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Use the new fillUniform function in the TerrainGenerator
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@ -45,15 +45,11 @@ pub fn generate(worldSeed: u64, chunk: *main.chunk.ServerChunk, caveMap: CaveMap
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}
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}
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if(minHeight > chunk.super.pos.wz +| chunk.super.width) {
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chunk.super.data.deferredDeinit();
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chunk.super.data.init();
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chunk.super.data.palette()[0] = .init(stone);
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chunk.super.data.fillUniform(stone);
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return;
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}
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if(maxHeight < chunk.super.pos.wz) {
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chunk.super.data.deferredDeinit();
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chunk.super.data.init();
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chunk.super.data.palette()[0] = .init(air);
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chunk.super.data.fillUniform(air);
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return;
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}
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}
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