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When a user clicks, the raycast treats non-empty voxels as entirely solid. We should really be doing a cleverer intersection against the mesh.
The text was updated successfully, but these errors were encountered:
This should block on #143, since it doesn't really make sense for the server to octree-store all the mesh that's visible to any client.
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When a user clicks, the raycast treats non-empty voxels as entirely solid. We should really be doing a cleverer intersection against the mesh.
The text was updated successfully, but these errors were encountered: