* improved fence dimensions (cuboid side lengths now multiples of 2, textures should fit better)
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@ -1563,8 +1563,8 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
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u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
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u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
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video::SColor c(255,l,l,l);
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video::SColor c(255,l,l,l);
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const f32 post_rad=(f32)BS/10;
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const f32 post_rad=(f32)BS/(32.0/4.0);
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const f32 bar_rad=(f32)BS/20;
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const f32 bar_rad=(f32)BS/(32.0/2.0);
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const f32 bar_len=(f32)(BS/2)-post_rad;
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const f32 bar_len=(f32)(BS/2)-post_rad;
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// The post - always present
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// The post - always present
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@ -1581,12 +1581,12 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
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{
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{
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pos = intToFloat(p+blockpos_nodes, BS);
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pos = intToFloat(p+blockpos_nodes, BS);
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pos.X += BS/2;
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pos.X += BS/2;
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pos.Y += BS/4;
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pos.Y += 3*bar_rad;
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makeCuboid(material_wood, &collector,
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makeCuboid(material_wood, &collector,
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&pa_wood, c, pos,
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&pa_wood, c, pos,
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bar_len,bar_rad,bar_rad);
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bar_len,bar_rad,bar_rad);
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pos.Y -= BS/2;
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pos.Y -= 6*bar_rad;
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makeCuboid(material_wood, &collector,
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makeCuboid(material_wood, &collector,
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&pa_wood, c, pos,
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&pa_wood, c, pos,
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bar_len,bar_rad,bar_rad);
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bar_len,bar_rad,bar_rad);
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@ -1600,11 +1600,11 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
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{
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{
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pos = intToFloat(p+blockpos_nodes, BS);
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pos = intToFloat(p+blockpos_nodes, BS);
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pos.Z += BS/2;
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pos.Z += BS/2;
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pos.Y += BS/4;
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pos.Y += 3*bar_rad;
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makeCuboid(material_wood, &collector,
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makeCuboid(material_wood, &collector,
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&pa_wood, c, pos,
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&pa_wood, c, pos,
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bar_rad,bar_rad,bar_len);
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bar_rad,bar_rad,bar_len);
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pos.Y -= BS/2;
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pos.Y -= 6*bar_rad;
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makeCuboid(material_wood, &collector,
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makeCuboid(material_wood, &collector,
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&pa_wood, c, pos,
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&pa_wood, c, pos,
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bar_rad,bar_rad,bar_len);
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bar_rad,bar_rad,bar_len);
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