{"action":"created","issue":{"url":"https://api.github.com/repos/JapaMala/armok-vision/issues/19","labels_url":"https://api.github.com/repos/JapaMala/armok-vision/issues/19/labels{/name}","comments_url":"https://api.github.com/repos/JapaMala/armok-vision/issues/19/comments","events_url":"https://api.github.com/repos/JapaMala/armok-vision/issues/19/events","html_url":"https://github.com/JapaMala/armok-vision/issues/19","id":88675098,"number":19,"title":"Ramps don't update when new tile data is added.","user":{"login":"JapaMala","id":288477,"avatar_url":"https://avatars.githubusercontent.com/u/288477?v=3","gravatar_id":"","url":"https://api.github.com/users/JapaMala","html_url":"https://github.com/JapaMala","followers_url":"https://api.github.com/users/JapaMala/followers","following_url":"https://api.github.com/users/JapaMala/following{/other_user}","gists_url":"https://api.github.com/users/JapaMala/gists{/gist_id}","starred_url":"https://api.github.com/users/JapaMala/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/JapaMala/subscriptions","organizations_url":"https://api.github.com/users/JapaMala/orgs","repos_url":"https://api.github.com/users/JapaMala/repos","events_url":"https://api.github.com/users/JapaMala/events{/privacy}","received_events_url":"https://api.github.com/users/JapaMala/received_events","type":"User","site_admin":false},"labels":[{"url":"https://api.github.com/repos/JapaMala/armok-vision/labels/bug","name":"bug","color":"fc2929"}],"state":"open","locked":false,"assignee":null,"milestone":null,"comments":3,"created_at":"2015-06-16T09:36:26Z","updated_at":"2015-07-07T18:58:27Z","closed_at":null,"body":"If a ramp is generated on the edge of a map block, it won't respect the wall on the side that is loaded after it. The solution would be to regen the surrounding geometry once a block is pulled from DF."},"comment":{"url":"https://api.github.com/repos/JapaMala/armok-vision/issues/comments/119303434","html_url":"https://github.com/JapaMala/armok-vision/issues/19#issuecomment-119303434","issue_url":"https://api.github.com/repos/JapaMala/armok-vision/issues/19","id":119303434,"user":{"login":"kazimuth","id":555667,"avatar_url":"https://avatars.githubusercontent.com/u/555667?v=3","gravatar_id":"","url":"https://api.github.com/users/kazimuth","html_url":"https://github.com/kazimuth","followers_url":"https://api.github.com/users/kazimuth/followers","following_url":"https://api.github.com/users/kazimuth/following{/other_user}","gists_url":"https://api.github.com/users/kazimuth/gists{/gist_id}","starred_url":"https://api.github.com/users/kazimuth/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/kazimuth/subscriptions","organizations_url":"https://api.github.com/users/kazimuth/orgs","repos_url":"https://api.github.com/users/kazimuth/repos","events_url":"https://api.github.com/users/kazimuth/events{/privacy}","received_events_url":"https://api.github.com/users/kazimuth/received_events","type":"User","site_admin":false},"created_at":"2015-07-07T18:58:27Z","updated_at":"2015-07-07T18:58:27Z","body":"Oh, that makes sense.\r\n\r\nI actually have a solution for this - map data is passed to meshing in small slices of the map stored in `MapDataStore`s, which can transparently hold map slices of any size. We can modify the `MapDataStore.CopySlice(BlockCoord)` method to return not only the tiles in the block but also the tiles around it; that way the mesher should get all the tiles it needs.\r\nWe'll need to be careful about meshing operations that require more than the immediately adjacent tiles, though."}}