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fix broken optimisation for skipping internal voxels when making collision hull
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1ee773a532
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1 changed files with 6 additions and 6 deletions
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@ -696,12 +696,12 @@ void RenderablePolyVoxEntityItem::computeShapeInfo(ShapeInfo& info) {
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for (int x = 0; x < _voxelVolumeSize.x; x++) {
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if (getVoxel(x, y, z) > 0) {
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if ((x > 0 && getVoxel(x - 1, y, z) == 0) &&
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(y > 0 && getVoxel(x, y - 1, z) == 0) &&
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(z > 0 && getVoxel(x, y, z - 1) == 0) &&
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(x < _voxelVolumeSize.x - 1 && getVoxel(x + 1, y, z) == 0) &&
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(y < _voxelVolumeSize.y - 1 && getVoxel(x, y + 1, z) == 0) &&
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(z < _voxelVolumeSize.z - 1 && getVoxel(x, y, z + 1) == 0)) {
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if ((x > 0 && getVoxel(x - 1, y, z) > 0) &&
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(y > 0 && getVoxel(x, y - 1, z) > 0) &&
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(z > 0 && getVoxel(x, y, z - 1) > 0) &&
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(x < _voxelVolumeSize.x - 1 && getVoxel(x + 1, y, z) > 0) &&
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(y < _voxelVolumeSize.y - 1 && getVoxel(x, y + 1, z) > 0) &&
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(z < _voxelVolumeSize.z - 1 && getVoxel(x, y, z + 1) > 0)) {
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// this voxel has neighbors in every cardinal direction, so there's no need
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// to include it in the collision hull.
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continue;
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