when a tree is destroyed at the moment it touches the ground, namely the foliage with the ground, the server freezes, everything falls, you have to reenter the world and after cutting down the same tree, the same thing happens.
Now, to be a little more specific, I think it's about the destruction of foliage, which most often happens to those trees that have vines, although I'm not too sure about that.
Here's what I found in the latest.log
At the time of cutting down the tree block
the block is being changed:
Level.destroyBlock()
After the block was destroyed, Sable received an event:
handleBlockChange()
Then I decided to recalculate the physics:
buildPhysicsDataForBlock()
Then he called:
Rapier3D.newVoxelCollider()
At this point, everything dropped
Additionally
Trees are very often connected by leaves, which is why chopping down a tree does not always happen correctly. If it is possible to add a restriction or some kind of surface environmental check, it would be great, otherwise chopping turns into searching for the hated tree, which is the last one, and after chopping down the last tree, it all turns into a sable object, which causes hanging, sometimes critical, after which you won't even play.
when a tree is destroyed at the moment it touches the ground, namely the foliage with the ground, the server freezes, everything falls, you have to reenter the world and after cutting down the same tree, the same thing happens.
Now, to be a little more specific, I think it's about the destruction of foliage, which most often happens to those trees that have vines, although I'm not too sure about that.
Here's what I found in the latest.log
At the time of cutting down the tree block
the block is being changed:
Level.destroyBlock()
After the block was destroyed, Sable received an event:
handleBlockChange()
Then I decided to recalculate the physics:
buildPhysicsDataForBlock()
Then he called:
Rapier3D.newVoxelCollider()
At this point, everything dropped
Additionally
Trees are very often connected by leaves, which is why chopping down a tree does not always happen correctly. If it is possible to add a restriction or some kind of surface environmental check, it would be great, otherwise chopping turns into searching for the hated tree, which is the last one, and after chopping down the last tree, it all turns into a sable object, which causes hanging, sometimes critical, after which you won't even play.