No way to set land block type when calling vox.Generate(force: true);
Hi Denis, I upgraded to the latest, and rand into a problem that I've had in the past. I think I had fixed this previously, but I didn't remember the fix, so had to track down the problem again.
Basically, as far as I can tell, there is no way to programatically re-generate a Planar terrain using a specific land block.
When I call vox.Generate(force:true), it eventually calls this in Generator.cs:
area.AddLayer(matrix, planarGen.blockType, heightFactor:1, noise:null);
So it's only using planerGen.blockType. Why not just have it use vox.landTypes.selected? For one thing, if you have a large texture array, you cannot choose any item in the array above 4, because planarGen.blockType seems to be hardcoded to only use 4 values. I work around this problem by changing planarGen.blockType to use whatever land block int I've selected in my GUI.
This seems like a trivial problem to fix, and maybe there's another way to generate a planar terrain in code. if there is, let me know. Maybe you make a new vox.Generate method that lets you pass in the block type?
Also, would love to see the generation updated to use the new Job system. Other than some of the glitches I've ran into, this asset is working really well now. Great work on this! The only complaint I really have is that I wish the performance for creating the terrain was a little faster. Thanks for all your help!