Possible solution to implement voxel pressurization
Have you ever wanted to build a cool underground or inside an asteroid base but couldn't finish it because you can't pressurize voxels? Well I want to, so here is my idea:
In SE you cannot pressurize a (theoretically sealed) space in voxels. This is probably due to difficulties with calculating the volume of a space within voxels, because even a seemingly simple sealed hole in an asteroid can be very complex in terms of calculating its volume to know how much oxygen is required to fill it.
A simple solution would be to treat sealed voxel spaces like blocks (see image below).
Let me know if I should try to make something more clear!