Moved the projection matrix's znear to be closer. When it was at 0.1f if you went through a tunnel the surrounding geometry was clipped and looked quite terrible.
I now preform a check to see if I'm currently inside a boundingVoxel before dismissing a potential ray voxel intersection. This allows intersections to be calculated even when the origin of the ray is inside of a chunk. (You can delete voxels when inside of a cave.)