Dmitry Stepanov
Dmitry Stepanov
I think it should be purely visual, which means that there should be a mask for holes. Also, such holes should be taken into account when making height field collider...
No, check terrain default material, it is already rendering with alpha blending into G-Buffer. This is needed to support multiple layers. Holes will act like a simple alpha test and...
Terrain shader uses alpha blending to stack multiple layers on top of each other in consecutive render passes and it works fine, simply because it is done on gbuffer layers....
Rapier has `HeightField::set_cell_status` method, which allows you to remove a cell from simulation entirely by setting `HeightFieldCellStatus::CELL_REMOVED` status. In Fyrox, go to `make_heightfield` method and modify the height map there....
> How should we determine which cells to remove? By projecting the hole mask onto the height map of course, both are just rectangular images. There could be mismatch in...
> The collider may need to be visualized somehow while editing holes. It already can be visualized by turning on `Show Physics` setting in the editor settings. > I'm not...
The rest of the issues (most of them) should be fixed by now.
Interesting bug, it is definitely should be fixed asap. Thanks for the report.
Fixed in #520.
Hi! Try `cargo run --package executor --release`