Lava is now better visible inside water. (a crappy hack)
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@ -448,12 +448,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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{
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{
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air_count++;
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air_count++;
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}
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}
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/*// Air is liquid level 0
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else if(content == CONTENT_AIR)
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{
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cornerlevel += -0.5*BS;
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valid_count++;
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}*/
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}
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}
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if(air_count >= 2)
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if(air_count >= 2)
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cornerlevel = -0.5*BS;
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cornerlevel = -0.5*BS;
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@ -490,17 +484,20 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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neighbor_flags[dir] & neighborflag_top_is_same_liquid)
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neighbor_flags[dir] & neighborflag_top_is_same_liquid)
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continue;
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continue;
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u8 neighbor_content = neighbor_contents[dir];
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content_t neighbor_content = neighbor_contents[dir];
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// Don't draw face if neighbor is not air or liquid
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// Don't draw face if neighbor is not air or liquid
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if(neighbor_content != CONTENT_AIR
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if(neighbor_content != CONTENT_AIR
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&& neighbor_content != c_source)
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&& content_liquid(neighbor_content) == false)
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continue;
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continue;
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bool neighbor_is_liquid = (neighbor_content == c_source);
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bool neighbor_is_same_liquid = (neighbor_content == c_source
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|| neighbor_content == c_flowing);
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// Don't draw any faces if neighbor is liquid and top is liquid
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// Don't draw any faces if neighbor same is liquid and top is
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if(neighbor_is_liquid == true && top_is_same_liquid == false)
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// same liquid
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if(neighbor_is_same_liquid == true
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&& top_is_same_liquid == false)
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continue;
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continue;
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video::S3DVertex vertices[4] =
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video::S3DVertex vertices[4] =
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@ -541,7 +538,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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If neighbor is liquid, lower border of face is corner
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If neighbor is liquid, lower border of face is corner
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liquid levels
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liquid levels
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*/
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*/
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if(neighbor_is_liquid)
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if(neighbor_is_same_liquid)
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{
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{
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vertices[0].Pos.Y = corner_levels[side_corners[i][1]];
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vertices[0].Pos.Y = corner_levels[side_corners[i][1]];
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vertices[1].Pos.Y = corner_levels[side_corners[i][0]];
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vertices[1].Pos.Y = corner_levels[side_corners[i][0]];
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@ -567,6 +564,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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if(dir == v3s16(1,0,-0))
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if(dir == v3s16(1,0,-0))
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vertices[j].Pos.rotateXZBy(-90);
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vertices[j].Pos.rotateXZBy(-90);
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// Do this to not cause glitches when two liquids are
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// side-by-side
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if(neighbor_is_same_liquid == false){
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vertices[j].Pos.X *= 0.98;
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vertices[j].Pos.Z *= 0.98;
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}
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vertices[j].Pos += intToFloat(p + blockpos_nodes, BS);
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vertices[j].Pos += intToFloat(p + blockpos_nodes, BS);
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}
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}
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@ -370,6 +370,7 @@ void content_mapnode_init()
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f->param_type = CPT_LIGHT;
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f->param_type = CPT_LIGHT;
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f->light_propagates = true;
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f->light_propagates = true;
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f->solidness = 0; // Drawn separately, makes no faces
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f->solidness = 0; // Drawn separately, makes no faces
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f->visual_solidness = 1;
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f->walkable = false;
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f->walkable = false;
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f->pointable = false;
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f->pointable = false;
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f->diggable = false;
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f->diggable = false;
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@ -449,6 +450,7 @@ void content_mapnode_init()
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f->light_propagates = false;
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f->light_propagates = false;
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f->light_source = LIGHT_MAX-1;
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f->light_source = LIGHT_MAX-1;
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f->solidness = 0; // Drawn separately, makes no faces
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f->solidness = 0; // Drawn separately, makes no faces
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f->visual_solidness = 2;
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f->walkable = false;
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f->walkable = false;
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f->pointable = false;
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f->pointable = false;
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f->diggable = false;
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f->diggable = false;
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@ -121,6 +121,7 @@ struct ContentFeatures
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bool light_propagates;
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bool light_propagates;
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bool sunlight_propagates;
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bool sunlight_propagates;
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u8 solidness; // Used when choosing which face is drawn
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u8 solidness; // Used when choosing which face is drawn
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u8 visual_solidness; // When solidness=0, this tells how it looks like
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// This is used for collision detection.
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// This is used for collision detection.
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// Also for general solidness queries.
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// Also for general solidness queries.
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bool walkable;
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bool walkable;
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@ -181,6 +182,7 @@ struct ContentFeatures
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light_propagates = false;
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light_propagates = false;
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sunlight_propagates = false;
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sunlight_propagates = false;
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solidness = 2;
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solidness = 2;
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visual_solidness = 0;
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walkable = true;
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walkable = true;
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pointable = true;
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pointable = true;
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diggable = true;
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diggable = true;
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