True but it doesn’t work like the current chisels do.
There’s only difference between the shallow black box and steep red box is rotation, not shape. That just feels weird and unintuitive, and given past conversations about potential new chisels, I don’t see them going for it (Not that I’d mind at all if they did).
Also, if different chisels can result in the different rotations of the same shape, it does kind of rule out any kind of rotating chisel, because that would confuse everything.
As someone who likes to build complex roofs these would be incredibly useful. But I’m not a coder/dev so not gonna even contemplate how difficult it would be to implement.
physics doesnt support shallow/steep sloped angled surfaces (its optimised for the specific angles that can occur in the existing geometry, so need physics work/extra cost to support more general shapes)
either its very restrictive (literally just the slopes as shown) or need a fully consistent set of shapes including all possible corner shapes and other combination shapes that let you create a full configuration that atleast works within the set of shapes producible, and if it requires more than 8 bits of data to define… then need a lot more work to allow chiseled shape data to leak out into block-ids as well to have enough space…
^- assuming its literally just shallow slopes as shown (rotateable into other directions to get “steep slopes” too) and “NO” corner pieces or more complex chisel arrangements (like shallow chiselling a slope into the top “and” bottom of a piece), then sure wouldnt be too hard to define the shapes data and get it working assuming the physics work was done first and can imagine how the chisel interaction would work to produce them in-game (chisel an edge of a face to “push it down” into the top piece of a shallow slope, then chisel the other side to make it a “slab”, then chisel again to make it into a “bottom piece” of a shallow slope allowing you to get both in any orientation via a chisel interaction)… as soon as you want to make it more generic and allow for corner pieces etc etc then it immediately increases a huge amount the unique shapes that you can create and that need to be defined, and definitely wouldnt fit in 8 bits so is going to be a bit insane to implement… its effectively a slope chisel but at half-precision so its defined by not 8 corners but by 8 corners + 12 “mid points” on the edges, so effectively 20bits required to encode all the possible shapes you would imagine as being possible…
if all you want is “basic slopes” and no more complex shapes or corner pieces, then you can do it with 6 bits of meta, youd remove edges, not corners (as soon as you are “removing corners” you need corner pieces and more complex shapes definable).