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Improve mesh scaling factor documentation
This commit is contained in:
committed by
Lars Müller
parent
612db5b2ca
commit
e039f4c8af
@@ -9398,7 +9398,8 @@ Player properties need to be saved manually.
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-- to scale the entity along both horizontal axes.
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-- to scale the entity along both horizontal axes.
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mesh = "model.obj",
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mesh = "model.obj",
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-- File name of mesh when using "mesh" visual
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-- File name of mesh when using "mesh" visual.
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-- For legacy reasons, this uses a 10x scale for meshes: 10 units = 1 node.
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textures = {},
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textures = {},
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-- Number of required textures depends on visual:
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-- Number of required textures depends on visual:
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@@ -10170,6 +10171,10 @@ Used by `core.register_node`.
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mesh = "",
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mesh = "",
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-- File name of mesh when using "mesh" drawtype
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-- File name of mesh when using "mesh" drawtype
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-- The center of the node is the model origin.
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-- For legacy reasons, models in OBJ format use a scale of 1 node = 1 unit;
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-- all other model file formats use a scale of 1 node = 10 units,
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-- consistent with the scale used for entities.
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selection_box = {
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selection_box = {
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-- see [Node boxes] for possibilities
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-- see [Node boxes] for possibilities
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