@dragonx777
Like
@Waterguy said, I think the easiest approach would be to use the xcross shape. However, I think xcross doesn't work for events in the latest version. I'll be adding it in the next version though. To get the same effect, you can use this note tag: <mv3d:shape(cross),rot(45)>
If you need the trees to look a bit more dense still, you can try layering events on top of each other using the <mv3d: pos(+0,+0)> tag to change their positions. You could combine two cross events to make an 8-sided cross, or use a flat event as the canopy of the tree.
@seaotter
The mouse input seems to work fine for me in the latest version. I know the old version had a few problems with mouse input and performance like what you describe, but the new version works a lot better. Right now the biggest issue is load times. Are you sure you're updated?
@Grilled Mormons
I'm working on a plan right now to improve load times. I'm making it so you can "Finalize" the map, which exports the mesh to a file. Then on subsequent map loads, it will load the map mesh from file instead of building it from scratch every time. This way you'll only need to deal with the slow mesh building during development.
Another thing I can do is build the map synchonously when the map is first loaded, then switch to asynchronous loading. This would make the screen stay black until the cells near the player are loaded.
These two approaches combined should hopefully improve the perceived performance of the plugin.
Another feature I'm working on is to make the terrain tag and region configurations accept all the same configuration functions as tileset configuration. This will enable you to, for example, use regions to change the wall texture of a tile.