right = event.key.state == SDL_PRESSED;
break;
case SDLK_q:
+ case SDLK_SPACE:
up = event.key.state == SDL_PRESSED;
break;
case SDLK_e:
+ case SDLK_LSHIFT:
down = event.key.state == SDL_PRESSED;
break;
}
if (world.Intersection(aim, glm::mat4(1.0f), &chunk, &blkid, &dist, &normal)) {
glm::vec3 pos = Chunk::ToCoords(blkid);
outline_visible = true;
+ outline.Clear();
chunk->BlockAt(blkid).type->FillOutlineModel(outline);
outline_transform = glm::translate(chunk->Transform(), pos);
} else {