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1 year ago

Underground generation and tiles are all set back up.

Next I need to split culling to use different lists/maps depending on which "room" they're part of.


Currently they're part of the Surface cull list, so they hang around even when the curRoom is set to Surface.

Also need to fix the pop in, the unculling is happening after the coordinate update, rather than before so it's noticeable.

Could also add a fade in/out to hide it...



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That sucks. I spent ages reworking the draw world code to make it better and it made everything slower

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