Closed Patbox closed 3 years ago
Hmm - I drastically changed how custom meshes are handled, but they're positioning correctly for me. If you build the noa-examples
worlds using the current develop engine, do custom meshes work correctly for you? Your game might be doing something I didn't expect and need to account for.
I can't recreate it on noa-examples. It doesn't too much of custom logic for it and mesh is created from simple function.
Okay, I can replicate it on noa-examples by changing playerStart to [0.5, 100, 0.5] (I also replaced one block in worldgen, so it's simpler to check)
playerStart = [0, 5, 0]
Thank you, I can reproduce!
The test-world reproducing case is now fixed, let me know if it still reproduces in your actual game client.
Since this commit blocks that use custom meshes are in wrong place.
Before:
After:
![image](https://user-images.githubusercontent.com/39821509/111899635-35c28000-8a2e-11eb-9121-47674035c134.png)
These meshes are still added to the world, but at y = 0