WIP checkpoint: Address review feedback: Implement chunk streaming system in GDScript
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@@ -11,9 +11,9 @@ extends Node3D
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##
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## ```
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## ChunkScene (Node3D)
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## ├── TileLayer (Node3D) # one per tile layer (ground, walls, decor, ...)
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## ├── StaticObject (Node3D) # props, geometry, interactables
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## └── DynamicObject (Node3D) # spawnable entities (templates)
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## ├─ TileLayer (Node3D) # one per tile layer (ground, walls, decor, ...)
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## ├─ StaticObject (Node3D) # props, geometry, interactables
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## └─ DynamicObject (Node3D) # spawnable entities (templates)
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## ```
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##
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## ## Lifecycle
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@@ -92,7 +92,7 @@ func _add_static_object(obj: WorldObject) -> void:
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var static_obj := StaticObjectNode.new()
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static_obj.world_object = obj
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static_obj.position = obj.position
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static_obj.rotation = obj.rotation
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static_obj.quaternion = Quaternion(obj.rotation.x, obj.rotation.y, obj.rotation.z, obj.rotation.w)
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static_obj.scale = obj.scale
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static_obj.name = "static_%s" % obj.id
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add_child(static_obj)
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@@ -102,7 +102,7 @@ func _add_dynamic_object(obj: WorldObject) -> void:
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var dynamic_obj := DynamicObjectNode.new()
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dynamic_obj.world_object = obj
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dynamic_obj.position = obj.position
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dynamic_obj.rotation = obj.rotation
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dynamic_obj.quaternion = Quaternion(obj.rotation.x, obj.rotation.y, obj.rotation.z, obj.rotation.w)
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dynamic_obj.scale = obj.scale
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dynamic_obj.name = "dynamic_%s" % obj.id
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add_child(dynamic_obj)
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