Fix falling mesh nodes being half size (#11389)

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Wuzzy 2021-09-01 20:20:57 +00:00 committed by GitHub
parent e912008cb3
commit ff9945dc6e
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@ -111,14 +111,21 @@ core.register_entity(":__builtin:falling_node", {
itemstring = core.itemstring_with_palette(itemstring, node.param2) itemstring = core.itemstring_with_palette(itemstring, node.param2)
end end
-- FIXME: solution needed for paramtype2 == "leveled" -- FIXME: solution needed for paramtype2 == "leveled"
local s = (def.visual_scale or 1) * SCALE -- Calculate size of falling node
if def.drawtype == "mesh" then local s = {}
s = s * 0.5 s.x = (def.visual_scale or 1) * SCALE
s.y = s.x
s.z = s.x
-- Compensate for wield_scale
if def.wield_scale then
s.x = s.x / def.wield_scale.x
s.y = s.y / def.wield_scale.y
s.z = s.z / def.wield_scale.z
end end
self.object:set_properties({ self.object:set_properties({
is_visible = true, is_visible = true,
wield_item = itemstring, wield_item = itemstring,
visual_size = vector.new(s, s, s), visual_size = s,
glow = def.light_source, glow = def.light_source,
}) })
end end