VoxBreaker | An OOP Voxel Destruction module

OHHH I DIDNT SEE THAT Sorry, i am stupid and eepy
Edit:
Actually tags are more perfomant than attributes, i prefer to use them.
Edit 2:
Couldnt find any bugs, but new version is much more perfomant and better in voxelizing stuff, gonna implement some code from it into my api that i may release soon (it adds sounds, particles, neon screens breaking, etc…)
Edit 3:
theres one major bug, its deleting the walls and when
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this setting set to false almost no debris appear, likely because its deleting all parts that are under size or over size of the minimum voxel size, i would like to see this setting work like in jujutsu shenanigans(because its making parts cubic and then resizes them somehow, couldnt figure it out, but if i find solution will make post about this!) or something like the gridlock in voxel destruct.
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as you can see its just deleting everything.

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I still appreciate your work very much! looking forward to see the completed version of this module rework.

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We appreciate all of your hard work! I’m really happy about the move to tags. The module still needs some clean up, but this is something I’ll contribute on the repository once this version is released.

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An issue I came across were subdivided parts not disappearing when further destructed upon. I managed to find a fix by adding the following lines of code into the :ConstructVoxels() method (under the for loop):

if partInfo.OriginalPart then
	partInfo.OriginalPart:RemoveTag('Voxel')
end

Edit: Also thank you very much for making this module! I really appreciate what you’ve given us to use for our own works.

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The Raycast keep detecting the hitbox and exclude doesn’t work, how to fix this?