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Better tree gen
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@ -114,14 +114,16 @@ pub fn generate_world(chunk_position: IVec3, seed: u64) -> (BlockData, Vec<Queue
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}
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//place trees!
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if rng_map_a[x][z] < 0.001 {
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if let Some(y) = local_y_position(height + 1, chunk_position) {
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let tree_pos = ivec3(x as i32, y as i32, z as i32);
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//Place wood (no smart_place needed here!)
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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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if let Some(y) = local_y_position(offset.y + tree_y, chunk_position) {
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if let Some(y) = local_y_position(height + 1 + 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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//Place leaf blocks
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if let Some(y) = local_y_position(height + 1, chunk_position) {
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let tree_pos = ivec3(x as i32, y as i32, z as i32);
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// Part that wraps around the tree
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{
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let tree_leaf_height = tree_height - 3;
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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: [0.15f32; 4],
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color: [0.25f32; 4],
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view: view,
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perspective: perspective,
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},
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@ -32,6 +32,9 @@ pub fn apply_queued_blocks(
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//maybe i need to check for desired/current state here before marking as dirty?
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queue.queue.retain(|&event| {
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if let Some(block) = world.get_block_mut(event.position) {
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if event.soft && *block != Block::Air {
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return false
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}
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*block = event.value;
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//mark chunk as dirty
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let (chunk_pos, block_pos) = ChunkStorage::to_chunk_coords(event.position);
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