Boundary checks still happen if depth = 1 - #71
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riccardi48 wants to merge 1 commit into
Closed
riccardi48 wants to merge 1 commit into
riccardi48 wants to merge 1 commit into
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Yeah I think specialcasing a 2D sim might be best for now instead of dealing with generalizing 2D/3D interactions and just making constant coords checks how its handled. |
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Stack two chunks on top of each other with depth 1 and put gas into one. The other chunk will not receive any gas.
There are a number of problems causing this but mainly is that it assumes that a depth of one means that the chunk is 2d. For intra chunk stuff this is fine as it might as well be, however, for inter chunk stuff this brakes it.
I don't love the solution here of just checking all of it. It will lead to a lot of boundary events for voxels not on the boundary. A better solution is probably to define chunks as 2d in a better way instead of relying on the chunk depth.
If a better solution is found feel free to close this PR as it is closer to a bug report then PR but it is good to show the code which is causing the issue.