Biome masks do not account for edge blending
zachman42 opened this issue ยท 2 comments
Versions
WorldEdit version: 7.2.0-SNAPSHOT+5347-8e53aa0
Platform version: forge-1.16.3-34.0.0
Describe the bug
Biome masks are restricted to 4x4x4 increments as they are defined, even though in-game the edges are smoothed to have a more natural feel.
To Reproduce
- select a region. convert this area to a different biome.
- set a mask to that biome, then set a region larger than the original to stone. the affected area is the 4x4x4 increments rather than the exact blocks appeared.
I can understand this happening in the case of setting a biome to a different one without affecting the others, but it seems like there could be a way to use the unblended version for biome setting and blended for other operations. I have realized that the game does not yet register vertical biome data, so this could be left untouched for now.
This is somewhat complex, as the edge bleeding doesn't really "exist".
It's purely client-side, and as far as I'm aware, doesn't impact mob spawning etc.