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Add desynchronize_mapblock_texture_animation setting and improve minetest.conf.example a bit
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@ -52,7 +52,8 @@
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# Some (temporary) keys for debugging
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#keymap_print_debug_stacks = KEY_KEY_P
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# The desired FPS
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# Minimum FPS
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# The amount of rendered stuff is dynamically set according to this
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#wanted_fps = 30
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# If FPS would go higher than this, limit it by sleeping
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# (to not waste CPU power for no benefit)
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@ -117,6 +118,8 @@
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# Sound settings
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#enable_sound = true
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#sound_volume = 0.7
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# Whether node texture animations should be desynchronized per MapBlock
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#desynchronize_mapblock_texture_animation = true
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#
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# Server stuff
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@ -144,8 +147,9 @@
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#give_initial_stuff = false
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# New users need to input this password
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#default_password =
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# Available privileges: build, teleport, settime, privs, shout
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#default_privs = build, shout
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# Available privileges: interact, shout, teleport, settime, privs, ...
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# See /privs in game for a full list on your server and mod configuration.
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#default_privs = interact, shout
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# Whether players are shown to clients without any range limit
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#unlimited_player_transfer_distance = true
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# Whether to enable players killing each other
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@ -103,6 +103,7 @@ void set_default_settings(Settings *settings)
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settings->setDefault("console_alpha", "200");
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settings->setDefault("enable_sound", "true");
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settings->setDefault("sound_volume", "0.8");
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settings->setDefault("desynchronize_mapblock_texture_animation", "true");
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// Server stuff
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// "map-dir" doesn't exist by default.
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@ -28,6 +28,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "mesh.h"
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#include "content_mapblock.h"
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#include "noise.h"
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#include "settings.h"
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/*
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MeshMakeData
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@ -996,10 +997,15 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
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// Add to MapBlockMesh in order to animate these tiles
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m_animation_tiles[i] = p.tile;
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m_animation_frames[i] = 0;
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if(g_settings->getBool("desynchronize_mapblock_texture_animation")){
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// Get starting position from noise
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m_animation_frame_offsets[i] = 100000 * (2.0 + noise3d(
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data->m_blockpos.X, data->m_blockpos.Y,
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data->m_blockpos.Z, 0));
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} else {
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// Play all synchronized
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m_animation_frame_offsets[i] = 0;
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}
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// Replace tile texture with the first animation frame
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std::ostringstream os(std::ios::binary);
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os<<tsrc->getTextureName(p.tile.texture.id);
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