Cubyz
                                
                                
                                
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                        Voxel sandbox game with a large render distance, procedurally generated content and some cool graphical effects.
``` Couldn't get entity data of block at position... ``` The sign contents appear to be fine though, so likely just a log issue
## Description This pull request adds `rotation` parameter to `cubyz:sbb` simple structure with default value `.random` which allows specifying fixed or randomized rotation for structures generated. Rotation for structure is...
This is possible after #1609 and could provide some speedup. And past a certain LOD we could even render everything without texture samples, since it would just look into the...
Internally it should store the log2, and it should have an accessor for both voxelSize and sizeShift. It is annoying me how many times this is used differently in the...
## Description This pull request introduces sulfur based explosives: - dynamite stick - dynamite block Dynamite stick is crafted from 2 sulfur and 2 coal  It can be placed...
Current boolean degradable parameter for blocks is not enough to ensure eg. that trees generated next to each other don't overwrite each other, so it should be replaced with integer...
Use `breakWithAxe`, `breakWithPickaxe` etc. to specify which tool should be used to break a block instead of relying on material tags like `wood` or `leaf` which should correspond to what...
The new log rotation PR changed cactus to a `.wood` block (my fault) Should we change it back? If we do, giant mushroom blocks should probably be .`leaf` as well.
In the LOD algorithm light sources, such as torches, often get lost (and should get lost!). In otder to bring back the light, we need to store the light sources...