Closed Silentor closed 5 years ago
Fix rare case - "cave entrance" block near "dead end" block
Mesh generation for cave blocks is too complicated. Multilayered heightmaps is perspective, but "empty" underground layer is too hard to visualize. Its not possible to generate proper mesh using only one quad per layer for some complex cases (cave, solid and base blocks near same height vertex).
Make block highlight in terrain mode great again