diff --git a/builtin/settingtypes.txt b/builtin/settingtypes.txt index 9e1997cc6..003a6685e 100644 --- a/builtin/settingtypes.txt +++ b/builtin/settingtypes.txt @@ -255,11 +255,6 @@ serverlist_file (Serverlist file) string favoriteservers.txt # Whether to fog out the end of the visible area. enable_fog (Fog) bool true -# Enable a bit lower water surface, so it doesn't "fill" the node completely. -# Note that this is not quite optimized and that smooth lighting on the -# water surface doesn't work with this. -new_style_water (New style water) bool false - # Leaves style: # - Fancy: all faces visible # - Simple: only outer faces, if defined special_tiles are used diff --git a/minetest.conf.example b/minetest.conf.example index ee6054536..5cf43aca6 100644 --- a/minetest.conf.example +++ b/minetest.conf.example @@ -270,12 +270,6 @@ # type: bool # enable_fog = true -# Enable a bit lower water surface, so it doesn't "fill" the node completely. -# Note that this is not quite optimized and that smooth lighting on the -# water surface doesn't work with this. -# type: bool -# new_style_water = false - # Leaves style: # - Fancy: all faces visible # - Simple: only outer faces, if defined special_tiles are used diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp index ab8091dee..c15b9c424 100644 --- a/src/content_mapblock.cpp +++ b/src/content_mapblock.cpp @@ -181,11 +181,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data, Some settings */ bool enable_mesh_cache = g_settings->getBool("enable_mesh_cache"); - bool new_style_water = g_settings->getBool("new_style_water"); - - float node_liquid_level = 1.0; - if (new_style_water) - node_liquid_level = 0.85; v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE; @@ -287,35 +282,29 @@ void mapblock_mesh_generate_special(MeshMakeData *data, If our topside is liquid, set upper border of face at upper border of node */ - if(top_is_same_liquid) - { - vertices[2].Pos.Y = 0.5*BS; - vertices[3].Pos.Y = 0.5*BS; - } + if (top_is_same_liquid) { + vertices[2].Pos.Y = 0.5 * BS; + vertices[3].Pos.Y = 0.5 * BS; + } else { /* Otherwise upper position of face is liquid level */ - else - { - vertices[2].Pos.Y = (node_liquid_level-0.5)*BS; - vertices[3].Pos.Y = (node_liquid_level-0.5)*BS; + vertices[2].Pos.Y = 0.5 * BS; + vertices[3].Pos.Y = 0.5 * BS; } /* If neighbor is liquid, lower border of face is liquid level */ - if(neighbor_is_same_liquid) - { - vertices[0].Pos.Y = (node_liquid_level-0.5)*BS; - vertices[1].Pos.Y = (node_liquid_level-0.5)*BS; - } + if (neighbor_is_same_liquid) { + vertices[0].Pos.Y = 0.5 * BS; + vertices[1].Pos.Y = 0.5 * BS; + } else { /* If neighbor is not liquid, lower border of face is lower border of node */ - else - { - vertices[0].Pos.Y = -0.5*BS; - vertices[1].Pos.Y = -0.5*BS; + vertices[0].Pos.Y = -0.5 * BS; + vertices[1].Pos.Y = -0.5 * BS; } for(s32 j=0; j<4; j++) @@ -358,7 +347,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,0), }; - v3f offset(p.X*BS, p.Y*BS + (-0.5+node_liquid_level)*BS, p.Z*BS); + v3f offset(p.X * BS, (p.Y + 0.5) * BS, p.Z * BS); for(s32 i=0; i<4; i++) { vertices[i].Pos += offset; @@ -431,14 +420,14 @@ void mapblock_mesh_generate_special(MeshMakeData *data, content = n2.getContent(); if(n2.getContent() == c_source) - level = (-0.5+node_liquid_level) * BS; + level = 0.5 * BS; else if(n2.getContent() == c_flowing){ u8 liquid_level = (n2.param2&LIQUID_LEVEL_MASK); if (liquid_level <= LIQUID_LEVEL_MAX+1-range) liquid_level = 0; else liquid_level -= (LIQUID_LEVEL_MAX+1-range); - level = (-0.5 + ((float)liquid_level+ 0.5) / (float)range * node_liquid_level) * BS; + level = (-0.5 + ((float)liquid_level + 0.5) / (float)range) * BS; } // Check node above neighbor. @@ -486,7 +475,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, // Source is always the same height else if(content == c_source) { - cornerlevel = (-0.5+node_liquid_level)*BS; + cornerlevel = 0.5 * BS; valid_count = 1; break; } diff --git a/src/defaultsettings.cpp b/src/defaultsettings.cpp index 49e03a260..f7ac310be 100644 --- a/src/defaultsettings.cpp +++ b/src/defaultsettings.cpp @@ -106,7 +106,6 @@ void set_default_settings(Settings *settings) settings->setDefault("enable_fog", "true"); settings->setDefault("fov", "72"); settings->setDefault("view_bobbing", "true"); - settings->setDefault("new_style_water", "false"); settings->setDefault("leaves_style", "fancy"); settings->setDefault("connected_glass", "false"); settings->setDefault("smooth_lighting", "true"); diff --git a/src/nodedef.cpp b/src/nodedef.cpp index 31366f7e0..6d740fac3 100644 --- a/src/nodedef.cpp +++ b/src/nodedef.cpp @@ -806,7 +806,6 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef, scene::ISceneManager* smgr = gamedef->getSceneManager(); scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator(); - bool new_style_water = g_settings->getBool("new_style_water"); bool connected_glass = g_settings->getBool("connected_glass"); bool opaque_water = g_settings->getBool("opaque_water"); bool enable_shaders = g_settings->getBool("enable_shaders"); @@ -854,7 +853,7 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef, assert(f->liquid_type == LIQUID_SOURCE); if (opaque_water) f->alpha = 255; - f->solidness = new_style_water ? 0 : 1; + f->solidness = 0; is_liquid = true; break; case NDT_FLOWINGLIQUID: