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some texture stuff
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@ -267,6 +267,9 @@ Doing now (most important at the top):
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# maybe done
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* not done
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=== Stuff being done
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* Combine meshes to bigger ones in ClientMap and set them EHM_STATIC
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=== Stuff to do before release
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* Save the new mapgen stuff
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- map/meta.txt, which should contain only plain text, something like this:
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@ -103,6 +103,9 @@ void init_mapnode(IIrrlichtWrapper *irrlicht)
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i = CONTENT_GRASS_FOOTSTEPS;
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f = &g_content_features[i];
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//f->setInventoryTexture(irrlicht->getTextureId("grass_footsteps.png"));
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f->setAllTextures("mud.png^grass_side.png");
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f->setTexture(0, "grass_footsteps.png");
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f->setTexture(1, "mud.png");
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f->param_type = CPT_MINERAL;
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f->is_ground_content = true;
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@ -373,7 +373,7 @@ void TextureSource::buildMainAtlas()
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sourcelist.push_back("mud.png");
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sourcelist.push_back("sand.png");
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sourcelist.push_back("grass.png");
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sourcelist.push_back("mud.png");
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sourcelist.push_back("grass_footsteps.png");
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sourcelist.push_back("tree.png");
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sourcelist.push_back("tree_top.png");
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sourcelist.push_back("water.png");
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