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soft updates
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@ -118,7 +118,9 @@ pub fn generate_world(chunk_position: IVec3, seed: u64) -> (BlockData, Vec<Queue
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let tree_pos = ivec3(x as i32, y as i32, z as i32);
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let tree_height = 4 + (rng_map_b[x][z] * 3.).round() as i32;
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for tree_y in 0..tree_height {
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smart_place(&mut blocks, tree_pos + IVec3::Y * tree_y, Block::Wood);
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if let Some(y) = local_y_position(offset.y + tree_y, chunk_position) {
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blocks[x][y][z] = Block::Wood;
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}
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}
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// Part that wraps around the tree
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{
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@ -69,6 +69,7 @@ fn block_placement_system(
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block_event_queue.push(BlockUpdateEvent {
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position: place_position,
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value: place_block,
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soft: place_block != Block::Air,
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});
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//send event
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entities.add_entity(
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@ -142,7 +142,7 @@ pub fn draw_current_chunk_border(
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Quat::default(),
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world_position
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).to_cols_array_2d(),
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color: [0.25f32; 4],
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color: [0.15f32; 4],
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view: view,
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perspective: perspective,
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},
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@ -203,6 +203,7 @@ fn process_completed_tasks(
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queue.push(BlockUpdateEvent {
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position: event.position,
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value: event.block_type,
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soft: true,
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});
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}
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@ -7,7 +7,9 @@ use super::ChunkStorage;
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#[derive(Clone, Copy, Debug)]
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pub struct BlockUpdateEvent {
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pub position: IVec3,
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pub value: Block
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pub value: Block,
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//Only replace air blocks
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pub soft: bool,
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}
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#[derive(Unique, Default, Clone)]
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