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https://github.com/moparisthebest/minetest
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Remove new_style_water
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4efb7eb734
commit
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@ -255,11 +255,6 @@ serverlist_file (Serverlist file) string favoriteservers.txt
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# Whether to fog out the end of the visible area.
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enable_fog (Fog) bool true
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# Enable a bit lower water surface, so it doesn't "fill" the node completely.
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# Note that this is not quite optimized and that smooth lighting on the
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# water surface doesn't work with this.
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new_style_water (New style water) bool false
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# Leaves style:
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# - Fancy: all faces visible
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# - Simple: only outer faces, if defined special_tiles are used
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@ -270,12 +270,6 @@
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# type: bool
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# enable_fog = true
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# Enable a bit lower water surface, so it doesn't "fill" the node completely.
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# Note that this is not quite optimized and that smooth lighting on the
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# water surface doesn't work with this.
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# type: bool
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# new_style_water = false
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# Leaves style:
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# - Fancy: all faces visible
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# - Simple: only outer faces, if defined special_tiles are used
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@ -181,11 +181,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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Some settings
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*/
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bool enable_mesh_cache = g_settings->getBool("enable_mesh_cache");
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bool new_style_water = g_settings->getBool("new_style_water");
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float node_liquid_level = 1.0;
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if (new_style_water)
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node_liquid_level = 0.85;
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v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
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@ -287,35 +282,29 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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If our topside is liquid, set upper border of face
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at upper border of node
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*/
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if(top_is_same_liquid)
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{
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vertices[2].Pos.Y = 0.5*BS;
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vertices[3].Pos.Y = 0.5*BS;
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}
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if (top_is_same_liquid) {
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vertices[2].Pos.Y = 0.5 * BS;
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vertices[3].Pos.Y = 0.5 * BS;
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} else {
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/*
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Otherwise upper position of face is liquid level
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*/
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else
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{
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vertices[2].Pos.Y = (node_liquid_level-0.5)*BS;
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vertices[3].Pos.Y = (node_liquid_level-0.5)*BS;
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vertices[2].Pos.Y = 0.5 * BS;
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vertices[3].Pos.Y = 0.5 * BS;
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}
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/*
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If neighbor is liquid, lower border of face is liquid level
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*/
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if(neighbor_is_same_liquid)
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{
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vertices[0].Pos.Y = (node_liquid_level-0.5)*BS;
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vertices[1].Pos.Y = (node_liquid_level-0.5)*BS;
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}
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if (neighbor_is_same_liquid) {
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vertices[0].Pos.Y = 0.5 * BS;
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vertices[1].Pos.Y = 0.5 * BS;
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} else {
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/*
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If neighbor is not liquid, lower border of face is
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lower border of node
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*/
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else
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{
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vertices[0].Pos.Y = -0.5*BS;
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vertices[1].Pos.Y = -0.5*BS;
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vertices[0].Pos.Y = -0.5 * BS;
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vertices[1].Pos.Y = -0.5 * BS;
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}
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for(s32 j=0; j<4; j++)
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@ -358,7 +347,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,0),
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};
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v3f offset(p.X*BS, p.Y*BS + (-0.5+node_liquid_level)*BS, p.Z*BS);
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v3f offset(p.X * BS, (p.Y + 0.5) * BS, p.Z * BS);
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for(s32 i=0; i<4; i++)
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{
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vertices[i].Pos += offset;
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@ -431,14 +420,14 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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content = n2.getContent();
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if(n2.getContent() == c_source)
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level = (-0.5+node_liquid_level) * BS;
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level = 0.5 * BS;
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else if(n2.getContent() == c_flowing){
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u8 liquid_level = (n2.param2&LIQUID_LEVEL_MASK);
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if (liquid_level <= LIQUID_LEVEL_MAX+1-range)
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liquid_level = 0;
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else
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liquid_level -= (LIQUID_LEVEL_MAX+1-range);
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level = (-0.5 + ((float)liquid_level+ 0.5) / (float)range * node_liquid_level) * BS;
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level = (-0.5 + ((float)liquid_level + 0.5) / (float)range) * BS;
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}
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// Check node above neighbor.
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@ -486,7 +475,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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// Source is always the same height
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else if(content == c_source)
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{
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cornerlevel = (-0.5+node_liquid_level)*BS;
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cornerlevel = 0.5 * BS;
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valid_count = 1;
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break;
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}
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@ -106,7 +106,6 @@ void set_default_settings(Settings *settings)
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settings->setDefault("enable_fog", "true");
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settings->setDefault("fov", "72");
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settings->setDefault("view_bobbing", "true");
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settings->setDefault("new_style_water", "false");
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settings->setDefault("leaves_style", "fancy");
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settings->setDefault("connected_glass", "false");
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settings->setDefault("smooth_lighting", "true");
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@ -806,7 +806,6 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef,
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scene::ISceneManager* smgr = gamedef->getSceneManager();
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scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator();
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bool new_style_water = g_settings->getBool("new_style_water");
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bool connected_glass = g_settings->getBool("connected_glass");
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bool opaque_water = g_settings->getBool("opaque_water");
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bool enable_shaders = g_settings->getBool("enable_shaders");
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@ -854,7 +853,7 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef,
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assert(f->liquid_type == LIQUID_SOURCE);
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if (opaque_water)
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f->alpha = 255;
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f->solidness = new_style_water ? 0 : 1;
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f->solidness = 0;
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is_liquid = true;
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break;
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case NDT_FLOWINGLIQUID:
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