I have some problems with updating to 126.96.36.199
StampMesh function produces voxels that are 3 times smaller then a mesh and in wrong position.
1) StampMesh didn't take WorldScale in to account
In my world voxel size set to 0.1m. I did that by changing following line of code:
public const float VOXEL_TO_UNITY_SCALE = 30f;
I did that, because voxelfarm_Client.worldScale dodn't affect StampMesh. And in previous version mesh for stamp was calculated in Unity side like that:
vertices[floatPosition++] = v1.x * constants.VOXEL_TO_UNITY_SCALE;
But in 188.8.131.52 it was moved to C++ side:
Algebra::Matrix_scale(&meshTransform, 10 * meshScaleX, 10 * meshScaleY, 10 * -1 * meshScaleZ);
There are hardcoded value of 10. For now i fixed this by setting meshScale to 10/3.
2) After fixes with mesh scale i still have problems with stamp position. It misses for several meters. Didn't manage to find problem yet.
I have mesh with absolute coordinates of vertices, that i stamp at zero position. Position of a player are close to zero in Unity. That worked fine on previous version.
3) Collider problems
I enable player on OnSceneSwapped event. And there are no collider under the player at that moment.
I often fall under the ground after using StampMesh.
In previous version there always was consistency between visual terrain mesh and collider. Rarely i could see patches of the terrain disappear. And if i walk there - i would fall. And now there was situations, when i see the ground and it has no collider.
4) Problems with normals. Some in cells and more in patches between cells.