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https://github.com/luanti-org/luanti.git
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Spacing fixes
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@@ -60,7 +60,7 @@ set(client_SRCS
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${CMAKE_CURRENT_SOURCE_DIR}/wieldmesh.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/shadows/dynamicshadows.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/shadows/dynamicshadowsrender.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/shadows/shadowsshadercallbacks.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/shadows/shadowsScreenQuad.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/shadows/shadowsshadercallbacks.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/shadows/shadowsScreenQuad.cpp
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PARENT_SCOPE
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)
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@@ -847,12 +847,12 @@ void ClientMap::renderMapShadows(video::IVideoDriver *driver,
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vertex_count += buf->getIndexCount();
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}
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// restore the driver material state
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// restore the driver material state
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video::SMaterial clean;
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clean.BlendOperation = video::EBO_ADD;
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driver->setMaterial(clean); // reset material to defaults
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driver->draw3DLine(v3f(), v3f(), video::SColor(0));
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g_profiler->avg(prefix + "draw meshes [ms]", draw.stop(true));
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g_profiler->avg(prefix + "vertices drawn [#]", vertex_count);
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g_profiler->avg(prefix + "drawcalls [#]", drawcall_count);
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@@ -124,7 +124,7 @@ void imageCleanTransparent(video::IImage *src, u32 threshold)
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// Ignore pixels we haven't processed
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if (!bitmap.get(sx, sy))
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continue;
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// Add RGB values weighted by alpha IF the pixel is opaque, otherwise
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// use full weight since we want to propagate colors.
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video::SColor d = src->getPixel(sx, sy);
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@@ -103,7 +103,7 @@ void RenderingCore::drawHUD()
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if (show_hud) {
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if (draw_crosshair)
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hud->drawCrosshair();
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hud->drawHotbar(client->getEnv().getLocalPlayer()->getWieldIndex());
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hud->drawLuaElements(camera->getOffset());
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camera->drawNametags();
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