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What does neighbour_world.worldToChunk do?
Where does the invalid memory access happen?
What are you doing with prev_chunk_neighbour?
Oh I think I might see something
if you have neighbour world differing on the first direction, it updates prev chunk neighbour. But then you dont update the position of the set chunk, so when it encounters a direction that results in the original prev chunk neighbour the comparison would evaluate to true and it would use the wrong chunk
so maybe instead of comparison with node_chunk_pos (which will be the first chunk always), compare neighbour world to prev chunk neighbour's world position
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Yeah
I was about to say