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+ farmesh config options
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parent
cdd2ebc519
commit
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@ -68,6 +68,8 @@ void set_default_settings()
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g_settings.setDefault("fast_move", "false");
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g_settings.setDefault("invert_mouse", "false");
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g_settings.setDefault("enable_farmesh", "false");
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g_settings.setDefault("farmesh_trees", "true");
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g_settings.setDefault("farmesh_distance", "40");
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g_settings.setDefault("enable_clouds", "true");
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g_settings.setDefault("invisible_stone", "false");
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@ -70,6 +70,7 @@ FarMesh::FarMesh(
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m_box = core::aabbox3d<f32>(-BS*1000000,-BS*31000,-BS*1000000,
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BS*1000000,BS*31000,BS*1000000);
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trees = g_settings.getBool("farmesh_trees");
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}
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FarMesh::~FarMesh()
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@ -312,12 +313,11 @@ void FarMesh::render()
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}
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else
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{
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/*// Trees if there are over 0.01 trees per MapNode
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if(tree_amount_avg > 0.01)
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// Trees if there are over 0.01 trees per MapNode
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if(trees && tree_amount_avg > 0.01)
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c = video::SColor(255,50,128,50);
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else
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c = video::SColor(255,107,134,51);*/
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c = video::SColor(255,107,134,51);
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c = video::SColor(255,107,134,51);
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ground_is_mud = true;
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}
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}
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@ -350,7 +350,7 @@ void FarMesh::render()
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video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT);
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// Add some trees if appropriate
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if(tree_amount_avg >= 0.0065 && steepness < 1.4
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if(trees && tree_amount_avg >= 0.0065 && steepness < 1.4
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&& ground_is_mud == true)
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{
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driver->setMaterial(m_materials[1]);
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@ -403,11 +403,11 @@ void FarMesh::step(float dtime)
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m_time += dtime;
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}
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void FarMesh::update(v2f camera_p, float brightness, s16 render_range)
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void FarMesh::update(v2f camera_p, float brightness)
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{
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m_camera_pos = camera_p;
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m_brightness = brightness;
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m_render_range = render_range;
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m_render_range = g_settings.getS16("farmesh_distance")*10;
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}
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@ -67,7 +67,7 @@ public:
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void step(float dtime);
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void update(v2f camera_p, float brightness, s16 render_range);
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void update(v2f camera_p, float brightness);
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private:
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video::SMaterial m_materials[FARMESH_MATERIAL_COUNT];
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@ -79,6 +79,7 @@ private:
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float m_time;
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Client *m_client;
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s16 m_render_range;
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bool trees;
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};
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#endif
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@ -1874,15 +1874,9 @@ void the_game(
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*/
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if(farmesh)
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{
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farmesh_range = draw_control.wanted_range * 10;
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if(draw_control.range_all && farmesh_range < 500)
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farmesh_range = 500;
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if(farmesh_range > 1000)
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farmesh_range = 1000;
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farmesh->step(dtime);
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farmesh->update(v2f(player_position.X, player_position.Z),
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0.05+brightness*0.95, farmesh_range);
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0.05+brightness*0.95);
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}
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// Store brightness value
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