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Allow allfaces
drawtypes to have 6 textures (#15175)
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@ -1470,7 +1470,8 @@ Look for examples in `games/devtest` or `games/minetest_game`.
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'Connected Glass'.
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* `allfaces`
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* Often used for partially-transparent nodes.
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* External and internal sides of textures are visible.
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* External sides of textures, and unlike other drawtypes, the external sides
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of other blocks, are visible from the inside.
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* `allfaces_optional`
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* Often used for leaves nodes.
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* This switches between `normal`, `glasslike` and `allfaces` according to
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@ -98,6 +98,23 @@ minetest.register_node("testnodes:allfaces", {
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groups = { dig_immediate = 3 },
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})
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minetest.register_node("testnodes:allfaces_6", {
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description = S("\"allfaces 6 Textures\" Drawtype Test Node").."\n"..
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S("Transparent node with visible internal backfaces"),
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drawtype = "allfaces",
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paramtype = "light",
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tiles = {
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"testnodes_allfaces.png^[colorize:red",
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"testnodes_allfaces.png^[colorize:orange",
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"testnodes_allfaces.png^[colorize:yellow",
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"testnodes_allfaces.png^[colorize:green",
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"testnodes_allfaces.png^[colorize:blue",
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"testnodes_allfaces.png^[colorize:purple"
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},
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groups = { dig_immediate = 3 },
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})
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local allfaces_optional_tooltip = ""..
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S("Rendering depends on 'leaves_style' setting:").."\n"..
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S("* 'fancy': transparent with visible internal backfaces").."\n"..
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@ -1016,13 +1016,6 @@ void MapblockMeshGenerator::drawGlasslikeFramedNode()
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}
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}
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void MapblockMeshGenerator::drawAllfacesNode()
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{
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static const aabb3f box(-BS / 2, -BS / 2, -BS / 2, BS / 2, BS / 2, BS / 2);
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useTile(0, 0, 0);
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drawAutoLightedCuboid(box);
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}
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void MapblockMeshGenerator::drawTorchlikeNode()
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{
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u8 wall = cur_node.n.getWallMounted(nodedef);
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@ -1545,6 +1538,17 @@ namespace {
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};
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}
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void MapblockMeshGenerator::drawAllfacesNode()
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{
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static const aabb3f box(-BS / 2, -BS / 2, -BS / 2, BS / 2, BS / 2, BS / 2);
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TileSpec tiles[6];
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for (int face = 0; face < 6; face++)
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getTile(nodebox_tile_dirs[face], &tiles[face]);
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if (data->m_smooth_lighting)
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getSmoothLightFrame();
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drawAutoLightedCuboid(box, nullptr, tiles, 6);
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}
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void MapblockMeshGenerator::drawNodeboxNode()
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{
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TileSpec tiles[6];
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