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Currently I'm using a plane with a texture, but I have some ideas to solve it, some of them require migrating to godot 3.1 (something I will do any way)
There is a very elegant and computationally simple solution, but it may not be doable on Godot (or any abstraction over OpenGL for that matter):
Render the splatter after the lower (but before the upper) platform, render it a bit inside the platform to avoid Z fighting, and invert the Z buffer semantics for this render (so it only renders stuff normally occluded). Thus, you don't have to calculate boolean operations.
(OpenCGAL uses this technique for great speedups in CAD).
I think it's something with low priority though
Sure -- it's a detail that doesn't affect gameplay.
When bouncing near the edge of a tile, the splatter decal is also painted over the hole in the ground.
(Observed in the version published as 1.0.5 on f-droid, not sure how that's related to the tagged versions in the repository.)
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