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Temporary commit; lots of test code and stuff
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@@ -822,7 +822,7 @@ void MapBlock::updateMesh(u32 daynight_ratio)
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if(dir == v3s16(0,1,0))
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vertices[i].Pos.rotateXZBy(-45);
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vertices[i].Pos += intToFloat(p + getPosRelative());
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vertices[i].Pos += intToFloat(p + getPosRelative(), BS);
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}
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// Set material
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@@ -1066,7 +1066,7 @@ void MapBlock::updateMesh(u32 daynight_ratio)
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if(dir == v3s16(1,0,-0))
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vertices[j].Pos.rotateXZBy(-90);
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vertices[j].Pos += intToFloat(p + getPosRelative());
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vertices[j].Pos += intToFloat(p + getPosRelative(), BS);
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}
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u16 indices[] = {0,1,2,2,3,0};
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@@ -1105,7 +1105,7 @@ void MapBlock::updateMesh(u32 daynight_ratio)
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//vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
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s32 j = corner_resolve[i];
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vertices[i].Pos.Y += corner_levels[j];
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vertices[i].Pos += intToFloat(p + getPosRelative());
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vertices[i].Pos += intToFloat(p + getPosRelative(), BS);
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}
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u16 indices[] = {0,1,2,2,3,0};
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@@ -1155,7 +1155,7 @@ void MapBlock::updateMesh(u32 daynight_ratio)
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for(s32 i=0; i<4; i++)
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{
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vertices[i].Pos.Y += (-0.5+node_water_level)*BS;
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vertices[i].Pos += intToFloat(p + getPosRelative());
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vertices[i].Pos += intToFloat(p + getPosRelative(), BS);
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}
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u16 indices[] = {0,1,2,2,3,0};
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@@ -1222,7 +1222,7 @@ void MapBlock::updateMesh(u32 daynight_ratio)
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for(u16 i=0; i<4; i++)
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{
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vertices[i].Pos += intToFloat(p + getPosRelative());
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vertices[i].Pos += intToFloat(p + getPosRelative(), BS);
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}
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u16 indices[] = {0,1,2,2,3,0};
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@@ -1596,7 +1596,7 @@ void MapBlock::stepObjects(float dtime, bool server, u32 daynight_ratio)
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if(getNode(p).d == CONTENT_AIR
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&& getNode(p).getLightBlend(daynight_ratio) <= 11)
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{
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RatObject *obj = new RatObject(NULL, -1, intToFloat(p));
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RatObject *obj = new RatObject(NULL, -1, intToFloat(p, BS));
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addObject(obj);
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}
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}
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