Request: a per-cell hole mask on region terrain, applied to both rendering and collision.
  • Region terrain gets a bitmask (e.g. one bit per 4m×4m cell) marking cells as "no ground."
  • The viewer skips the triangles for masked cells.
  • The physics heightfield leaves those cells out, and the sim's ground-penetration correction ignores them.
  • Editing uses the same terraform permissions as painting.
This would allow real cave entrances, mine shafts, and sunken basements instead of faking them with mesh shells over raised terrain. Open questions for the Lab: what happens at region borders, and what to do with avatars or objects that fall through a hole with nothing built underneath (e.g. treat them like falling off the world edge, or keep a floor below the minimum terrain height).
WoW's ADT terrain uses this same approach: a hole bitmask per chunk that both the renderer and the collision code respect.