Currently PhysicsEngine has logic which tries to bind static terrain level for node based into height map. This logic is not good in a sense, that it takes in account only heightmap, not any other static physics elements.
Would be better if logic could be able to do ray cast for static physics bound elements, and put them in placd based into that. Logic should work in a way that it would check collision only with static physics elements, not movable ones.
Existince of physics geometry for nodes placed this way is optional, i.e. nodes can be purely decorative also.
Currently PhysicsEngine has logic which tries to bind static terrain level for node based into height map. This logic is not good in a sense, that it takes in account only heightmap, not any other static physics elements.
Would be better if logic could be able to do ray cast for static physics bound elements, and put them in placd based into that. Logic should work in a way that it would check collision only with static physics elements, not movable ones.
Existince of physics geometry for nodes placed this way is optional, i.e. nodes can be purely decorative also.