lua_bindings/mesh: Trigger Urho3D Octree update by using cg->SetZoneMask(magic::DEFAULT_ZONEMASK)
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@ -69,11 +69,3 @@ Buildat TODO
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- Make some kind of an ace of spades clone (or less of a clone); something that
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- Make some kind of an ace of spades clone (or less of a clone); something that
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requires the game to control the creation and deletion of the world anyway,
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requires the game to control the creation and deletion of the world anyway,
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and implement the required interfaces
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and implement the required interfaces
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- There is some kind of a bug in node visibility checking which can be caused by
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building long pillars. Parts of the pillars will be invisible depending on
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where the camera is located. The situation will fix itself when a new client
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is started to the same scene.
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- This affects physics in some way too, in such a way that when building a
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pillar and you start getting invisible nodes, after a few of them you
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can't jump anymore - but you can still climb them from the side, and build
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on them
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@ -181,6 +181,8 @@ struct SetVoxelGeometryTask: public interface::thread_pool::Task
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cg, context, temp_geoms, atlas_reg.get());
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cg, context, temp_geoms, atlas_reg.get());
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cg->SetOccluder(true);
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cg->SetOccluder(true);
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cg->SetCastShadows(true);
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cg->SetCastShadows(true);
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// Octree update: Trigger CustomGeometry::OnWorldBoundingBoxUpdate()
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cg->SetZoneMask(magic::DEFAULT_ZONEMASK);
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return true;
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return true;
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}
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}
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};
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};
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@ -237,6 +239,8 @@ struct SetVoxelLodGeometryTask: public interface::thread_pool::Task
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cg->SetCastShadows(true);
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cg->SetCastShadows(true);
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else
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else
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cg->SetCastShadows(false);
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cg->SetCastShadows(false);
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// Octree update: Trigger CustomGeometry::OnWorldBoundingBoxUpdate()
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cg->SetZoneMask(magic::DEFAULT_ZONEMASK);
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return true;
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return true;
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}
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}
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};
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};
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