Commit e00e2d6
fix: skip building placement below active water level
Buildings now use an attempt-based loop (up to 12× retries per settlement)
that rejects positions where terrainHeight < waterLevel + 0.5 m, matching
the existing guards on trees and rocks. Unused InstancedMesh slots are
zero-scaled so they don't render.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>1 parent f0758fa commit e00e2d6
1 file changed
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