limit empty tile visible distance
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@ -22,6 +22,7 @@ var tile_materials = [ # must be in the same order as an enum above!
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}
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@export var tile_type: TileType = TileType.Empty
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@onready var visible_mesh = $VisibleMesh
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@onready var God = get_tree().root.get_node("world/God")
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var maximum_decoration_objects = 0
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@ -91,3 +92,6 @@ func save():
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"pos_z": position.z,
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"tile_type": tile_type
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}
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func _process(delta):
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if (tile_type == TileType.Empty): visible = (position.distance_to(God.position) < 100)
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