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Plantlike: Fix visual_scale being applied squared (#5115)
Visual_scale was applied twice to plantlike by accident sometime between 2011 and 2013, squaring the requested scale value. Visual_scale is correctly applied once in it's other uses in signlike and torchlike. Two lines of code are removed, they also had no effect for the vast majority of nodes with the default visual_scale of 1.0. The texture continues to have it's base at ground level.
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@ -1602,8 +1602,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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for (int i = 0; i < 4; i++) {
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for (int i = 0; i < 4; i++) {
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vertices[i].Pos *= f.visual_scale;
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vertices[i].Pos.Y += BS/2 * (f.visual_scale - 1);
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if (data->m_smooth_lighting)
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if (data->m_smooth_lighting)
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vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color);
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vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color);
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vertices[i].Pos += intToFloat(p, BS);
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vertices[i].Pos += intToFloat(p, BS);
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