]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/client/content_cao.cpp
Fix lighting of upright_sprite entities (#12336)
[dragonfireclient.git] / src / client / content_cao.cpp
index 388a71873d8010740b445df235c443cb580a1c46..9c3e5aa059c46c82a6dfb98dca0abe39f88158a2 100644 (file)
@@ -17,36 +17,36 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
 
-#include <ICameraSceneNode.h>
-#include <ITextSceneNode.h>
+#include "content_cao.h"
 #include <IBillboardSceneNode.h>
+#include <ICameraSceneNode.h>
 #include <IMeshManipulator.h>
 #include <IAnimatedMeshSceneNode.h>
-#include "content_cao.h"
-#include "util/numeric.h" // For IntervalLimiter & setPitchYawRoll
-#include "util/serialize.h"
-#include "util/basic_macros.h"
+#include "client/client.h"
+#include "client/renderingengine.h"
 #include "client/sound.h"
 #include "client/tile.h"
-#include "environment.h"
+#include "util/basic_macros.h"
+#include "util/numeric.h"
+#include "util/serialize.h"
+#include "camera.h" // CameraModes
 #include "collision.h"
-#include "settings.h"
-#include "serialization.h" // For decompressZlib
-#include "clientobject.h"
-#include "mesh.h"
-#include "itemdef.h"
-#include "tool.h"
 #include "content_cso.h"
-#include "sound.h"
-#include "nodedef.h"
+#include "environment.h"
+#include "itemdef.h"
 #include "localplayer.h"
 #include "map.h"
-#include "camera.h" // CameraModes
-#include "client.h"
+#include "mesh.h"
+#include "nodedef.h"
+#include "serialization.h" // For decompressZlib
+#include "settings.h"
+#include "sound.h"
+#include "tool.h"
 #include "wieldmesh.h"
 #include <algorithm>
 #include <cmath>
-#include "client/renderingengine.h"
+#include "client/shader.h"
+#include "client/minimap.h"
 
 class Settings;
 struct ToolCapabilities;
@@ -162,6 +162,29 @@ static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
        matrix.setTextureScale(txs, tys);
 }
 
+// Evaluate transform chain recursively; irrlicht does not do this for us
+static void updatePositionRecursive(scene::ISceneNode *node)
+{
+       scene::ISceneNode *parent = node->getParent();
+       if (parent)
+               updatePositionRecursive(parent);
+       node->updateAbsolutePosition();
+}
+
+static bool logOnce(const std::ostringstream &from, std::ostream &log_to)
+{
+       thread_local std::vector<u64> logged;
+
+       std::string message = from.str();
+       u64 hash = murmur_hash_64_ua(message.data(), message.length(), 0xBADBABE);
+
+       if (std::find(logged.begin(), logged.end(), hash) != logged.end())
+               return false;
+       logged.push_back(hash);
+       log_to << message << std::endl;
+       return true;
+}
+
 /*
        TestCAO
 */
@@ -179,10 +202,9 @@ class TestCAO : public ClientActiveObject
 
        static ClientActiveObject* create(Client *client, ClientEnvironment *env);
 
-       void addToScene(ITextureSource *tsrc);
+       void addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr);
        void removeFromScene(bool permanent);
-       void updateLight(u8 light_at_pos);
-       v3s16 getLightPosition();
+       void updateLight(u32 day_night_ratio);
        void updateNodePos();
 
        void step(float dtime, ClientEnvironment *env);
@@ -211,7 +233,7 @@ ClientActiveObject* TestCAO::create(Client *client, ClientEnvironment *env)
        return new TestCAO(client, env);
 }
 
-void TestCAO::addToScene(ITextureSource *tsrc)
+void TestCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
 {
        if(m_node != NULL)
                return;
@@ -240,7 +262,7 @@ void TestCAO::addToScene(ITextureSource *tsrc)
        // Add to mesh
        mesh->addMeshBuffer(buf);
        buf->drop();
-       m_node = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL);
+       m_node = smgr->addMeshSceneNode(mesh, NULL);
        mesh->drop();
        updateNodePos();
 }
@@ -254,15 +276,10 @@ void TestCAO::removeFromScene(bool permanent)
        m_node = NULL;
 }
 
-void TestCAO::updateLight(u8 light_at_pos)
+void TestCAO::updateLight(u32 day_night_ratio)
 {
 }
 
-v3s16 TestCAO::getLightPosition()
-{
-       return floatToInt(m_position, BS);
-}
-
 void TestCAO::updateNodePos()
 {
        if (!m_node)
@@ -304,7 +321,7 @@ void TestCAO::processMessage(const std::string &data)
        GenericCAO
 */
 
-#include "genericobject.h"
+#include "clientobject.h"
 
 GenericCAO::GenericCAO(Client *client, ClientEnvironment *env):
                ClientActiveObject(0, client, env)
@@ -343,15 +360,7 @@ void GenericCAO::initialize(const std::string &data)
        infostream<<"GenericCAO: Got init data"<<std::endl;
        processInitData(data);
 
-       if (m_is_player) {
-               // Check if it's the current player
-               LocalPlayer *player = m_env->getLocalPlayer();
-               if (player && strcmp(player->getName(), m_name.c_str()) == 0) {
-                       m_is_local_player = true;
-                       m_is_visible = false;
-                       player->setCAO(this);
-               }
-       }
+       m_enable_shaders = g_settings->getBool("enable_shaders");
 }
 
 void GenericCAO::processInitData(const std::string &data)
@@ -366,16 +375,27 @@ void GenericCAO::processInitData(const std::string &data)
        }
 
        // PROTOCOL_VERSION >= 37
-       m_name = deSerializeString(is);
+       m_name = deSerializeString16(is);
        m_is_player = readU8(is);
        m_id = readU16(is);
        m_position = readV3F32(is);
        m_rotation = readV3F32(is);
        m_hp = readU16(is);
+
+       if (m_is_player) {
+               // Check if it's the current player
+               LocalPlayer *player = m_env->getLocalPlayer();
+               if (player && strcmp(player->getName(), m_name.c_str()) == 0) {
+                       m_is_local_player = true;
+                       m_is_visible = false;
+                       player->setCAO(this);
+               }
+       }
+
        const u8 num_messages = readU8(is);
 
        for (int i = 0; i < num_messages; i++) {
-               std::string message = deSerializeLongString(is);
+               std::string message = deSerializeString32(is);
                processMessage(message);
        }
 
@@ -400,23 +420,27 @@ bool GenericCAO::getSelectionBox(aabb3f *toset) const
        return true;
 }
 
-v3f GenericCAO::getPosition()
+const v3f GenericCAO::getPosition() const
 {
-       if (getParent() != nullptr) {
-               if (m_matrixnode)
-                       return m_matrixnode->getAbsolutePosition();
+       if (!getParent())
+               return pos_translator.val_current;
 
-               return m_position;
+       // Calculate real position in world based on MatrixNode
+       if (m_matrixnode) {
+               v3s16 camera_offset = m_env->getCameraOffset();
+               return m_matrixnode->getAbsolutePosition() +
+                               intToFloat(camera_offset, BS);
        }
-       return pos_translator.val_current;
+
+       return m_position;
 }
 
-const bool GenericCAO::isImmortal()
+bool GenericCAO::isImmortal() const
 {
        return itemgroup_get(getGroups(), "immortal");
 }
 
-scene::ISceneNode* GenericCAO::getSceneNode()
+scene::ISceneNode *GenericCAO::getSceneNode() const
 {
        if (m_meshnode) {
                return m_meshnode;
@@ -436,60 +460,118 @@ scene::ISceneNode* GenericCAO::getSceneNode()
        return NULL;
 }
 
-scene::IAnimatedMeshSceneNode* GenericCAO::getAnimatedMeshSceneNode()
+scene::IAnimatedMeshSceneNode *GenericCAO::getAnimatedMeshSceneNode() const
 {
        return m_animated_meshnode;
 }
 
 void GenericCAO::setChildrenVisible(bool toset)
 {
-       for (u16 cao_id : m_children) {
+       for (u16 cao_id : m_attachment_child_ids) {
                GenericCAO *obj = m_env->getGenericCAO(cao_id);
                if (obj) {
-                       obj->setVisible(toset);
+                       // Check if the entity is forced to appear in first person.
+                       obj->setVisible(obj->m_force_visible ? true : toset);
                }
        }
 }
 
-void GenericCAO::setAttachments()
+void GenericCAO::setAttachment(int parent_id, const std::string &bone,
+               v3f position, v3f rotation, bool force_visible)
 {
+       int old_parent = m_attachment_parent_id;
+       m_attachment_parent_id = parent_id;
+       m_attachment_bone = bone;
+       m_attachment_position = position;
+       m_attachment_rotation = rotation;
+       m_force_visible = force_visible;
+
+       ClientActiveObject *parent = m_env->getActiveObject(parent_id);
+
+       if (parent_id != old_parent) {
+               if (auto *o = m_env->getActiveObject(old_parent))
+                       o->removeAttachmentChild(m_id);
+               if (parent)
+                       parent->addAttachmentChild(m_id);
+       }
        updateAttachments();
+
+       // Forcibly show attachments if required by set_attach
+       if (m_force_visible) {
+               m_is_visible = true;
+       } else if (!m_is_local_player) {
+               // Objects attached to the local player should be hidden in first person
+               m_is_visible = !m_attached_to_local ||
+                       m_client->getCamera()->getCameraMode() != CAMERA_MODE_FIRST;
+               m_force_visible = false;
+       } else {
+               // Local players need to have this set,
+               // otherwise first person attachments fail.
+               m_is_visible = true;
+       }
 }
 
-ClientActiveObject* GenericCAO::getParent() const
+void GenericCAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
+       v3f *rotation, bool *force_visible) const
 {
-       ClientActiveObject *obj = NULL;
+       *parent_id = m_attachment_parent_id;
+       *bone = m_attachment_bone;
+       *position = m_attachment_position;
+       *rotation = m_attachment_rotation;
+       *force_visible = m_force_visible;
+}
+
+void GenericCAO::clearChildAttachments()
+{
+       // Cannot use for-loop here: setAttachment() modifies 'm_attachment_child_ids'!
+       while (!m_attachment_child_ids.empty()) {
+               int child_id = *m_attachment_child_ids.begin();
 
-       u16 attached_id = m_env->attachement_parent_ids[getId()];
+               if (ClientActiveObject *child = m_env->getActiveObject(child_id))
+                       child->setAttachment(0, "", v3f(), v3f(), false);
 
-       if ((attached_id != 0) &&
-                       (attached_id != getId())) {
-               obj = m_env->getActiveObject(attached_id);
+               removeAttachmentChild(child_id);
        }
-       return obj;
 }
 
-void GenericCAO::removeFromScene(bool permanent)
+void GenericCAO::clearParentAttachment()
 {
-       // Should be true when removing the object permanently and false when refreshing (eg: updating visuals)
-       if((m_env != NULL) && (permanent))
-       {
-               for (u16 ci : m_children) {
-                       if (m_env->attachement_parent_ids[ci] == getId()) {
-                               m_env->attachement_parent_ids[ci] = 0;
-                       }
-               }
-               m_children.clear();
+       if (m_attachment_parent_id)
+               setAttachment(0, "", m_attachment_position, m_attachment_rotation, false);
+       else
+               setAttachment(0, "", v3f(), v3f(), false);
+}
 
-               m_env->attachement_parent_ids[getId()] = 0;
+void GenericCAO::addAttachmentChild(int child_id)
+{
+       m_attachment_child_ids.insert(child_id);
+}
 
-               LocalPlayer* player = m_env->getLocalPlayer();
-               if (this == player->parent) {
-                       player->parent = nullptr;
-                       player->isAttached = false;
-               }
+void GenericCAO::removeAttachmentChild(int child_id)
+{
+       m_attachment_child_ids.erase(child_id);
+}
+
+ClientActiveObject* GenericCAO::getParent() const
+{
+       return m_attachment_parent_id ? m_env->getActiveObject(m_attachment_parent_id) :
+                       nullptr;
+}
+
+void GenericCAO::removeFromScene(bool permanent)
+{
+       // Should be true when removing the object permanently
+       // and false when refreshing (eg: updating visuals)
+       if (m_env && permanent) {
+               // The client does not know whether this object does re-appear to
+               // a later time, thus do not clear child attachments.
+
+               clearParentAttachment();
        }
 
+       if (auto shadow = RenderingEngine::get_shadow_renderer())
+               shadow->removeNodeFromShadowList(getSceneNode());
+
        if (m_meshnode) {
                m_meshnode->remove();
                m_meshnode->drop();
@@ -518,11 +600,14 @@ void GenericCAO::removeFromScene(bool permanent)
                m_client->getCamera()->removeNametag(m_nametag);
                m_nametag = nullptr;
        }
+
+       if (m_marker && m_client->getMinimap())
+               m_client->getMinimap()->removeMarker(&m_marker);
 }
 
-void GenericCAO::addToScene(ITextureSource *tsrc)
+void GenericCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
 {
-       m_smgr = RenderingEngine::get_scene_manager();
+       m_smgr = smgr;
 
        if (getSceneNode() != NULL) {
                return;
@@ -530,29 +615,56 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
 
        m_visuals_expired = false;
 
-       if (!m_prop.is_visible) {
+       if (!m_prop.is_visible)
                return;
+
+       infostream << "GenericCAO::addToScene(): " << m_prop.visual << std::endl;
+
+       if (m_enable_shaders) {
+               IShaderSource *shader_source = m_client->getShaderSource();
+               MaterialType material_type;
+
+               if (m_prop.shaded && m_prop.glow == 0)
+                       material_type = (m_prop.use_texture_alpha) ?
+                               TILE_MATERIAL_ALPHA : TILE_MATERIAL_BASIC;
+               else
+                       material_type = (m_prop.use_texture_alpha) ?
+                               TILE_MATERIAL_PLAIN_ALPHA : TILE_MATERIAL_PLAIN;
+
+               u32 shader_id = shader_source->getShader("object_shader", material_type, NDT_NORMAL);
+               m_material_type = shader_source->getShaderInfo(shader_id).material;
+       } else {
+               m_material_type = (m_prop.use_texture_alpha) ?
+                       video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
        }
 
-       video::E_MATERIAL_TYPE material_type = (m_prop.use_texture_alpha) ?
-               video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+       auto grabMatrixNode = [this] {
+               m_matrixnode = m_smgr->addDummyTransformationSceneNode();
+               m_matrixnode->grab();
+       };
+
+       auto setSceneNodeMaterial = [this] (scene::ISceneNode *node) {
+               node->setMaterialFlag(video::EMF_LIGHTING, false);
+               node->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
+               node->setMaterialFlag(video::EMF_FOG_ENABLE, true);
+               node->setMaterialType(m_material_type);
+
+               if (m_enable_shaders) {
+                       node->setMaterialFlag(video::EMF_GOURAUD_SHADING, false);
+                       node->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);
+               }
+       };
 
        if (m_prop.visual == "sprite") {
-               infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
-               m_matrixnode = RenderingEngine::get_scene_manager()->
-                               addDummyTransformationSceneNode();
-               m_matrixnode->grab();
-               m_spritenode = RenderingEngine::get_scene_manager()->addBillboardSceneNode(
+               grabMatrixNode();
+               m_spritenode = m_smgr->addBillboardSceneNode(
                                m_matrixnode, v2f(1, 1), v3f(0,0,0), -1);
                m_spritenode->grab();
                m_spritenode->setMaterialTexture(0,
-                               tsrc->getTextureForMesh("unknown_node.png"));
-               m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
-               m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
-               m_spritenode->setMaterialType(material_type);
-               m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
-               u8 li = m_last_light;
-               m_spritenode->setColor(video::SColor(255,li,li,li));
+                               tsrc->getTextureForMesh("no_texture.png"));
+
+               setSceneNodeMaterial(m_spritenode);
+
                m_spritenode->setSize(v2f(m_prop.visual_size.X,
                                m_prop.visual_size.Y) * BS);
                {
@@ -562,19 +674,19 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
                                        txs, tys, 0, 0);
                }
        } else if (m_prop.visual == "upright_sprite") {
+               grabMatrixNode();
                scene::SMesh *mesh = new scene::SMesh();
                double dx = BS * m_prop.visual_size.X / 2;
                double dy = BS * m_prop.visual_size.Y / 2;
-               u8 li = m_last_light;
-               video::SColor c(255, li, li, li);
+               video::SColor c(0xFFFFFFFF);
 
                { // Front
                        scene::IMeshBuffer *buf = new scene::SMeshBuffer();
                        video::S3DVertex vertices[4] = {
-                               video::S3DVertex(-dx, -dy, 0, 0,0,0, c, 1,1),
-                               video::S3DVertex( dx, -dy, 0, 0,0,0, c, 0,1),
-                               video::S3DVertex( dx,  dy, 0, 0,0,0, c, 0,0),
-                               video::S3DVertex(-dx,  dy, 0, 0,0,0, c, 1,0),
+                               video::S3DVertex(-dx, -dy, 0, 0,0,1, c, 1,1),
+                               video::S3DVertex( dx, -dy, 0, 0,0,1, c, 0,1),
+                               video::S3DVertex( dx,  dy, 0, 0,0,1, c, 0,0),
+                               video::S3DVertex(-dx,  dy, 0, 0,0,1, c, 1,0),
                        };
                        if (m_is_player) {
                                // Move minimal Y position to 0 (feet position)
@@ -587,7 +699,14 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
                        buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
                        buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
                        buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
-                       buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+                       buf->getMaterial().MaterialType = m_material_type;
+
+                       if (m_enable_shaders) {
+                               buf->getMaterial().EmissiveColor = c;
+                               buf->getMaterial().setFlag(video::EMF_GOURAUD_SHADING, false);
+                               buf->getMaterial().setFlag(video::EMF_NORMALIZE_NORMALS, true);
+                       }
+
                        // Add to mesh
                        mesh->addMeshBuffer(buf);
                        buf->drop();
@@ -595,10 +714,10 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
                { // Back
                        scene::IMeshBuffer *buf = new scene::SMeshBuffer();
                        video::S3DVertex vertices[4] = {
-                               video::S3DVertex( dx,-dy, 0, 0,0,0, c, 1,1),
-                               video::S3DVertex(-dx,-dy, 0, 0,0,0, c, 0,1),
-                               video::S3DVertex(-dx, dy, 0, 0,0,0, c, 0,0),
-                               video::S3DVertex( dx, dy, 0, 0,0,0, c, 1,0),
+                               video::S3DVertex( dx,-dy, 0, 0,0,-1, c, 1,1),
+                               video::S3DVertex(-dx,-dy, 0, 0,0,-1, c, 0,1),
+                               video::S3DVertex(-dx, dy, 0, 0,0,-1, c, 0,0),
+                               video::S3DVertex( dx, dy, 0, 0,0,-1, c, 1,0),
                        };
                        if (m_is_player) {
                                // Move minimal Y position to 0 (feet position)
@@ -611,71 +730,64 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
                        buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
                        buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
                        buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
-                       buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+                       buf->getMaterial().MaterialType = m_material_type;
+
+                       if (m_enable_shaders) {
+                               buf->getMaterial().EmissiveColor = c;
+                               buf->getMaterial().setFlag(video::EMF_GOURAUD_SHADING, false);
+                               buf->getMaterial().setFlag(video::EMF_NORMALIZE_NORMALS, true);
+                       }
+
                        // Add to mesh
                        mesh->addMeshBuffer(buf);
                        buf->drop();
                }
-               m_matrixnode = RenderingEngine::get_scene_manager()->
-                       addDummyTransformationSceneNode();
-               m_matrixnode->grab();
-               m_meshnode = RenderingEngine::get_scene_manager()->
-                       addMeshSceneNode(mesh, m_matrixnode);
+               m_meshnode = m_smgr->addMeshSceneNode(mesh, m_matrixnode);
                m_meshnode->grab();
                mesh->drop();
-               // Set it to use the materials of the meshbuffers directly.
-               // This is needed for changing the texture in the future
-               m_meshnode->setReadOnlyMaterials(true);
        } else if (m_prop.visual == "cube") {
-               infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
+               grabMatrixNode();
                scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
-               m_matrixnode = RenderingEngine::get_scene_manager()->
-                       addDummyTransformationSceneNode(nullptr);
-               m_matrixnode->grab();
-               m_meshnode = RenderingEngine::get_scene_manager()->
-                       addMeshSceneNode(mesh, m_matrixnode);
+               m_meshnode = m_smgr->addMeshSceneNode(mesh, m_matrixnode);
                m_meshnode->grab();
                mesh->drop();
 
                m_meshnode->setScale(m_prop.visual_size);
-               u8 li = m_last_light;
-               setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
+               m_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
+                       m_prop.backface_culling);
 
-               m_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
-               m_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
-               m_meshnode->setMaterialType(material_type);
-               m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
+               setSceneNodeMaterial(m_meshnode);
        } else if (m_prop.visual == "mesh") {
-               infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
+               grabMatrixNode();
                scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh, true);
                if (mesh) {
-                       m_matrixnode = RenderingEngine::get_scene_manager()->
-                               addDummyTransformationSceneNode(nullptr);
-                       m_matrixnode->grab();
-                       m_animated_meshnode = RenderingEngine::get_scene_manager()->
-                               addAnimatedMeshSceneNode(mesh, m_matrixnode);
+                       if (!checkMeshNormals(mesh)) {
+                               infostream << "GenericCAO: recalculating normals for mesh "
+                                       << m_prop.mesh << std::endl;
+                               m_smgr->getMeshManipulator()->
+                                               recalculateNormals(mesh, true, false);
+                       }
+
+                       m_animated_meshnode = m_smgr->addAnimatedMeshSceneNode(mesh, m_matrixnode);
                        m_animated_meshnode->grab();
                        mesh->drop(); // The scene node took hold of it
                        m_animated_meshnode->animateJoints(); // Needed for some animations
                        m_animated_meshnode->setScale(m_prop.visual_size);
-                       u8 li = m_last_light;
 
                        // set vertex colors to ensure alpha is set
-                       setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
+                       setMeshColor(m_animated_meshnode->getMesh(), video::SColor(0xFFFFFFFF));
 
-                       setAnimatedMeshColor(m_animated_meshnode, video::SColor(255,li,li,li));
+                       setAnimatedMeshColor(m_animated_meshnode, video::SColor(0xFFFFFFFF));
+
+                       setSceneNodeMaterial(m_animated_meshnode);
 
-                       m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, true);
-                       m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
-                       m_animated_meshnode->setMaterialType(material_type);
-                       m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
                        m_animated_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
                                m_prop.backface_culling);
                } else
                        errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
        } else if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
+               grabMatrixNode();
                ItemStack item;
-               infostream << "GenericCAO::addToScene(): wielditem" << std::endl;
                if (m_prop.wield_item.empty()) {
                        // Old format, only textures are specified.
                        infostream << "textures: " << m_prop.textures.size() << std::endl;
@@ -689,18 +801,12 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
                        infostream << "serialized form: " << m_prop.wield_item << std::endl;
                        item.deSerialize(m_prop.wield_item, m_client->idef());
                }
-               m_matrixnode = RenderingEngine::get_scene_manager()->
-                       addDummyTransformationSceneNode(nullptr);
-               m_matrixnode->grab();
-               m_wield_meshnode = new WieldMeshSceneNode(
-                       RenderingEngine::get_scene_manager(), -1);
-               m_wield_meshnode->setParent(m_matrixnode);
+               m_wield_meshnode = new WieldMeshSceneNode(m_smgr, -1);
                m_wield_meshnode->setItem(item, m_client,
                        (m_prop.visual == "wielditem"));
 
                m_wield_meshnode->setScale(m_prop.visual_size / 2.0f);
-               u8 li = m_last_light;
-               m_wield_meshnode->setColor(video::SColor(255, li, li, li));
+               m_wield_meshnode->setColor(video::SColor(0xFFFFFFFF));
        } else {
                infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
                                <<"\" not supported"<<std::endl;
@@ -710,67 +816,183 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
        if (m_reset_textures_timer < 0)
                updateTextures(m_current_texture_modifier);
 
-       scene::ISceneNode *node = getSceneNode();
-       if (node && !m_prop.nametag.empty() && !m_is_local_player) {
-               // Add nametag
-               v3f pos;
-               pos.Y = m_prop.selectionbox.MaxEdge.Y + 0.3f;
-               m_nametag = m_client->getCamera()->addNametag(node,
-                       m_prop.nametag, m_prop.nametag_color,
-                       pos);
+       if (scene::ISceneNode *node = getSceneNode()) {
+               if (m_matrixnode)
+                       node->setParent(m_matrixnode);
+
+               if (auto shadow = RenderingEngine::get_shadow_renderer())
+                       shadow->addNodeToShadowList(node);
        }
 
+       updateNametag();
+       updateMarker();
        updateNodePos();
        updateAnimation();
        updateBonePosition();
        updateAttachments();
+       setNodeLight(m_last_light);
+       updateMeshCulling();
+
+       if (m_animated_meshnode) {
+               u32 mat_count = m_animated_meshnode->getMaterialCount();
+               if (mat_count == 0 || m_prop.textures.empty()) {
+                       // nothing
+               } else if (mat_count > m_prop.textures.size()) {
+                       std::ostringstream oss;
+                       oss << "GenericCAO::addToScene(): Model "
+                               << m_prop.mesh << " loaded with " << mat_count
+                               << " mesh buffers but only " << m_prop.textures.size()
+                               << " texture(s) specifed, this is deprecated.";
+                       logOnce(oss, warningstream);
+
+                       video::ITexture *last = m_animated_meshnode->getMaterial(0).TextureLayer[0].Texture;
+                       for (u32 i = 1; i < mat_count; i++) {
+                               auto &layer = m_animated_meshnode->getMaterial(i).TextureLayer[0];
+                               if (!layer.Texture)
+                                       layer.Texture = last;
+                               last = layer.Texture;
+                       }
+               }
+       }
 }
 
-void GenericCAO::updateLight(u8 light_at_pos)
+void GenericCAO::updateLight(u32 day_night_ratio)
 {
-       // Don't update light of attached one
-       if (getParent() != NULL) {
+       if (m_glow < 0)
                return;
+
+       u16 light_at_pos = 0;
+       u8 light_at_pos_intensity = 0;
+       bool pos_ok = false;
+
+       v3s16 pos[3];
+       u16 npos = getLightPosition(pos);
+       for (u16 i = 0; i < npos; i++) {
+               bool this_ok;
+               MapNode n = m_env->getMap().getNode(pos[i], &this_ok);
+               if (this_ok) {
+                       u16 this_light = getInteriorLight(n, 0, m_client->ndef());
+                       u8 this_light_intensity = MYMAX(this_light & 0xFF, (this_light >> 8) && 0xFF);
+                       if (this_light_intensity > light_at_pos_intensity) {
+                               light_at_pos = this_light;
+                               light_at_pos_intensity = this_light_intensity;
+                       }
+                       pos_ok = true;
+               }
        }
+       if (!pos_ok)
+               light_at_pos = LIGHT_SUN;
 
-       updateLightNoCheck(light_at_pos);
+       video::SColor light = encode_light(light_at_pos, m_glow);
+       if (!m_enable_shaders)
+               final_color_blend(&light, light_at_pos, day_night_ratio);
 
-       // Update light of all children
-       for (u16 i : m_children) {
-               ClientActiveObject *obj = m_env->getActiveObject(i);
-               if (obj) {
-                       obj->updateLightNoCheck(light_at_pos);
-               }
+       if (light != m_last_light) {
+               m_last_light = light;
+               setNodeLight(light);
        }
 }
 
-void GenericCAO::updateLightNoCheck(u8 light_at_pos)
+void GenericCAO::setNodeLight(const video::SColor &light_color)
 {
-       if (m_glow < 0)
+       if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
+               if (m_wield_meshnode)
+                       m_wield_meshnode->setNodeLightColor(light_color);
                return;
+       }
+
+       if (m_enable_shaders) {
+               if (m_prop.visual == "upright_sprite") {
+                       if (!m_meshnode)
+                               return;
+                       for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i)
+                               m_meshnode->getMaterial(i).EmissiveColor = light_color;
+               } else {
+                       scene::ISceneNode *node = getSceneNode();
+                       if (!node)
+                               return;
 
-       u8 li = decode_light(light_at_pos + m_glow);
-       if (li != m_last_light) {
-               m_last_light = li;
-               video::SColor color(255,li,li,li);
+                       for (u32 i = 0; i < node->getMaterialCount(); ++i) {
+                               video::SMaterial &material = node->getMaterial(i);
+                               material.EmissiveColor = light_color;
+                       }
+               }
+       } else {
                if (m_meshnode) {
-                       setMeshColor(m_meshnode->getMesh(), color);
+                       setMeshColor(m_meshnode->getMesh(), light_color);
                } else if (m_animated_meshnode) {
-                       setAnimatedMeshColor(m_animated_meshnode, color);
-               } else if (m_wield_meshnode) {
-                       m_wield_meshnode->setColor(color);
+                       setAnimatedMeshColor(m_animated_meshnode, light_color);
                } else if (m_spritenode) {
-                       m_spritenode->setColor(color);
+                       m_spritenode->setColor(light_color);
                }
        }
 }
 
-v3s16 GenericCAO::getLightPosition()
+u16 GenericCAO::getLightPosition(v3s16 *pos)
+{
+       const auto &box = m_prop.collisionbox;
+       pos[0] = floatToInt(m_position + box.MinEdge * BS, BS);
+       pos[1] = floatToInt(m_position + box.MaxEdge * BS, BS);
+
+       // Skip center pos if it falls into the same node as Min or MaxEdge
+       if ((box.MaxEdge - box.MinEdge).getLengthSQ() < 3.0f)
+               return 2;
+       pos[2] = floatToInt(m_position + box.getCenter() * BS, BS);
+       return 3;
+}
+
+void GenericCAO::updateMarker()
+{
+       if (!m_client->getMinimap())
+               return;
+
+       if (!m_prop.show_on_minimap) {
+               if (m_marker)
+                       m_client->getMinimap()->removeMarker(&m_marker);
+               return;
+       }
+
+       if (m_marker)
+               return;
+
+       scene::ISceneNode *node = getSceneNode();
+       if (!node)
+               return;
+       m_marker = m_client->getMinimap()->addMarker(node);
+}
+
+void GenericCAO::updateNametag()
 {
-       if (m_is_player)
-               return floatToInt(m_position + v3f(0, 0.5 * BS, 0), BS);
+       if (m_is_local_player) // No nametag for local player
+               return;
+
+       if (m_prop.nametag.empty() || m_prop.nametag_color.getAlpha() == 0) {
+               // Delete nametag
+               if (m_nametag) {
+                       m_client->getCamera()->removeNametag(m_nametag);
+                       m_nametag = nullptr;
+               }
+               return;
+       }
+
+       scene::ISceneNode *node = getSceneNode();
+       if (!node)
+               return;
 
-       return floatToInt(m_position, BS);
+       v3f pos;
+       pos.Y = m_prop.selectionbox.MaxEdge.Y + 0.3f;
+       if (!m_nametag) {
+               // Add nametag
+               m_nametag = m_client->getCamera()->addNametag(node,
+                       m_prop.nametag, m_prop.nametag_color,
+                       m_prop.nametag_bgcolor, pos);
+       } else {
+               // Update nametag
+               m_nametag->text = m_prop.nametag;
+               m_nametag->textcolor = m_prop.nametag_color;
+               m_nametag->bgcolor = m_prop.nametag_bgcolor;
+               m_nametag->pos = pos;
+       }
 }
 
 void GenericCAO::updateNodePos()
@@ -794,27 +1016,28 @@ void GenericCAO::updateNodePos()
 
 void GenericCAO::step(float dtime, ClientEnvironment *env)
 {
-       // Handel model of local player instantly to prevent lags
+       // Handle model animations and update positions instantly to prevent lags
        if (m_is_local_player) {
                LocalPlayer *player = m_env->getLocalPlayer();
+               m_position = player->getPosition();
+               pos_translator.val_current = m_position;
+               m_rotation.Y = wrapDegrees_0_360(player->getYaw());
+               rot_translator.val_current = m_rotation;
+
                if (m_is_visible) {
                        int old_anim = player->last_animation;
                        float old_anim_speed = player->last_animation_speed;
-                       m_position = player->getPosition();
-                       m_rotation.Y = wrapDegrees_0_360(player->getYaw());
                        m_velocity = v3f(0,0,0);
                        m_acceleration = v3f(0,0,0);
-                       pos_translator.val_current = m_position;
-                       rot_translator.val_current = m_rotation;
                        const PlayerControl &controls = player->getPlayerControl();
+                       f32 new_speed = player->local_animation_speed;
 
                        bool walking = false;
-                       if (controls.up || controls.down || controls.left || controls.right ||
-                                       controls.forw_move_joystick_axis != 0.f ||
-                                       controls.sidew_move_joystick_axis != 0.f)
+                       if (controls.movement_speed > 0.001f) {
+                               new_speed *= controls.movement_speed;
                                walking = true;
+                       }
 
-                       f32 new_speed = player->local_animation_speed;
                        v2s32 new_anim = v2s32(0,0);
                        bool allow_update = false;
 
@@ -826,24 +1049,24 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
                                        g_settings->getBool("free_move") &&
                                        m_client->checkLocalPrivilege("fly"))))
                                        new_speed *= 1.5;
-                       // slowdown speed if sneeking
+                       // slowdown speed if sneaking
                        if (controls.sneak && walking)
                                new_speed /= 2;
 
-                       if (walking && (controls.LMB || controls.RMB)) {
+                       if (walking && (controls.dig || controls.place)) {
                                new_anim = player->local_animations[3];
                                player->last_animation = WD_ANIM;
-                       } else if(walking) {
+                       } else if (walking) {
                                new_anim = player->local_animations[1];
                                player->last_animation = WALK_ANIM;
-                       } else if(controls.LMB || controls.RMB) {
+                       } else if (controls.dig || controls.place) {
                                new_anim = player->local_animations[2];
                                player->last_animation = DIG_ANIM;
                        }
 
                        // Apply animations if input detected and not attached
                        // or set idle animation
-                       if ((new_anim.X + new_anim.Y) > 0 && !player->isAttached) {
+                       if ((new_anim.X + new_anim.Y) > 0 && !getParent()) {
                                allow_update = true;
                                m_animation_range = new_anim;
                                m_animation_speed = new_speed;
@@ -859,9 +1082,9 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
 
                        // Update local player animations
                        if ((player->last_animation != old_anim ||
-                               m_animation_speed != old_anim_speed) &&
-                               player->last_animation != NO_ANIM && allow_update)
-                                       updateAnimation();
+                                       m_animation_speed != old_anim_speed) &&
+                                       player->last_animation != NO_ANIM && allow_update)
+                               updateAnimation();
 
                }
        }
@@ -871,12 +1094,8 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
 
                // Attachments, part 1: All attached objects must be unparented first,
                // or Irrlicht causes a segmentation fault
-               for (auto ci = m_children.begin(); ci != m_children.end();) {
-                       if (m_env->attachement_parent_ids[*ci] != getId()) {
-                               ci = m_children.erase(ci);
-                               continue;
-                       }
-                       ClientActiveObject *obj = m_env->getActiveObject(*ci);
+               for (u16 cao_id : m_attachment_child_ids) {
+                       ClientActiveObject *obj = m_env->getActiveObject(cao_id);
                        if (obj) {
                                scene::ISceneNode *child_node = obj->getSceneNode();
                                // The node's parent is always an IDummyTraformationSceneNode,
@@ -884,18 +1103,16 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
                                if (child_node)
                                        child_node->getParent()->setParent(m_smgr->getRootSceneNode());
                        }
-                       ++ci;
                }
 
                removeFromScene(false);
-               addToScene(m_client->tsrc());
+               addToScene(m_client->tsrc(), m_smgr);
 
                // Attachments, part 2: Now that the parent has been refreshed, put its attachments back
-               for (u16 cao_id : m_children) {
-                       // Get the object of the child
+               for (u16 cao_id : m_attachment_child_ids) {
                        ClientActiveObject *obj = m_env->getActiveObject(cao_id);
                        if (obj)
-                               obj->setAttachments();
+                               obj->updateAttachments();
                }
        }
 
@@ -911,13 +1128,7 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
                m_velocity = v3f(0,0,0);
                m_acceleration = v3f(0,0,0);
                pos_translator.val_current = m_position;
-
-               if(m_is_local_player) // Update local player attachment position
-               {
-                       LocalPlayer *player = m_env->getLocalPlayer();
-                       player->overridePosition = getParent()->getPosition();
-                       m_env->getLocalPlayer()->parent = getParent();
-               }
+               pos_translator.val_target = m_position;
        } else {
                rot_translator.translate(dtime);
                v3f lastpos = pos_translator.val_current;
@@ -941,16 +1152,14 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
 
                        bool is_end_position = moveresult.collides;
                        pos_translator.update(m_position, is_end_position, dtime);
-                       pos_translator.translate(dtime);
-                       updateNodePos();
                } else {
                        m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
                        m_velocity += dtime * m_acceleration;
                        pos_translator.update(m_position, pos_translator.aim_is_end,
                                        pos_translator.anim_time);
-                       pos_translator.translate(dtime);
-                       updateNodePos();
                }
+               pos_translator.translate(dtime);
+               updateNodePos();
 
                float moved = lastpos.getDistanceFrom(pos_translator.val_current);
                m_step_distance_counter += moved;
@@ -960,7 +1169,7 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
                                const NodeDefManager *ndef = m_client->ndef();
                                v3s16 p = floatToInt(getPosition() +
                                        v3f(0.0f, (m_prop.collisionbox.MinEdge.Y - 0.5f) * BS, 0.0f), BS);
-                               MapNode n = m_env->getMap().getNodeNoEx(p);
+                               MapNode n = m_env->getMap().getNode(p);
                                SimpleSoundSpec spec = ndef->get(n).sound_footstep;
                                // Reduce footstep gain, as non-local-player footsteps are
                                // somehow louder.
@@ -989,14 +1198,17 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
                        updateTextures(m_previous_texture_modifier);
                }
        }
-       if (!getParent() && std::fabs(m_prop.automatic_rotate) > 0.001) {
-               m_rotation.Y += dtime * m_prop.automatic_rotate * 180 / M_PI;
-               rot_translator.val_current = m_rotation;
-               updateNodePos();
+
+       if (!getParent() && node && fabs(m_prop.automatic_rotate) > 0.001f) {
+               // This is the child node's rotation. It is only used for automatic_rotate.
+               v3f local_rot = node->getRotation();
+               local_rot.Y = modulo360f(local_rot.Y - dtime * core::RADTODEG *
+                               m_prop.automatic_rotate);
+               node->setRotation(local_rot);
        }
 
        if (!getParent() && m_prop.automatic_face_movement_dir &&
-                       (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)) {
+                       (fabs(m_velocity.Z) > 0.001f || fabs(m_velocity.X) > 0.001f)) {
                float target_yaw = atan2(m_velocity.Z, m_velocity.X) * 180 / M_PI
                                + m_prop.automatic_face_movement_dir_offset;
                float max_rotation_per_sec =
@@ -1013,6 +1225,18 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
                rot_translator.val_current = m_rotation;
                updateNodePos();
        }
+
+       if (m_animated_meshnode) {
+               // Everything must be updated; the whole transform
+               // chain as well as the animated mesh node.
+               // Otherwise, bone attachments would be relative to
+               // a position that's one frame old.
+               if (m_matrixnode)
+                       updatePositionRecursive(m_matrixnode);
+               m_animated_meshnode->updateAbsolutePosition();
+               m_animated_meshnode->animateJoints();
+               updateBonePosition();
+       }
 }
 
 void GenericCAO::updateTexturePos()
@@ -1030,6 +1254,7 @@ void GenericCAO::updateTexturePos()
                int row = m_tx_basepos.Y;
                int col = m_tx_basepos.X;
 
+               // Yawpitch goes rightwards
                if (m_tx_select_horiz_by_yawpitch) {
                        if (cam_to_entity.Y > 0.75)
                                col += 5;
@@ -1060,6 +1285,27 @@ void GenericCAO::updateTexturePos()
                float tys = m_tx_size.Y;
                setBillboardTextureMatrix(m_spritenode, txs, tys, col, row);
        }
+
+       else if (m_meshnode) {
+               if (m_prop.visual == "upright_sprite") {
+                       int row = m_tx_basepos.Y;
+                       int col = m_tx_basepos.X;
+
+                       // Animation goes downwards
+                       row += m_anim_frame;
+
+                       const auto &tx = m_tx_size;
+                       v2f t[4] = { // cf. vertices in GenericCAO::addToScene()
+                               tx * v2f(col+1, row+1),
+                               tx * v2f(col, row+1),
+                               tx * v2f(col, row),
+                               tx * v2f(col+1, row),
+                       };
+                       auto mesh = m_meshnode->getMesh();
+                       setMeshBufferTextureCoords(mesh->getMeshBuffer(0), t, 4);
+                       setMeshBufferTextureCoords(mesh->getMeshBuffer(1), t, 4);
+               }
+       }
 }
 
 // Do not pass by reference, see header.
@@ -1075,19 +1321,23 @@ void GenericCAO::updateTextures(std::string mod)
        m_current_texture_modifier = mod;
        m_glow = m_prop.glow;
 
-       video::E_MATERIAL_TYPE material_type = (m_prop.use_texture_alpha) ?
-               video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+       video::ITexture *shadow_texture = nullptr;
+       if (auto shadow = RenderingEngine::get_shadow_renderer())
+               shadow_texture = shadow->get_texture();
+
+       const u32 TEXTURE_LAYER_SHADOW = 3;
 
        if (m_spritenode) {
                if (m_prop.visual == "sprite") {
-                       std::string texturestring = "unknown_node.png";
+                       std::string texturestring = "no_texture.png";
                        if (!m_prop.textures.empty())
                                texturestring = m_prop.textures[0];
                        texturestring += mod;
-                       m_spritenode->getMaterial(0).MaterialType = material_type;
+                       m_spritenode->getMaterial(0).MaterialType = m_material_type;
                        m_spritenode->getMaterial(0).MaterialTypeParam = 0.5f;
                        m_spritenode->setMaterialTexture(0,
                                        tsrc->getTextureForMesh(texturestring));
+                       m_spritenode->setMaterialTexture(TEXTURE_LAYER_SHADOW, shadow_texture);
 
                        // This allows setting per-material colors. However, until a real lighting
                        // system is added, the code below will have no effect. Once MineTest
@@ -1104,7 +1354,7 @@ void GenericCAO::updateTextures(std::string mod)
                }
        }
 
-       if (m_animated_meshnode) {
+       else if (m_animated_meshnode) {
                if (m_prop.visual == "mesh") {
                        for (u32 i = 0; i < m_prop.textures.size() &&
                                        i < m_animated_meshnode->getMaterialCount(); ++i) {
@@ -1120,9 +1370,10 @@ void GenericCAO::updateTextures(std::string mod)
 
                                // Set material flags and texture
                                video::SMaterial& material = m_animated_meshnode->getMaterial(i);
-                               material.MaterialType = material_type;
+                               material.MaterialType = m_material_type;
                                material.MaterialTypeParam = 0.5f;
                                material.TextureLayer[0].Texture = texture;
+                               material.TextureLayer[TEXTURE_LAYER_SHADOW].Texture = shadow_texture;
                                material.setFlag(video::EMF_LIGHTING, true);
                                material.setFlag(video::EMF_BILINEAR_FILTER, false);
                                material.setFlag(video::EMF_BACK_FACE_CULLING, m_prop.backface_culling);
@@ -1153,13 +1404,13 @@ void GenericCAO::updateTextures(std::string mod)
                        }
                }
        }
-       if(m_meshnode)
-       {
+
+       else if (m_meshnode) {
                if(m_prop.visual == "cube")
                {
                        for (u32 i = 0; i < 6; ++i)
                        {
-                               std::string texturestring = "unknown_node.png";
+                               std::string texturestring = "no_texture.png";
                                if(m_prop.textures.size() > i)
                                        texturestring = m_prop.textures[i];
                                texturestring += mod;
@@ -1167,12 +1418,13 @@ void GenericCAO::updateTextures(std::string mod)
 
                                // Set material flags and texture
                                video::SMaterial& material = m_meshnode->getMaterial(i);
-                               material.MaterialType = material_type;
+                               material.MaterialType = m_material_type;
                                material.MaterialTypeParam = 0.5f;
                                material.setFlag(video::EMF_LIGHTING, false);
                                material.setFlag(video::EMF_BILINEAR_FILTER, false);
                                material.setTexture(0,
                                                tsrc->getTextureForMesh(texturestring));
+                               material.setTexture(TEXTURE_LAYER_SHADOW, shadow_texture);
                                material.getTextureMatrix(0).makeIdentity();
 
                                // This allows setting per-material colors. However, until a real lighting
@@ -1192,59 +1444,65 @@ void GenericCAO::updateTextures(std::string mod)
                } else if (m_prop.visual == "upright_sprite") {
                        scene::IMesh *mesh = m_meshnode->getMesh();
                        {
-                               std::string tname = "unknown_object.png";
+                               std::string tname = "no_texture.png";
                                if (!m_prop.textures.empty())
                                        tname = m_prop.textures[0];
                                tname += mod;
-                               scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
-                               buf->getMaterial().setTexture(0,
+                               auto& material = m_meshnode->getMaterial(0);
+                               material.setTexture(0,
                                                tsrc->getTextureForMesh(tname));
+                               material.setTexture(TEXTURE_LAYER_SHADOW, shadow_texture);
 
                                // This allows setting per-material colors. However, until a real lighting
                                // system is added, the code below will have no effect. Once MineTest
                                // has directional lighting, it should work automatically.
                                if(!m_prop.colors.empty()) {
-                                       buf->getMaterial().AmbientColor = m_prop.colors[0];
-                                       buf->getMaterial().DiffuseColor = m_prop.colors[0];
-                                       buf->getMaterial().SpecularColor = m_prop.colors[0];
+                                       material.AmbientColor = m_prop.colors[0];
+                                       material.DiffuseColor = m_prop.colors[0];
+                                       material.SpecularColor = m_prop.colors[0];
                                }
 
-                               buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
-                               buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
-                               buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
+                               material.setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
+                               material.setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
+                               material.setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
                        }
                        {
-                               std::string tname = "unknown_object.png";
+                               std::string tname = "no_texture.png";
                                if (m_prop.textures.size() >= 2)
                                        tname = m_prop.textures[1];
                                else if (!m_prop.textures.empty())
                                        tname = m_prop.textures[0];
                                tname += mod;
-                               scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
-                               buf->getMaterial().setTexture(0,
+                               auto& material = m_meshnode->getMaterial(1);
+                               material.setTexture(0,
                                                tsrc->getTextureForMesh(tname));
+                               material.setTexture(TEXTURE_LAYER_SHADOW, shadow_texture);
 
                                // This allows setting per-material colors. However, until a real lighting
                                // system is added, the code below will have no effect. Once MineTest
                                // has directional lighting, it should work automatically.
                                if (m_prop.colors.size() >= 2) {
-                                       buf->getMaterial().AmbientColor = m_prop.colors[1];
-                                       buf->getMaterial().DiffuseColor = m_prop.colors[1];
-                                       buf->getMaterial().SpecularColor = m_prop.colors[1];
-                                       setMeshColor(mesh, m_prop.colors[1]);
+                                       material.AmbientColor = m_prop.colors[1];
+                                       material.DiffuseColor = m_prop.colors[1];
+                                       material.SpecularColor = m_prop.colors[1];
                                } else if (!m_prop.colors.empty()) {
-                                       buf->getMaterial().AmbientColor = m_prop.colors[0];
-                                       buf->getMaterial().DiffuseColor = m_prop.colors[0];
-                                       buf->getMaterial().SpecularColor = m_prop.colors[0];
-                                       setMeshColor(mesh, m_prop.colors[0]);
+                                       material.AmbientColor = m_prop.colors[0];
+                                       material.DiffuseColor = m_prop.colors[0];
+                                       material.SpecularColor = m_prop.colors[0];
                                }
 
-                               buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
-                               buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
-                               buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
+                               material.setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
+                               material.setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
+                               material.setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
                        }
+                       // Set mesh color (only if lighting is disabled)
+                       if (!m_prop.colors.empty() && m_glow < 0)
+                               setMeshColor(mesh, m_prop.colors[0]);
                }
        }
+       // Prevent showing the player after changing texture
+       if (m_is_local_player)
+               updateMeshCulling();
 }
 
 void GenericCAO::updateAnimation()
@@ -1258,11 +1516,8 @@ void GenericCAO::updateAnimation()
        if (m_animated_meshnode->getAnimationSpeed() != m_animation_speed)
                m_animated_meshnode->setAnimationSpeed(m_animation_speed);
        m_animated_meshnode->setTransitionTime(m_animation_blend);
-// Requires Irrlicht 1.8 or greater
-#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR > 1
        if (m_animated_meshnode->getLoopMode() != m_animation_loop)
                m_animated_meshnode->setLoopMode(m_animation_loop);
-#endif
 }
 
 void GenericCAO::updateAnimationSpeed()
@@ -1278,17 +1533,54 @@ void GenericCAO::updateBonePosition()
        if (m_bone_position.empty() || !m_animated_meshnode)
                return;
 
-       m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
-       for(std::unordered_map<std::string, core::vector2d<v3f>>::const_iterator
-                       ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
-               std::string bone_name = (*ii).first;
-               v3f bone_pos = (*ii).second.X;
-               v3f bone_rot = (*ii).second.Y;
-               irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
-               if(bone)
-               {
-                       bone->setPosition(bone_pos);
+       m_animated_meshnode->setJointMode(scene::EJUOR_CONTROL); // To write positions to the mesh on render
+       for (auto &it : m_bone_position) {
+               std::string bone_name = it.first;
+               scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
+               if (bone) {
+                       bone->setPosition(it.second.X);
+                       bone->setRotation(it.second.Y);
+               }
+       }
+
+       // search through bones to find mistakenly rotated bones due to bug in Irrlicht
+       for (u32 i = 0; i < m_animated_meshnode->getJointCount(); ++i) {
+               scene::IBoneSceneNode *bone = m_animated_meshnode->getJointNode(i);
+               if (!bone)
+                       continue;
+
+               //If bone is manually positioned there is no need to perform the bug check
+               bool skip = false;
+               for (auto &it : m_bone_position) {
+                       if (it.first == bone->getName()) {
+                               skip = true;
+                               break;
+                       }
+               }
+               if (skip)
+                       continue;
+
+               // Workaround for Irrlicht bug
+               // We check each bone to see if it has been rotated ~180deg from its expected position due to a bug in Irricht
+               // when using EJUOR_CONTROL joint control. If the bug is detected we update the bone to the proper position
+               // and update the bones transformation.
+               v3f bone_rot = bone->getRelativeTransformation().getRotationDegrees();
+               float offset = fabsf(bone_rot.X - bone->getRotation().X);
+               if (offset > 179.9f && offset < 180.1f) {
                        bone->setRotation(bone_rot);
+                       bone->updateAbsolutePosition();
+               }
+       }
+       // The following is needed for set_bone_pos to propagate to
+       // attached objects correctly.
+       // Irrlicht ought to do this, but doesn't when using EJUOR_CONTROL.
+       for (u32 i = 0; i < m_animated_meshnode->getJointCount(); ++i) {
+               auto bone = m_animated_meshnode->getJointNode(i);
+               // Look for the root bone.
+               if (bone && bone->getParent() == m_animated_meshnode) {
+                       // Update entire skeleton.
+                       bone->updateAbsolutePositionOfAllChildren();
+                       break;
                }
        }
 }
@@ -1296,20 +1588,34 @@ void GenericCAO::updateBonePosition()
 void GenericCAO::updateAttachments()
 {
        ClientActiveObject *parent = getParent();
+
+       m_attached_to_local = parent && parent->isLocalPlayer();
+
+       /*
+       Following cases exist:
+               m_attachment_parent_id == 0 && !parent
+                       This object is not attached
+               m_attachment_parent_id != 0 && parent
+                       This object is attached
+               m_attachment_parent_id != 0 && !parent
+                       This object will be attached as soon the parent is known
+               m_attachment_parent_id == 0 && parent
+                       Impossible case
+       */
+
        if (!parent) { // Detach or don't attach
                if (m_matrixnode) {
-                       v3f old_pos = m_matrixnode->getAbsolutePosition();
+                       v3s16 camera_offset = m_env->getCameraOffset();
+                       v3f old_pos = getPosition();
+
                        m_matrixnode->setParent(m_smgr->getRootSceneNode());
-                       getPosRotMatrix().setTranslation(old_pos);
+                       getPosRotMatrix().setTranslation(old_pos - intToFloat(camera_offset, BS));
                        m_matrixnode->updateAbsolutePosition();
                }
-               if (m_is_local_player) {
-                       LocalPlayer *player = m_env->getLocalPlayer();
-                       player->isAttached = false;
-               }
        }
        else // Attach
        {
+               parent->updateAttachments();
                scene::ISceneNode *parent_node = parent->getSceneNode();
                scene::IAnimatedMeshSceneNode *parent_animated_mesh_node =
                                parent->getAnimatedMeshSceneNode();
@@ -1319,34 +1625,67 @@ void GenericCAO::updateAttachments()
 
                if (m_matrixnode && parent_node) {
                        m_matrixnode->setParent(parent_node);
+                       parent_node->updateAbsolutePosition();
                        getPosRotMatrix().setTranslation(m_attachment_position);
                        //setPitchYawRoll(getPosRotMatrix(), m_attachment_rotation);
                        // use Irrlicht eulers instead
                        getPosRotMatrix().setRotationDegrees(m_attachment_rotation);
                        m_matrixnode->updateAbsolutePosition();
                }
-               if (m_is_local_player) {
-                       LocalPlayer *player = m_env->getLocalPlayer();
-                       player->isAttached = true;
-               }
        }
 }
 
+bool GenericCAO::visualExpiryRequired(const ObjectProperties &new_) const
+{
+       const ObjectProperties &old = m_prop;
+       /* Visuals do not need to be expired for:
+        * - nametag props: handled by updateNametag()
+        * - textures:      handled by updateTextures()
+        * - sprite props:  handled by updateTexturePos()
+        * - glow:          handled by updateLight()
+        * - any other properties that do not change appearance
+        */
+
+       bool uses_legacy_texture = new_.wield_item.empty() &&
+               (new_.visual == "wielditem" || new_.visual == "item");
+       // Ordered to compare primitive types before std::vectors
+       return old.backface_culling != new_.backface_culling ||
+               old.is_visible != new_.is_visible ||
+               old.mesh != new_.mesh ||
+               old.shaded != new_.shaded ||
+               old.use_texture_alpha != new_.use_texture_alpha ||
+               old.visual != new_.visual ||
+               old.visual_size != new_.visual_size ||
+               old.wield_item != new_.wield_item ||
+               old.colors != new_.colors ||
+               (uses_legacy_texture && old.textures != new_.textures);
+}
+
 void GenericCAO::processMessage(const std::string &data)
 {
        //infostream<<"GenericCAO: Got message"<<std::endl;
        std::istringstream is(data, std::ios::binary);
        // command
        u8 cmd = readU8(is);
-       if (cmd == GENERIC_CMD_SET_PROPERTIES) {
-               m_prop = gob_read_set_properties(is);
+       if (cmd == AO_CMD_SET_PROPERTIES) {
+               ObjectProperties newprops;
+               newprops.show_on_minimap = m_is_player; // default
+
+               newprops.deSerialize(is);
+
+               // Check what exactly changed
+               bool expire_visuals = visualExpiryRequired(newprops);
+               bool textures_changed = m_prop.textures != newprops.textures;
+
+               // Apply changes
+               m_prop = std::move(newprops);
 
                m_selection_box = m_prop.selectionbox;
                m_selection_box.MinEdge *= BS;
                m_selection_box.MaxEdge *= BS;
 
-               m_tx_size.X = 1.0 / m_prop.spritediv.X;
-               m_tx_size.Y = 1.0 / m_prop.spritediv.Y;
+               m_tx_size.X = 1.0f / m_prop.spritediv.X;
+               m_tx_size.Y = 1.0f / m_prop.spritediv.Y;
 
                if(!m_initial_tx_basepos_set){
                        m_initial_tx_basepos_set = true;
@@ -1365,19 +1704,29 @@ void GenericCAO::processMessage(const std::string &data)
 
                if ((m_is_player && !m_is_local_player) && m_prop.nametag.empty())
                        m_prop.nametag = m_name;
+               if (m_is_local_player)
+                       m_prop.show_on_minimap = false;
 
-               expireVisuals();
-       } else if (cmd == GENERIC_CMD_UPDATE_POSITION) {
+               if (expire_visuals) {
+                       expireVisuals();
+               } else {
+                       infostream << "GenericCAO: properties updated but expiring visuals"
+                               << " not necessary" << std::endl;
+                       if (textures_changed) {
+                               // don't update while punch texture modifier is active
+                               if (m_reset_textures_timer < 0)
+                                       updateTextures(m_current_texture_modifier);
+                       }
+                       updateNametag();
+                       updateMarker();
+               }
+       } else if (cmd == AO_CMD_UPDATE_POSITION) {
                // Not sent by the server if this object is an attachment.
                // We might however get here if the server notices the object being detached before the client.
                m_position = readV3F32(is);
                m_velocity = readV3F32(is);
                m_acceleration = readV3F32(is);
-
-               if (std::fabs(m_prop.automatic_rotate) < 0.001f)
-                       m_rotation = readV3F32(is);
-               else
-                       readV3F32(is);
+               m_rotation = readV3F32(is);
 
                m_rotation = wrapDegrees_0_360_v3f(m_rotation);
                bool do_interpolate = readU8(is);
@@ -1401,16 +1750,16 @@ void GenericCAO::processMessage(const std::string &data)
                }
                rot_translator.update(m_rotation, false, update_interval);
                updateNodePos();
-       } else if (cmd == GENERIC_CMD_SET_TEXTURE_MOD) {
-               std::string mod = deSerializeString(is);
+       } else if (cmd == AO_CMD_SET_TEXTURE_MOD) {
+               std::string mod = deSerializeString16(is);
 
-               // immediatly reset a engine issued texture modifier if a mod sends a different one
+               // immediately reset a engine issued texture modifier if a mod sends a different one
                if (m_reset_textures_timer > 0) {
                        m_reset_textures_timer = -1;
                        updateTextures(m_previous_texture_modifier);
                }
                updateTextures(mod);
-       } else if (cmd == GENERIC_CMD_SET_SPRITE) {
+       } else if (cmd == AO_CMD_SET_SPRITE) {
                v2s16 p = readV2S16(is);
                int num_frames = readU16(is);
                float framelength = readF32(is);
@@ -1418,11 +1767,12 @@ void GenericCAO::processMessage(const std::string &data)
 
                m_tx_basepos = p;
                m_anim_num_frames = num_frames;
+               m_anim_frame = 0;
                m_anim_framelength = framelength;
                m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch;
 
                updateTexturePos();
-       } else if (cmd == GENERIC_CMD_SET_PHYSICS_OVERRIDE) {
+       } else if (cmd == AO_CMD_SET_PHYSICS_OVERRIDE) {
                float override_speed = readF32(is);
                float override_jump = readF32(is);
                float override_gravity = readF32(is);
@@ -1442,7 +1792,7 @@ void GenericCAO::processMessage(const std::string &data)
                        player->physics_override_sneak_glitch = sneak_glitch;
                        player->physics_override_new_move = new_move;
                }
-       } else if (cmd == GENERIC_CMD_SET_ANIMATION) {
+       } else if (cmd == AO_CMD_SET_ANIMATION) {
                // TODO: change frames send as v2s32 value
                v2f range = readV2F32(is);
                if (!m_is_local_player) {
@@ -1475,45 +1825,27 @@ void GenericCAO::processMessage(const std::string &data)
                        {
                                        updateAnimation();
                        }
+                       // FIXME: ^ This code is trash. It's also broken.
                }
-       } else if (cmd == GENERIC_CMD_SET_ANIMATION_SPEED) {
+       } else if (cmd == AO_CMD_SET_ANIMATION_SPEED) {
                m_animation_speed = readF32(is);
                updateAnimationSpeed();
-       } else if (cmd == GENERIC_CMD_SET_BONE_POSITION) {
-               std::string bone = deSerializeString(is);
+       } else if (cmd == AO_CMD_SET_BONE_POSITION) {
+               std::string bone = deSerializeString16(is);
                v3f position = readV3F32(is);
                v3f rotation = readV3F32(is);
                m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
 
-               updateBonePosition();
-       } else if (cmd == GENERIC_CMD_ATTACH_TO) {
+               // updateBonePosition(); now called every step
+       } else if (cmd == AO_CMD_ATTACH_TO) {
                u16 parent_id = readS16(is);
-               u16 &old_parent_id = m_env->attachement_parent_ids[getId()];
-               if (parent_id != old_parent_id) {
-                       if (GenericCAO *old_parent = m_env->getGenericCAO(old_parent_id)) {
-                               old_parent->m_children.erase(std::remove(
-                                       m_children.begin(), m_children.end(),
-                                       getId()), m_children.end());
-                       }
-                       if (GenericCAO *new_parent = m_env->getGenericCAO(parent_id))
-                               new_parent->m_children.push_back(getId());
-
-                       old_parent_id = parent_id;
-               }
-
-               m_attachment_bone = deSerializeString(is);
-               m_attachment_position = readV3F32(is);
-               m_attachment_rotation = readV3F32(is);
-
-               // localplayer itself can't be attached to localplayer
-               if (!m_is_local_player) {
-                       m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer();
-                       // Objects attached to the local player should be hidden by default
-                       m_is_visible = !m_attached_to_local;
-               }
+               std::string bone = deSerializeString16(is);
+               v3f position = readV3F32(is);
+               v3f rotation = readV3F32(is);
+               bool force_visible = readU8(is); // Returns false for EOF
 
-               updateAttachments();
-       } else if (cmd == GENERIC_CMD_PUNCHED) {
+               setAttachment(parent_id, bone, position, rotation, force_visible);
+       } else if (cmd == AO_CMD_PUNCHED) {
                u16 result_hp = readU16(is);
 
                // Use this instead of the send damage to not interfere with prediction
@@ -1521,9 +1853,12 @@ void GenericCAO::processMessage(const std::string &data)
 
                m_hp = result_hp;
 
+               if (m_is_local_player)
+                       m_env->getLocalPlayer()->hp = m_hp;
+
                if (damage > 0)
                {
-                       if (m_hp <= 0)
+                       if (m_hp == 0)
                        {
                                // TODO: Execute defined fast response
                                // As there is no definition, make a smoke puff
@@ -1531,43 +1866,40 @@ void GenericCAO::processMessage(const std::string &data)
                                                m_smgr, m_env, m_position,
                                                v2f(m_prop.visual_size.X, m_prop.visual_size.Y) * BS);
                                m_env->addSimpleObject(simple);
-                       } else if (m_reset_textures_timer < 0) {
-                               // TODO: Execute defined fast response
-                               // Flashing shall suffice as there is no definition
+                       } else if (m_reset_textures_timer < 0 && !m_prop.damage_texture_modifier.empty()) {
                                m_reset_textures_timer = 0.05;
                                if(damage >= 2)
                                        m_reset_textures_timer += 0.05 * damage;
-                               updateTextures(m_current_texture_modifier + "^[brighten");
+                               // Cap damage overlay to 1 second
+                               m_reset_textures_timer = std::min(m_reset_textures_timer, 1.0f);
+                               updateTextures(m_current_texture_modifier + m_prop.damage_texture_modifier);
                        }
                }
-       } else if (cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS) {
+
+               if (m_hp == 0) {
+                       // Same as 'Server::DiePlayer'
+                       clearParentAttachment();
+                       // Same as 'ObjectRef::l_remove'
+                       if (!m_is_player)
+                               clearChildAttachments();
+               }
+       } else if (cmd == AO_CMD_UPDATE_ARMOR_GROUPS) {
                m_armor_groups.clear();
                int armor_groups_size = readU16(is);
                for(int i=0; i<armor_groups_size; i++)
                {
-                       std::string name = deSerializeString(is);
+                       std::string name = deSerializeString16(is);
                        int rating = readS16(is);
                        m_armor_groups[name] = rating;
                }
-       } else if (cmd == GENERIC_CMD_UPDATE_NAMETAG_ATTRIBUTES) {
-               // Deprecated, for backwards compatibility only.
-               readU8(is); // version
-               m_prop.nametag_color = readARGB8(is);
-               if (m_nametag != NULL) {
-                       m_nametag->nametag_color = m_prop.nametag_color;
-                       v3f pos;
-                       pos.Y = m_prop.collisionbox.MaxEdge.Y + 0.3f;
-                       m_nametag->nametag_pos = pos;
-               }
-       } else if (cmd == GENERIC_CMD_SPAWN_INFANT) {
+       } else if (cmd == AO_CMD_SPAWN_INFANT) {
                u16 child_id = readU16(is);
-               u8 type = readU8(is);
+               u8 type = readU8(is); // maybe this will be useful later
+               (void)type;
 
-               if (GenericCAO *childobj = m_env->getGenericCAO(child_id)) {
-                       childobj->processInitData(deSerializeLongString(is));
-               } else {
-                       m_env->addActiveObject(child_id, type, deSerializeLongString(is));
-               }
+               addAttachmentChild(child_id);
+       } else if (cmd == AO_CMD_OBSOLETE1) {
+               // Don't do anything and also don't log a warning
        } else {
                warningstream << FUNCTION_NAME
                        << ": unknown command or outdated client \""
@@ -1587,7 +1919,8 @@ bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem,
                        m_armor_groups,
                        toolcap,
                        punchitem,
-                       time_from_last_punch);
+                       time_from_last_punch,
+                       punchitem->wear);
 
        if(result.did_punch && result.damage != 0)
        {
@@ -1603,13 +1936,13 @@ bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem,
                                        v2f(m_prop.visual_size.X, m_prop.visual_size.Y) * BS);
                        m_env->addSimpleObject(simple);
                }
-               // TODO: Execute defined fast response
-               // Flashing shall suffice as there is no definition
-               if (m_reset_textures_timer < 0) {
+               if (m_reset_textures_timer < 0 && !m_prop.damage_texture_modifier.empty()) {
                        m_reset_textures_timer = 0.05;
                        if (result.damage >= 2)
                                m_reset_textures_timer += 0.05 * result.damage;
-                       updateTextures(m_current_texture_modifier + "^[brighten");
+                       // Cap damage overlay to 1 second
+                       m_reset_textures_timer = std::min(m_reset_textures_timer, 1.0f);
+                       updateTextures(m_current_texture_modifier + m_prop.damage_texture_modifier);
                }
        }
 
@@ -1630,5 +1963,40 @@ std::string GenericCAO::debugInfoText()
        return os.str();
 }
 
+void GenericCAO::updateMeshCulling()
+{
+       if (!m_is_local_player)
+               return;
+
+       const bool hidden = m_client->getCamera()->getCameraMode() == CAMERA_MODE_FIRST;
+
+       scene::ISceneNode *node = getSceneNode();
+
+       if (!node)
+               return;
+
+       if (m_prop.visual == "upright_sprite") {
+               // upright sprite has no backface culling
+               node->setMaterialFlag(video::EMF_FRONT_FACE_CULLING, hidden);
+               return;
+       }
+
+       if (hidden) {
+               // Hide the mesh by culling both front and
+               // back faces. Serious hackyness but it works for our
+               // purposes. This also preserves the skeletal armature.
+               node->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
+                       true);
+               node->setMaterialFlag(video::EMF_FRONT_FACE_CULLING,
+                       true);
+       } else {
+               // Restore mesh visibility.
+               node->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
+                       m_prop.backface_culling);
+               node->setMaterialFlag(video::EMF_FRONT_FACE_CULLING,
+                       false);
+       }
+}
+
 // Prototype
 GenericCAO proto_GenericCAO(NULL, NULL);