It's time to do the voxel traversal. Going to need to come up with a linear algorithm that doesn't take forever
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@@ -176,7 +176,7 @@ void Map::generate_octree() {
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a.print_block(0);
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a.get_voxel(sf::Vector2i(0, 0));
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}
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void Map::load_unload(sf::Vector3i world_position) {
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