Thomas Prowse
8a93587eaa
Fix raycasting logic in models_basic_voxel.c ( #5643 )
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The original logic iterated through the world and broke at the first found voxel that intersected the ray. This broke in some cases, removing a voxel out of view. I changed the algorithm to track the closest found voxel, and remove it at the end of the loop if one was found.
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