more backporting and bugfixes
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0fa0585608
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1a51606ffb
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@ -1245,7 +1245,7 @@ void ServerEnvironment::step(float dtime)
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}
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if (n.getContent() == CONTENT_LEAVES) // leaf decay
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{
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if (myrand()%20 == 0)
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if (myrand()%10 == 0)
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{
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s16 max_d = 3;
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v3s16 leaf_p = p;
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25
src/tile.cpp
25
src/tile.cpp
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@ -796,32 +796,21 @@ bool generate_image(std::string part_of_name, video::IImage *& baseimg,
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if(image == NULL)
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{
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infostream<<"generate_image(): Could not load image \""
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<<part_of_name<<"\" from path \""<<path<<"\""
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<<" while building texture"<<std::endl;
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if (part_of_name != "") {
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infostream<<"generate_image(): Could not load image \""
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<<part_of_name<<"\" from path \""<<path<<"\""
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<<" while building texture"<<std::endl;
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//return false;
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infostream<<"generate_image(): Creating a dummy"
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<<" image for \""<<part_of_name<<"\""<<std::endl;
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infostream<<"generate_image(): Creating a dummy"
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<<" image for \""<<part_of_name<<"\""<<std::endl;
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}
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// Just create a dummy image
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//core::dimension2d<u32> dim(2,2);
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core::dimension2d<u32> dim(1,1);
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image = driver->createImage(video::ECF_A8R8G8B8, dim);
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assert(image);
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/*image->setPixel(0,0, video::SColor(255,255,0,0));
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image->setPixel(1,0, video::SColor(255,0,255,0));
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image->setPixel(0,1, video::SColor(255,0,0,255));
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image->setPixel(1,1, video::SColor(255,255,0,255));*/
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image->setPixel(0,0, video::SColor(255,myrand()%256,
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myrand()%256,myrand()%256));
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/*image->setPixel(1,0, video::SColor(255,myrand()%256,
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myrand()%256,myrand()%256));
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image->setPixel(0,1, video::SColor(255,myrand()%256,
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myrand()%256,myrand()%256));
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image->setPixel(1,1, video::SColor(255,myrand()%256,
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myrand()%256,myrand()%256));*/
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}
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// If base image is NULL, load as base.
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@ -309,21 +309,21 @@ void VoxelManipulator::unspreadLight(enum LightBank bank, v3s16 p, u8 oldlight,
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If the neighbor is dimmer than what was specified
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as oldlight (the light of the previous node)
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*/
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if(n2.getLight(bank) < oldlight)
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u8 light2 = n2.getLight(bank);
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if(light2 < oldlight)
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{
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/*
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And the neighbor is transparent and it has some light
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*/
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if(n2.light_propagates() && n2.getLight(bank) != 0)
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if(n2.light_propagates() && light2 != 0)
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{
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/*
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Set light to 0 and add to queue
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*/
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u8 current_light = n2.getLight(bank);
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n2.setLight(bank, 0);
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unspreadLight(bank, n2pos, current_light, light_sources);
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unspreadLight(bank, n2pos, light2, light_sources);
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/*
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Remove from light_sources if it is there
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@ -526,12 +526,13 @@ void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p)
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continue;
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MapNode &n2 = m_data[n2i];
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u8 light2 = n2.getLight(bank);
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/*
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If the neighbor is brighter than the current node,
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add to list (it will light up this node on its turn)
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*/
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if(n2.getLight(bank) > undiminish_light(oldlight))
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if(light2 > undiminish_light(oldlight))
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{
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spreadLight(bank, n2pos);
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}
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@ -539,7 +540,7 @@ void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p)
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If the neighbor is dimmer than how much light this node
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would spread on it, add to list
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*/
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if(n2.getLight(bank) < newlight)
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if(light2 < newlight)
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{
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if(n2.light_propagates())
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{
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@ -631,12 +632,13 @@ void VoxelManipulator::spreadLight(enum LightBank bank,
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continue;
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MapNode &n2 = m_data[n2i];
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u8 light2 = n2.getLight(bank);
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/*
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If the neighbor is brighter than the current node,
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add to list (it will light up this node on its turn)
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*/
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if(n2.getLight(bank) > undiminish_light(oldlight))
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if(light2 > undiminish_light(oldlight))
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{
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lighted_nodes.insert(n2pos, true);
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}
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@ -644,7 +646,7 @@ void VoxelManipulator::spreadLight(enum LightBank bank,
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If the neighbor is dimmer than how much light this node
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would spread on it, add to list
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*/
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if(n2.getLight(bank) < newlight)
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if(light2 < newlight)
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{
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if(n2.light_propagates())
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{
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