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Add new drawtype GLASSLIKE_FRAMED
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commit
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@ -329,6 +329,7 @@ Look for examples in games/minimal or games/minetest_game.
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- liquid
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- liquid
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- flowingliquid
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- flowingliquid
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- glasslike
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- glasslike
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- glasslike_framed
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- allfaces
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- allfaces
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- allfaces_optional
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- allfaces_optional
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- torchlike
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- torchlike
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@ -740,8 +740,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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continue;
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continue;
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// The face at Z+
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// The face at Z+
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video::S3DVertex vertices[4] =
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video::S3DVertex vertices[4] = {
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{
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video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
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video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
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ap.x0(), ap.y1()),
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ap.x0(), ap.y1()),
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video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
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video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
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@ -781,6 +780,132 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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collector.append(tile, vertices, 4, indices, 6);
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collector.append(tile, vertices, 4, indices, 6);
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}
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}
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break;}
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break;}
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case NDT_GLASSLIKE_FRAMED:
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{
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static const v3s16 dirs[6] = {
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v3s16( 0, 1, 0),
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v3s16( 0,-1, 0),
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v3s16( 1, 0, 0),
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v3s16(-1, 0, 0),
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v3s16( 0, 0, 1),
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v3s16( 0, 0,-1)
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};
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TileSpec tiles[2];
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tiles[0] = getNodeTile(n, p, dirs[0], data);
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tiles[1] = getNodeTile(n, p, dirs[1], 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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v3f pos = intToFloat(p, BS);
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static const float a=BS/2;
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static const float b=.876*(BS/2);
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static const aabb3f frame_edges[12] = {
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aabb3f( b, b,-a, a, a, a), // y+
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aabb3f(-a, b,-a,-b, a, a), // y+
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aabb3f( b,-a,-a, a,-b, a), // y-
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aabb3f(-a,-a,-a,-b,-b, a), // y-
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aabb3f( b,-a, b, a, a, a), // x+
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aabb3f( b,-a,-a, a, a,-b), // x+
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aabb3f(-a,-a, b,-b, a, a), // x-
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aabb3f(-a,-a,-a,-b, a,-b), // x-
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aabb3f(-a, b, b, a, a, a), // z+
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aabb3f(-a,-a, b, a,-b, a), // z+
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aabb3f(-a,-a,-a, a,-b,-b), // z-
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aabb3f(-a, b,-a, a, a,-b) // z-
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};
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aabb3f glass_faces[6] = {
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aabb3f(-a, a,-a, a, a, a), // y+
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aabb3f(-a,-a,-a, a,-a, a), // y-
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aabb3f( a,-a,-a, a, a, a), // x+
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aabb3f(-a,-a,-a,-a, a, a), // x-
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aabb3f(-a,-a, a, a, a, a), // z+
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aabb3f(-a,-a,-a, a, a,-a) // z-
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};
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int visible_faces[6] = {0,0,0,0,0,0};
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int nb[18] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
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u8 i;
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content_t current = n.getContent();
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content_t content;
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MapNode n2;
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v3s16 n2p;
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for(i=0; i<18; i++)
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{
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n2p = blockpos_nodes + p + g_26dirs[i];
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n2 = data->m_vmanip.getNodeNoEx(n2p);
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content_t n2c = n2.getContent();
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//TODO: remove CONTENT_IGNORE check when getNodeNoEx is fixed
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if (n2c == current || n2c == CONTENT_IGNORE)
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nb[i]=1;
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}
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for(i=0; i<6; i++)
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{
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n2p = blockpos_nodes + p + dirs[i];
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n2 = data->m_vmanip.getNodeNoEx(n2p);
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content = n2.getContent();
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const ContentFeatures &f2 = nodedef->get(content);
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if (content == CONTENT_AIR || f2.isLiquid())
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visible_faces[i]=1;
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}
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static const u8 nb_triplet[12*3] = {
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1,2, 7, 1,5, 6, 4,2,15, 4,5,14,
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2,0,11, 2,3,13, 5,0,10, 5,3,12,
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0,1, 8, 0,4,16, 3,4,17, 3,1, 9
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};
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f32 tx1,ty1,tz1,tx2,ty2,tz2;
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aabb3f box;
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for(i=0; i<12; i++)
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{
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int edge_invisible;
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if (nb[nb_triplet[i*3+2]]==1)
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edge_invisible=nb[nb_triplet[i*3]] & nb[nb_triplet[i*3+1]];
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else
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edge_invisible=nb[nb_triplet[i*3]] ^ nb[nb_triplet[i*3+1]];
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if (edge_invisible)
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continue;
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box=frame_edges[i];
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box.MinEdge += pos;
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box.MaxEdge += pos;
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tx1 = (box.MinEdge.X/BS)+0.5;
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ty1 = (box.MinEdge.Y/BS)+0.5;
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tz1 = (box.MinEdge.Z/BS)+0.5;
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tx2 = (box.MaxEdge.X/BS)+0.5;
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ty2 = (box.MaxEdge.Y/BS)+0.5;
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tz2 = (box.MaxEdge.Z/BS)+0.5;
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f32 txc1[24] = {
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tx1, 1-tz2, tx2, 1-tz1,
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tx1, tz1, tx2, tz2,
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tz1, 1-ty2, tz2, 1-ty1,
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1-tz2, 1-ty2, 1-tz1, 1-ty1,
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1-tx2, 1-ty2, 1-tx1, 1-ty1,
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tx1, 1-ty2, tx2, 1-ty1,
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};
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makeCuboid(&collector, box, &tiles[0], 1, c, txc1);
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}
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for(i=0; i<6; i++)
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{
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if (visible_faces[i]==0)
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continue;
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box=glass_faces[i];
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box.MinEdge += pos;
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box.MaxEdge += pos;
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tx1 = (box.MinEdge.X/BS)+0.5;
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ty1 = (box.MinEdge.Y/BS)+0.5;
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tz1 = (box.MinEdge.Z/BS)+0.5;
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tx2 = (box.MaxEdge.X/BS)+0.5;
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ty2 = (box.MaxEdge.Y/BS)+0.5;
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tz2 = (box.MaxEdge.Z/BS)+0.5;
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f32 txc2[24] = {
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tx1, 1-tz2, tx2, 1-tz1,
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tx1, tz1, tx2, tz2,
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tz1, 1-ty2, tz2, 1-ty1,
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1-tz2, 1-ty2, 1-tz1, 1-ty1,
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1-tx2, 1-ty2, 1-tx1, 1-ty1,
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tx1, 1-ty2, tx2, 1-ty1,
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};
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makeCuboid(&collector, box, &tiles[1], 1, c, txc2);
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}
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break;}
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case NDT_ALLFACES:
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case NDT_ALLFACES:
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{
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{
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TileSpec tile_leaves = getNodeTile(n, p,
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TileSpec tile_leaves = getNodeTile(n, p,
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@ -628,6 +628,10 @@ public:
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f->solidness = 0;
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f->solidness = 0;
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f->visual_solidness = 1;
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f->visual_solidness = 1;
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break;
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break;
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case NDT_GLASSLIKE_FRAMED:
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f->solidness = 0;
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f->visual_solidness = 1;
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break;
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case NDT_ALLFACES:
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case NDT_ALLFACES:
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f->solidness = 0;
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f->solidness = 0;
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f->visual_solidness = 1;
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f->visual_solidness = 1;
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@ -133,6 +133,8 @@ enum NodeDrawType
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NDT_LIQUID, // Do not draw face towards same kind of flowing/source liquid
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NDT_LIQUID, // Do not draw face towards same kind of flowing/source liquid
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NDT_FLOWINGLIQUID, // A very special kind of thing
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NDT_FLOWINGLIQUID, // A very special kind of thing
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NDT_GLASSLIKE, // Glass-like, don't draw faces towards other glass
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NDT_GLASSLIKE, // Glass-like, don't draw faces towards other glass
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NDT_GLASSLIKE_FRAMED, // Glass-like, draw connected frames and all all visible faces
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// uses 2 textures, one for frames, second for faces
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NDT_ALLFACES, // Leaves-like, draw all faces no matter what
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NDT_ALLFACES, // Leaves-like, draw all faces no matter what
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NDT_ALLFACES_OPTIONAL, // Fancy -> allfaces, fast -> normal
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NDT_ALLFACES_OPTIONAL, // Fancy -> allfaces, fast -> normal
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NDT_TORCHLIKE,
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NDT_TORCHLIKE,
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@ -34,6 +34,7 @@ struct EnumString es_DrawType[] =
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{NDT_LIQUID, "liquid"},
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{NDT_LIQUID, "liquid"},
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{NDT_FLOWINGLIQUID, "flowingliquid"},
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{NDT_FLOWINGLIQUID, "flowingliquid"},
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{NDT_GLASSLIKE, "glasslike"},
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{NDT_GLASSLIKE, "glasslike"},
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{NDT_GLASSLIKE_FRAMED, "glasslike_framed"},
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{NDT_ALLFACES, "allfaces"},
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{NDT_ALLFACES, "allfaces"},
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{NDT_ALLFACES_OPTIONAL, "allfaces_optional"},
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{NDT_ALLFACES_OPTIONAL, "allfaces_optional"},
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{NDT_TORCHLIKE, "torchlike"},
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{NDT_TORCHLIKE, "torchlike"},
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