The placement prediction value 0 was accidentally ignored
and made the clients fall back to automatic rotation based
on the node paramtype2 value.
This now changes the internal representation to properly
indicate the disabled state (e.g. 'nil' in Lua).
Reduce the number of drawcalls by generating a mesh per 8 blocks (2x2x2). Only blocks with even coordinates (lowest bit set to 0) will get a mesh.
Note: This also removes the old 'loops' algorithm for building the draw list, because it produces visual artifacts and cannot be made compatible with the approach of having a mesh for every 8th block without hurting performance.
Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com>
Co-authored-by: Lars <larsh@apache.org>
Co-authored-by: sfan5 <sfan5@live.de>
* Remove redundant checks when attaching SM texture to entities.
Some of the checks were broken, leading to crashes when shadow intensity is set to 0
* Avoid memory leak in shadow casters list when wield mesh changes item stacks
This permits to make evidence that we have some bad object passing on various code parts. I fixed majority of them to reduce the scope of passed objects
Unfortunately, for some edge cases i should have to expose ISceneManager from client, this should be fixed in the future when our POO will be cleaner client side (we have a mix of rendering and processing in majority of the client objects, it works but it's not clean)
The inventory image size of the inventory image of nodes with drawtype allfaces (and related) is scaled as well if visual_scale is set (previously, the inventory image size was always the same)