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Add support for parameter 'visual_scale' for drawtypes 'signlike' and 'torchlike' like used for drawtype 'plantlike'
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@ -1999,6 +1999,10 @@ Node definition (register_node)
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drawtype = "normal", -- See "Node drawtypes"
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visual_scale = 1.0,
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^ Supported for drawtypes "plantlike", "signlike", "torchlike".
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^ For plantlike, the image will start at the bottom of the node; for the
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^ other drawtypes, the image will be centered on the node.
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^ Note that positioning for "torchlike" may still change.
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tiles = {tile definition 1, def2, def3, def4, def5, def6},
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^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
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^ List can be shortened to needed length
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@ -908,13 +908,14 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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u16 l = getInteriorLight(n, 1, data);
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video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
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float s = BS/2*f.visual_scale;
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// Wall at X+ of node
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video::S3DVertex vertices[4] =
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{
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video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, 0,1),
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video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c, 1,1),
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video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, 1,0),
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video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, 0,0),
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video::S3DVertex(-s,-s,0, 0,0,0, c, 0,1),
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video::S3DVertex( s,-s,0, 0,0,0, c, 1,1),
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video::S3DVertex( s, s,0, 0,0,0, c, 1,0),
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video::S3DVertex(-s, s,0, 0,0,0, c, 0,0),
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};
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for(s32 i=0; i<4; i++)
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@ -949,13 +950,14 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
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float d = (float)BS/16;
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float s = BS/2*f.visual_scale;
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// Wall at X+ of node
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video::S3DVertex vertices[4] =
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{
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video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, 0,0),
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video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, 1,0),
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video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c, 1,1),
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video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c, 0,1),
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video::S3DVertex(BS/2-d, s, s, 0,0,0, c, 0,0),
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video::S3DVertex(BS/2-d, s, -s, 0,0,0, c, 1,0),
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video::S3DVertex(BS/2-d, -s, -s, 0,0,0, c, 1,1),
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video::S3DVertex(BS/2-d, -s, s, 0,0,0, c, 0,1),
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};
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v3s16 dir = n.getWallMountedDir(nodedef);
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@ -990,16 +992,16 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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u16 l = getInteriorLight(n, 1, data);
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video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
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float s = BS/2*f.visual_scale;
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for(u32 j=0; j<2; j++)
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{
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video::S3DVertex vertices[4] =
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{
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video::S3DVertex(-BS/2*f.visual_scale,-BS/2,0, 0,0,0, c, 0,1),
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video::S3DVertex( BS/2*f.visual_scale,-BS/2,0, 0,0,0, c, 1,1),
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video::S3DVertex( BS/2*f.visual_scale,
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-BS/2 + f.visual_scale*BS,0, 0,0,0, c, 1,0),
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video::S3DVertex(-BS/2*f.visual_scale,
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-BS/2 + f.visual_scale*BS,0, 0,0,0, c, 0,0),
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video::S3DVertex(-s,-BS/2, 0, 0,0,0, c, 0,1),
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video::S3DVertex( s,-BS/2, 0, 0,0,0, c, 1,1),
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video::S3DVertex( s,-BS/2 + s*2,0, 0,0,0, c, 1,0),
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video::S3DVertex(-s,-BS/2 + s*2,0, 0,0,0, c, 0,0),
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};
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if(j == 0)
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