Drawing distance of buildings/trees

The problem has existed for a long time: houses are not visible, but only people in the void are visible, or people standing in the air on a multi-story building, or a person sitting on a tree, and this tree is not visible.

I also saw it in the post Make base structures rendering dependent from draw distance

  1. Reducing Character Draw Distance: It would be possible to adapt the draw distance for characters based on the settings. For example:

    • At maximum settings, the draw distance to players remains the same as it is now.
    • At minimum settings, the draw distance to players decreases until buildings disappear.
  2. Increasing Building Draw Distance: It may be useful to increase the draw distance of buildings on minimum settings so that they remain visible until the moment the characters disappear.

Draw Distance Adjustment Ideally, it would be great to provide an option to set the draw distance for structures/barriers up to the point where players disappear from view (similar to how fog is handled, where the level can be set to 200%). This would allow structures and barricades to be visible at greater distances and prevent shooting at invisible buildings.

This will help avoid situations where players shoot at an invisible wall instead of seeing and aiming at real enemies (not the wall :D).

Idk its already not easy to hide a base. Sure you still see the player and can find it that way, but its better than a big easy to see block in the terrain atleast you have to look for the player and then risk it beeing a roamer to check if it is a base. The maps are not large enough and raiding is too easy to justify fixing this as it would make the game only playable as a roamer playing untill you die and lose everything with the alternative beeing a 10x10x10 base that could be hard to raid (that is actually a pain to live in seeing as you have to open every door to go in or out of it)

Once again fixing explosives going through walls (even if it just makes the explosion deal half damage for each buildable it goes through) would fix this as wall stacking and large bases would actually hold out against half assed raid attempts