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Bodies of water no longer contain black chunks on the voxel minimap.
The heuristic for pruning dungeon ceilings depended on detecting an air-to-not-air edge, which was not present for chunks whose topmost layer was water. Sampling 1 layer of the `above` block introduces such an edge, allowing the water surface to be detected.
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@ -55,6 +55,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Many know water generation problems
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- Trading over long distances using ghost characters or client-side exploits is no longer possible
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- Merchant cost percentages displayed as floored, whole numbers
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- Bodies of water no longer contain black chunks on the voxel minimap.
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## [0.11.0] - 2021-09-11
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@ -83,7 +83,7 @@ impl VoxelMinimap {
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/// Each layer is a slice of the terrain near that z-level
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fn composite_layer_slice(chunk: &TerrainChunk, layers: &mut Vec<Grid<(Rgba<u8>, bool)>>) {
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for z in chunk.get_min_z()..chunk.get_max_z() {
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for z in chunk.get_min_z()..=chunk.get_max_z() {
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let grid = Grid::populate_from(Vec2::new(32, 32), |v| {
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let mut rgba = Rgba::<f32>::zero();
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let (weights, zoff) = (&[1, 2, 4, 1, 1, 1][..], -2);
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@ -104,7 +104,7 @@ impl VoxelMinimap {
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/// Each layer is the overhead as if its z-level were the ceiling
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fn composite_layer_overhead(chunk: &TerrainChunk, layers: &mut Vec<Grid<(Rgba<u8>, bool)>>) {
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for z in chunk.get_min_z()..chunk.get_max_z() {
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for z in chunk.get_min_z()..=chunk.get_max_z() {
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let grid = Grid::populate_from(Vec2::new(32, 32), |v| {
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let mut rgba = None;
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