Open 4Denthusiast opened 6 years ago
Definitely could use some cleanup. That current "solution" is kinda hacky and has caused trouble from time to time. One thing that helped make some other shapes behave better made that one crash the game.
Been so long I don't really remember the details, but it came up for sure :-)
@4Denthusiast is this essentially completed / sidelined now with the recent engine liquid rendering fix? Or do we still want to start out with a less "full" liquid block?
The engine liquid rendering PR only tidied up the existing behaviour. In order to actually resolve this issue, I'd need to work out how to change the world generation, then simplify FlowingLiquids's rendering to remove the current special-case (i.e. always use the full calculated liquid height, rather than artificually lowering it sometimes for prettiness).
Linking this to https://github.com/MovingBlocks/Terasology/pull/3911 for just-in-case-relevancy
@4Denthusiast with the recent features, is this still valid?
This is still sort of an issue, but is now a bit different. Now, full blocks of liquid (like the ocean in its initial state) actually look full. It would still be nice for the surface of naturally generated bodies of water to be slightly below the full block level.
Rather than having the surfaces of liquids lowered in a weird way if the block above them is clear, the top blocks of naturally-generated bodies of water could be made not quite full.