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Fix the ocean appearing even when the terrain height is greater than the water level.
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@ -56,8 +56,8 @@ func _generate_terra_chunk_ocean(chunk: TerrainChunk, pseed : int, spawn_mobs: b
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chunk.channel_ensure_allocated(TerrainChunkDefault.DEFAULT_CHANNEL_LIQUID_TYPE, 0)
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chunk.channel_ensure_allocated(TerrainChunkDefault.DEFAULT_CHANNEL_LIQUID_TYPE, 0)
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chunk.channel_ensure_allocated(TerrainChunkDefault.DEFAULT_CHANNEL_LIQUID_ISOLEVEL, 0)
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chunk.channel_ensure_allocated(TerrainChunkDefault.DEFAULT_CHANNEL_LIQUID_ISOLEVEL, 0)
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chunk.set_voxel(water_surface_id, x, z, TerrainChunkDefault.DEFAULT_CHANNEL_LIQUID_TYPE)
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chunk.set_voxel(water_surface_id, x, z, TerrainChunkDefault.DEFAULT_CHANNEL_LIQUID_TYPE)
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chunk.set_voxel(water_iso_level, x, z, TerrainChunkDefault.DEFAULT_CHANNEL_LIQUID_ISOLEVEL)
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chunk.set_voxel(water_iso_level, x, z, TerrainChunkDefault.DEFAULT_CHANNEL_LIQUID_ISOLEVEL)
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func get_base_iso_level() -> int:
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func get_base_iso_level() -> int:
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return base_iso_level
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return base_iso_level
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