library(Ref<VoxelLibrary> library) {
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void VoxelMesherBlocky::set_occlusion_darkness(float darkness) {
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_baked_occlusion_darkness = darkness;
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if (_baked_occlusion_darkness < 0.0)
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if (_baked_occlusion_darkness < 0.0) {
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_baked_occlusion_darkness = 0.0;
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else if (_baked_occlusion_darkness >= 1.0)
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} else if (_baked_occlusion_darkness >= 1.0) {
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_baked_occlusion_darkness = 1.0;
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}
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}
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void VoxelMesherBlocky::set_occlusion_enabled(bool enable) {
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@ -549,10 +549,11 @@ void VoxelTerrain::_process() {
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} else {
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// TODO Use viewport camera, much easier
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Spatial *viewer = get_viewer(_viewer_path);
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if (viewer)
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if (viewer) {
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viewer_block_pos = _map->voxel_to_block(viewer->get_translation());
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else
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} else {
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viewer_block_pos = Vector3i();
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}
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}
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// Find out which blocks need to appear and which need to be unloaded
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