]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/content_mapblock.cpp
Fix background formspec elements from interfering with each other
[dragonfireclient.git] / src / content_mapblock.cpp
index ffdb5ad08adf4b1efaf642ca65fd5b42b8e6a2db..b86b97822bcb81ade36de635bb51c940224768d7 100644 (file)
@@ -18,15 +18,18 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 */
 
 #include "content_mapblock.h"
-
-#include "main.h" // For g_settings
+#include "util/numeric.h"
+#include "util/directiontables.h"
 #include "mapblock_mesh.h" // For MapBlock_LightColor() and MeshCollector
 #include "settings.h"
 #include "nodedef.h"
-#include "tile.h"
+#include "client/tile.h"
+#include "mesh.h"
+#include <IMeshManipulator.h>
 #include "gamedef.h"
-#include "util/numeric.h"
-#include "util/directiontables.h"
+#include "log.h"
+#include "noise.h"
+
 
 // Create a cuboid.
 //  collector - the MeshCollector for the resulting polygons
@@ -42,18 +45,16 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 //              (compatible with ContentFeatures). If you specified 0,0,1,1
 //              for each face, that would be the same as passing NULL.
 void makeCuboid(MeshCollector *collector, const aabb3f &box,
-       TileSpec *tiles, int tilecount,
-       video::SColor &c, const f32* txc)
+       TileSpec *tiles, int tilecount, video::SColor &c, const f32* txc)
 {
-       assert(tilecount >= 1 && tilecount <= 6);
+       assert(tilecount >= 1 && tilecount <= 6); // pre-condition
 
        v3f min = box.MinEdge;
        v3f max = box.MaxEdge;
-       if(txc == NULL)
-       {
+
+
+
+       if(txc == NULL) {
                static const f32 txc_default[24] = {
                        0,0,1,1,
                        0,0,1,1,
@@ -99,9 +100,9 @@ void makeCuboid(MeshCollector *collector, const aabb3f &box,
                video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]),
        };
 
-       for(int i = 0; i < tilecount; i++)
+       for(int i = 0; i < 6; i++)
                                {
-                               switch (tiles[i].rotation)
+                               switch (tiles[MYMIN(i, tilecount-1)].rotation)
                                {
                                case 0:
                                        break;
@@ -157,18 +158,30 @@ void makeCuboid(MeshCollector *collector, const aabb3f &box,
                        }
        u16 indices[] = {0,1,2,2,3,0};
        // Add to mesh collector
-       for(s32 j=0; j<24; j+=4)
-       {
-               int tileindex = MYMIN(j/4, tilecount-1);
-               collector->append(tiles[tileindex],
-                               vertices+j, 4, indices, 6);
+       for (s32 j = 0; j < 24; j += 4) {
+               int tileindex = MYMIN(j / 4, tilecount - 1);
+               collector->append(tiles[tileindex], vertices + j, 4, indices, 6);
        }
 }
 
+static inline void getNeighborConnectingFace(v3s16 p, INodeDefManager *nodedef,
+               MeshMakeData *data, MapNode n, int v, int *neighbors)
+{
+       MapNode n2 = data->m_vmanip.getNodeNoEx(p);
+       if (nodedef->nodeboxConnects(n, n2, v))
+               *neighbors |= v;
+}
+
+/*
+       TODO: Fix alpha blending for special nodes
+       Currently only the last element rendered is blended correct
+*/
 void mapblock_mesh_generate_special(MeshMakeData *data,
                MeshCollector &collector)
 {
        INodeDefManager *nodedef = data->m_gamedef->ndef();
+       scene::ISceneManager* smgr = data->m_gamedef->getSceneManager();
+       scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator();
 
        // 0ms
        //TimeTaker timer("mapblock_mesh_generate_special()");
@@ -176,31 +189,27 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
        /*
                Some settings
        */
-       bool new_style_water = g_settings->getBool("new_style_water");
-       
-       float node_liquid_level = 1.0;
-       if(new_style_water)
-               node_liquid_level = 0.85;
-       
+       bool enable_mesh_cache  = g_settings->getBool("enable_mesh_cache");
+
        v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
 
-       for(s16 z=0; z<MAP_BLOCKSIZE; z++)
-       for(s16 y=0; y<MAP_BLOCKSIZE; y++)
-       for(s16 x=0; x<MAP_BLOCKSIZE; x++)
+       for(s16 z = 0; z < MAP_BLOCKSIZE; z++)
+       for(s16 y = 0; y < MAP_BLOCKSIZE; y++)
+       for(s16 x = 0; x < MAP_BLOCKSIZE; x++)
        {
                v3s16 p(x,y,z);
 
-               MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
+               MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
                const ContentFeatures &f = nodedef->get(n);
 
                // Only solidness=0 stuff is drawn here
                if(f.solidness != 0)
                        continue;
-               
+
                switch(f.drawtype){
                default:
-                       infostream<<"Got "<<f.drawtype<<std::endl;
-                       assert(0);
+                       infostream << "Got " << f.drawtype << std::endl;
+                       FATAL_ERROR("Unknown drawtype");
                        break;
                case NDT_AIRLIKE:
                        break;
@@ -220,7 +229,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                top_is_same_liquid = true;
 
                        u16 l = getInteriorLight(n, 0, nodedef);
-                       video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
+                       video::SColor c = MapBlock_LightColor(f.alpha, l, f.light_source);
 
                        /*
                                Generate sides
@@ -282,35 +291,29 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        If our topside is liquid, set upper border of face
                                        at upper border of node
                                */
-                               if(top_is_same_liquid)
-                               {
-                                       vertices[2].Pos.Y = 0.5*BS;
-                                       vertices[3].Pos.Y = 0.5*BS;
-                               }
+                               if (top_is_same_liquid) {
+                                       vertices[2].Pos.Y = 0.5 * BS;
+                                       vertices[3].Pos.Y = 0.5 * BS;
+                               } else {
                                /*
                                        Otherwise upper position of face is liquid level
                                */
-                               else
-                               {
-                                       vertices[2].Pos.Y = (node_liquid_level-0.5)*BS;
-                                       vertices[3].Pos.Y = (node_liquid_level-0.5)*BS;
+                                       vertices[2].Pos.Y = 0.5 * BS;
+                                       vertices[3].Pos.Y = 0.5 * BS;
                                }
                                /*
                                        If neighbor is liquid, lower border of face is liquid level
                                */
-                               if(neighbor_is_same_liquid)
-                               {
-                                       vertices[0].Pos.Y = (node_liquid_level-0.5)*BS;
-                                       vertices[1].Pos.Y = (node_liquid_level-0.5)*BS;
-                               }
+                               if (neighbor_is_same_liquid) {
+                                       vertices[0].Pos.Y = 0.5 * BS;
+                                       vertices[1].Pos.Y = 0.5 * BS;
+                               } else {
                                /*
                                        If neighbor is not liquid, lower border of face is
                                        lower border of node
                                */
-                               else
-                               {
-                                       vertices[0].Pos.Y = -0.5*BS;
-                                       vertices[1].Pos.Y = -0.5*BS;
+                                       vertices[0].Pos.Y = -0.5 * BS;
+                                       vertices[1].Pos.Y = -0.5 * BS;
                                }
 
                                for(s32 j=0; j<4; j++)
@@ -344,7 +347,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                         */
                        if(top_is_same_liquid)
                                continue;
-                       
+
                        video::S3DVertex vertices[4] =
                        {
                                video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
@@ -353,7 +356,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,0),
                        };
 
-                       v3f offset(p.X*BS, p.Y*BS + (-0.5+node_liquid_level)*BS, p.Z*BS);
+                       v3f offset(p.X * BS, (p.Y + 0.5) * BS, p.Z * BS);
                        for(s32 i=0; i<4; i++)
                        {
                                vertices[i].Pos += offset;
@@ -377,13 +380,12 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        content_t c_source = nodedef->getId(f.liquid_alternative_source);
                        if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
                                top_is_same_liquid = true;
-                       
+
                        u16 l = 0;
                        // If this liquid emits light and doesn't contain light, draw
                        // it at what it emits, for an increased effect
                        u8 light_source = nodedef->get(n).light_source;
                        if(light_source != 0){
-                               //l = decode_light(undiminish_light(light_source));
                                l = decode_light(light_source);
                                l = l | (l<<8);
                        }
@@ -393,8 +395,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        // Otherwise use the light of this node (the liquid)
                        else
                                l = getInteriorLight(n, 0, nodedef);
-                       video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
-                       
+                       video::SColor c = MapBlock_LightColor(f.alpha, l, f.light_source);
+
                        u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8);
 
                        // Neighbor liquid levels (key = relative position)
@@ -427,14 +429,14 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        content = n2.getContent();
 
                                        if(n2.getContent() == c_source)
-                                               level = (-0.5+node_liquid_level) * BS;
+                                               level = 0.5 * BS;
                                        else if(n2.getContent() == c_flowing){
                                                u8 liquid_level = (n2.param2&LIQUID_LEVEL_MASK);
                                                if (liquid_level <= LIQUID_LEVEL_MAX+1-range)
                                                        liquid_level = 0;
                                                else
                                                        liquid_level -= (LIQUID_LEVEL_MAX+1-range);
-                                               level = (-0.5 + ((float)liquid_level+ 0.5) / (float)range * node_liquid_level) * BS;
+                                               level = (-0.5 + ((float)liquid_level + 0.5) / (float)range) * BS;
                                        }
 
                                        // Check node above neighbor.
@@ -446,7 +448,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                                        n2.getContent() == c_flowing)
                                                flags |= neighborflag_top_is_same_liquid;
                                }
-                               
+
                                neighbor_levels[neighbor_dirs[i]] = level;
                                neighbor_contents[neighbor_dirs[i]] = content;
                                neighbor_flags[neighbor_dirs[i]] = flags;
@@ -454,7 +456,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 
                        // Corner heights (average between four liquids)
                        f32 corner_levels[4];
-                       
+
                        v3s16 halfdirs[4] = {
                                v3s16(0,0,0),
                                v3s16(1,0,0),
@@ -482,7 +484,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        // Source is always the same height
                                        else if(content == c_source)
                                        {
-                                               cornerlevel = (-0.5+node_liquid_level)*BS;
+                                               cornerlevel = 0.5 * BS;
                                                valid_count = 1;
                                                break;
                                        }
@@ -534,14 +536,14 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 
                                content_t neighbor_content = neighbor_contents[dir];
                                const ContentFeatures &n_feat = nodedef->get(neighbor_content);
-                               
+
                                // Don't draw face if neighbor is blocking the view
                                if(n_feat.solidness == 2)
                                        continue;
-                               
+
                                bool neighbor_is_same_liquid = (neighbor_content == c_source
                                                || neighbor_content == c_flowing);
-                               
+
                                // Don't draw any faces if neighbor same is liquid and top is
                                // same liquid
                                if(neighbor_is_same_liquid == true
@@ -553,7 +555,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                const TileSpec *current_tile = &tile_liquid;
                                if(n_feat.solidness != 0 || n_feat.visual_solidness != 0)
                                        current_tile = &tile_liquid_bfculled;
-                               
+
                                video::S3DVertex vertices[4] =
                                {
                                        video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
@@ -561,7 +563,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
                                        video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),
                                };
-                               
+
                                /*
                                        If our topside is liquid, set upper border of face
                                        at upper border of node
@@ -579,7 +581,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        vertices[2].Pos.Y = corner_levels[side_corners[i][0]];
                                        vertices[3].Pos.Y = corner_levels[side_corners[i][1]];
                                }
-                               
+
                                /*
                                        If neighbor is liquid, lower border of face is corner
                                        liquid levels
@@ -598,7 +600,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        vertices[0].Pos.Y = -0.5*BS;
                                        vertices[1].Pos.Y = -0.5*BS;
                                }
-                               
+
                                for(s32 j=0; j<4; j++)
                                {
                                        if(dir == v3s16(0,0,1))
@@ -609,7 +611,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                                vertices[j].Pos.rotateXZBy(90);
                                        if(dir == v3s16(1,0,-0))
                                                vertices[j].Pos.rotateXZBy(-90);
-                                               
+
                                        // Do this to not cause glitches when two liquids are
                                        // side-by-side
                                        /*if(neighbor_is_same_liquid == false){
@@ -624,11 +626,11 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                // Add to mesh collector
                                collector.append(*current_tile, vertices, 4, indices, 6);
                        }
-                       
+
                        /*
                                Generate top side, if appropriate
                        */
-                       
+
                        if(top_is_same_liquid == false)
                        {
                                video::S3DVertex vertices[4] =
@@ -638,7 +640,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,0),
                                        video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,0),
                                };
-                               
+
                                // To get backface culling right, the vertices need to go
                                // clockwise around the front of the face. And we happened to
                                // calculate corner levels in exact reverse order.
@@ -652,8 +654,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        vertices[i].Pos.Y += corner_levels[j];
                                        vertices[i].Pos += intToFloat(p, BS);
                                }
-                               
-                               // Default downwards-flowing texture animation goes from 
+
+                               // Default downwards-flowing texture animation goes from
                                // -Z towards +Z, thus the direction is +Z.
                                // Rotate texture to make animation go in flow direction
                                // Positive if liquid moves towards +Z
@@ -697,12 +699,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
 
                        u16 l = getInteriorLight(n, 1, nodedef);
-                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
 
                        for(u32 j=0; j<6; j++)
                        {
                                // Check this neighbor
-                               v3s16 n2p = blockpos_nodes + p + g_6dirs[j];
+                               v3s16 dir = g_6dirs[j];
+                               v3s16 n2p = blockpos_nodes + p + dir;
                                MapNode n2 = data->m_vmanip.getNodeNoEx(n2p);
                                // Don't make face if neighbor is of same type
                                if(n2.getContent() == n.getContent())
@@ -710,12 +713,12 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 
                                // The face at Z+
                                video::S3DVertex vertices[4] = {
-                                       video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 1,1),
-                                       video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 0,1),
-                                       video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 0,0),
-                                       video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 1,0),
+                                       video::S3DVertex(-BS/2,-BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 1,1),
+                                       video::S3DVertex(BS/2,-BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 0,1),
+                                       video::S3DVertex(BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 0,0),
+                                       video::S3DVertex(-BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 1,0),
                                };
-                               
+
                                // Rotations in the g_6dirs format
                                if(j == 0) // Z+
                                        for(u16 i=0; i<4; i++)
@@ -745,6 +748,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                collector.append(tile, vertices, 4, indices, 6);
                        }
                break;}
+               case NDT_GLASSLIKE_FRAMED_OPTIONAL:
+                       // This is always pre-converted to something else
+                       FATAL_ERROR("NDT_GLASSLIKE_FRAMED_OPTIONAL not pre-converted as expected");
+                       break;
                case NDT_GLASSLIKE_FRAMED:
                {
                        static const v3s16 dirs[6] = {
@@ -760,7 +767,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        TileSpec tiles[6];
                        for (i = 0; i < 6; i++)
                                tiles[i] = getNodeTile(n, p, dirs[i], data);
-                       
+
                        TileSpec glass_tiles[6];
                        if (tiles[1].texture && tiles[2].texture && tiles[3].texture) {
                                glass_tiles[0] = tiles[2];
@@ -771,21 +778,21 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                glass_tiles[5] = tiles[1];
                        } else {
                                for (i = 0; i < 6; i++)
-                                       glass_tiles[i] = tiles[1];      
+                                       glass_tiles[i] = tiles[1];
                        }
-                       
+
                        u8 param2 = n.getParam2();
                        bool H_merge = ! bool(param2 & 128);
                        bool V_merge = ! bool(param2 & 64);
                        param2  = param2 & 63;
-                       
+
                        u16 l = getInteriorLight(n, 1, nodedef);
-                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
                        v3f pos = intToFloat(p, BS);
                        static const float a = BS / 2;
                        static const float g = a - 0.003;
                        static const float b = .876 * ( BS / 2 );
-                       
+
                        static const aabb3f frame_edges[12] = {
                                aabb3f( b, b,-a, a, a, a), // y+
                                aabb3f(-a, b,-a,-b, a, a), // y+
@@ -808,16 +815,16 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                aabb3f(-g,-g, g, g, g, g), // z+
                                aabb3f(-g,-g,-g, g, g,-g)  // z-
                        };
-                       
+
                        // table of node visible faces, 0 = invisible
                        int visible_faces[6] = {0,0,0,0,0,0};
-                       
+
                        // table of neighbours, 1 = same type, checked with g_26dirs
                        int nb[18] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
-                       
+
                        // g_26dirs to check when only horizontal merge is allowed
                        int nb_H_dirs[8] = {0,2,3,5,10,11,12,13};
-                       
+
                        content_t current = n.getContent();
                        content_t n2c;
                        MapNode n2;
@@ -835,14 +842,14 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                n2 = data->m_vmanip.getNodeNoEx(n2p);
                                n2c = n2.getContent();
                                if (n2c == current || n2c == CONTENT_IGNORE)
-                                       nb[4] = 1;      
+                                       nb[4] = 1;
                        } else if (H_merge && !V_merge) {
                                for(i = 0; i < 8; i++) {
                                        n2p = blockpos_nodes + p + g_26dirs[nb_H_dirs[i]];
                                        n2 = data->m_vmanip.getNodeNoEx(n2p);
                                        n2c = n2.getContent();
                                        if (n2c == current || n2c == CONTENT_IGNORE)
-                                               nb[nb_H_dirs[i]] = 1;           
+                                               nb[nb_H_dirs[i]] = 1;
                                }
                        } else if (H_merge && V_merge) {
                                for(i = 0; i < 18; i++) {
@@ -868,7 +875,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                                visible_faces[i] = 1;
                                }
                        }
-                               
+
                        if (!H_merge) {
                                visible_faces[2] = 1;
                                visible_faces[3] = 1;
@@ -883,7 +890,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                                visible_faces[i] = 1;
                                }
                        }
-       
+
                        static const u8 nb_triplet[12*3] = {
                                1,2, 7,  1,5, 6,  4,2,15,  4,5,14,
                                2,0,11,  2,3,13,  5,0,10,  5,3,12,
@@ -946,7 +953,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                makeCuboid(&collector, box, &glass_tiles[i], 1, c, txc2);
                        }
 
-                       if (param2 > 0){
+                       if (param2 > 0 && f.special_tiles[0].texture) {
                                // Interior volume level is in range 0 .. 63,
                                // convert it to -0.5 .. 0.5
                                float vlev = (((float)param2 / 63.0 ) * 2.0 - 1.0);
@@ -985,7 +992,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        v3s16(0,0,0), data);
 
                        u16 l = getInteriorLight(n, 1, nodedef);
-                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
 
                        v3f pos = intToFloat(p, BS);
                        aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2);
@@ -995,12 +1002,12 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                break;}
                case NDT_ALLFACES_OPTIONAL:
                        // This is always pre-converted to something else
-                       assert(0);
+                       FATAL_ERROR("NDT_ALLFACES_OPTIONAL not pre-converted");
                        break;
                case NDT_TORCHLIKE:
                {
                        v3s16 dir = n.getWallMountedDir(nodedef);
-                       
+
                        u8 tileindex = 0;
                        if(dir == v3s16(0,-1,0)){
                                tileindex = 0; // floor
@@ -1018,7 +1025,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
 
                        u16 l = getInteriorLight(n, 1, nodedef);
-                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
 
                        float s = BS/2*f.visual_scale;
                        // Wall at X+ of node
@@ -1059,8 +1066,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
 
                        u16 l = getInteriorLight(n, 0, nodedef);
-                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
-                               
+                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
+
                        float d = (float)BS/16;
                        float s = BS/2*f.visual_scale;
                        // Wall at X+ of node
@@ -1098,42 +1105,302 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                break;}
                case NDT_PLANTLIKE:
                {
+                       PseudoRandom rng(x<<8 | z | y<<16);
+
                        TileSpec tile = getNodeTileN(n, p, 0, data);
                        tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
-                       
-                       u16 l = getInteriorLight(n, 1, nodedef);
-                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
 
-                       float s = BS/2*f.visual_scale;
+                       u16 l = getInteriorLight(n, 1, nodedef);
+                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
+
+                       float s = BS / 2 * f.visual_scale;
+                       // add sqrt(2) visual scale
+                       if ((f.param_type_2 == CPT2_MESHOPTIONS) && ((n.param2 & 0x10) != 0))
+                               s *= 1.41421;
+
+                       float random_offset_X = .0;
+                       float random_offset_Z = .0;
+                       if ((f.param_type_2 == CPT2_MESHOPTIONS) && ((n.param2 & 0x8) != 0)) {
+                               random_offset_X = BS * ((rng.next() % 16 / 16.0) * 0.29 - 0.145);
+                               random_offset_Z = BS * ((rng.next() % 16 / 16.0) * 0.29 - 0.145);
+                       }
 
-                       for(u32 j=0; j<2; j++)
-                       {
+                       for (int j = 0; j < 4; j++) {
                                video::S3DVertex vertices[4] =
                                {
-                                       video::S3DVertex(-s,-BS/2,      0, 0,0,0, c, 0,1),
-                                       video::S3DVertex( s,-BS/2,      0, 0,0,0, c, 1,1),
+                                       video::S3DVertex(-s,-BS/2, 0, 0,0,0, c, 0,1),
+                                       video::S3DVertex( s,-BS/2, 0, 0,0,0, c, 1,1),
                                        video::S3DVertex( s,-BS/2 + s*2,0, 0,0,0, c, 1,0),
                                        video::S3DVertex(-s,-BS/2 + s*2,0, 0,0,0, c, 0,0),
                                };
 
-                               if(j == 0)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(45);
+                               float rotate_degree = 0;
+                               u8 p2mesh = 0;
+                               if (f.param_type_2 == CPT2_DEGROTATE)
+                                       rotate_degree = n.param2 * 2;
+                               else if (f.param_type_2 != CPT2_MESHOPTIONS) {
+                                       if (j == 0) {
+                                               for (u16 i = 0; i < 4; i++)
+                                                       vertices[i].Pos.rotateXZBy(46 + rotate_degree);
+                                       } else if (j == 1) {
+                                               for (u16 i = 0; i < 4; i++)
+                                                       vertices[i].Pos.rotateXZBy(-44 + rotate_degree);
+                                       }
+                               } else {
+                                       p2mesh = n.param2 & 0x7;
+                                       switch (p2mesh) {
+                                       case 0:
+                                               // x
+                                               if (j == 0) {
+                                                       for (u16 i = 0; i < 4; i++)
+                                                               vertices[i].Pos.rotateXZBy(46);
+                                               } else if (j == 1) {
+                                                       for (u16 i = 0; i < 4; i++)
+                                                               vertices[i].Pos.rotateXZBy(-44);
+                                               }
+                                               break;
+                                       case 1:
+                                               // +
+                                               if (j == 0) {
+                                                       for (u16 i = 0; i < 4; i++)
+                                                               vertices[i].Pos.rotateXZBy(91);
+                                               } else if (j == 1) {
+                                                       for (u16 i = 0; i < 4; i++)
+                                                               vertices[i].Pos.rotateXZBy(1);
+                                               }
+                                               break;
+                                       case 2:
+                                               // *
+                                               if (j == 0) {
+                                                       for (u16 i = 0; i < 4; i++)
+                                                               vertices[i].Pos.rotateXZBy(121);
+                                               } else if (j == 1) {
+                                                       for (u16 i = 0; i < 4; i++)
+                                                               vertices[i].Pos.rotateXZBy(241);
+                                               } else { // (j == 2)
+                                                       for (u16 i = 0; i < 4; i++)
+                                                               vertices[i].Pos.rotateXZBy(1);
+                                               }
+                                               break;
+                                       case 3:
+                                               // #
+                                               switch (j) {
+                                               case 0:
+                                                       for (u16 i = 0; i < 4; i++) {
+                                                               vertices[i].Pos.rotateXZBy(1);
+                                                               vertices[i].Pos.Z += BS / 4;
+                                                       }
+                                                       break;
+                                               case 1:
+                                                       for (u16 i = 0; i < 4; i++) {
+                                                               vertices[i].Pos.rotateXZBy(91);
+                                                               vertices[i].Pos.X += BS / 4;
+                                                       }
+                                                       break;
+                                               case 2:
+                                                       for (u16 i = 0; i < 4; i++) {
+                                                               vertices[i].Pos.rotateXZBy(181);
+                                                               vertices[i].Pos.Z -= BS / 4;
+                                                       }
+                                                       break;
+                                               case 3:
+                                                       for (u16 i = 0; i < 4; i++) {
+                                                               vertices[i].Pos.rotateXZBy(271);
+                                                               vertices[i].Pos.X -= BS / 4;
+                                                       }
+                                                       break;
+                                               }
+                                               break;
+                                       case 4:
+                                               // outward leaning #-like
+                                               switch (j) {
+                                               case 0:
+                                                       for (u16 i = 2; i < 4; i++)
+                                                               vertices[i].Pos.Z -= BS / 2;
+                                                       for (u16 i = 0; i < 4; i++)
+                                                               vertices[i].Pos.rotateXZBy(1);
+                                                       break;
+                                               case 1:
+                                                       for (u16 i = 2; i < 4; i++)
+                                                               vertices[i].Pos.Z -= BS / 2;
+                                                       for (u16 i = 0; i < 4; i++)
+                                                               vertices[i].Pos.rotateXZBy(91);
+                                                       break;
+                                               case 2:
+                                                       for (u16 i = 2; i < 4; i++)
+                                                               vertices[i].Pos.Z -= BS / 2;
+                                                       for (u16 i = 0; i < 4; i++)
+                                                               vertices[i].Pos.rotateXZBy(181);
+                                                       break;
+                                               case 3:
+                                                       for (u16 i = 2; i < 4; i++)
+                                                               vertices[i].Pos.Z -= BS / 2;
+                                                       for (u16 i = 0; i < 4; i++)
+                                                               vertices[i].Pos.rotateXZBy(271);
+                                                       break;
+                                               }
+                                               break;
+                                       }
                                }
-                               else if(j == 1)
-                               {
-                                       for(u16 i=0; i<4; i++)
+
+                               for (int i = 0; i < 4; i++) {
+                                       vertices[i].Pos *= f.visual_scale;
+                                       vertices[i].Pos.Y += BS/2 * (f.visual_scale - 1);
+                                       vertices[i].Pos += intToFloat(p, BS);
+                                       // move to a random spot to avoid moire
+                                       if ((f.param_type_2 == CPT2_MESHOPTIONS) && ((n.param2 & 0x8) != 0)) {
+                                               vertices[i].Pos.X += random_offset_X;
+                                               vertices[i].Pos.Z += random_offset_Z;
+                                       }
+                                       // randomly move each face up/down
+                                       if ((f.param_type_2 == CPT2_MESHOPTIONS) && ((n.param2 & 0x20) != 0)) {
+                                               PseudoRandom yrng(j | x<<16 | z<<8 | y<<24 );
+                                               vertices[i].Pos.Y -= BS * ((yrng.next() % 16 / 16.0) * 0.125);
+                                       }
+                               }
+
+                               u16 indices[] = {0, 1, 2, 2, 3, 0};
+                               // Add to mesh collector
+                               collector.append(tile, vertices, 4, indices, 6);
+
+                               // stop adding faces for meshes with less than 4 faces
+                               if (f.param_type_2 == CPT2_MESHOPTIONS) {
+                                       if (((p2mesh == 0) || (p2mesh == 1)) && (j == 1))
+                                               break;
+                                       else if ((p2mesh == 2) && (j == 2))
+                                               break;
+                               } else if (j == 1) {
+                                       break;
+                               }
+
+                       }
+               break;}
+               case NDT_FIRELIKE:
+               {
+                       TileSpec tile = getNodeTileN(n, p, 0, data);
+                       tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
+
+                       u16 l = getInteriorLight(n, 1, nodedef);
+                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
+
+                       float s = BS / 2 * f.visual_scale;
+
+                       content_t current = n.getContent();
+                       content_t n2c;
+                       MapNode n2;
+                       v3s16 n2p;
+
+                       static const v3s16 dirs[6] = {
+                               v3s16( 0,  1,  0),
+                               v3s16( 0, -1,  0),
+                               v3s16( 1,  0,  0),
+                               v3s16(-1,  0,  0),
+                               v3s16( 0,  0,  1),
+                               v3s16( 0,  0, -1)
+                       };
+
+                       int doDraw[6] = {0, 0, 0, 0, 0, 0};
+
+                       bool drawAllFaces = true;
+
+                       // Check for adjacent nodes
+                       for (int i = 0; i < 6; i++) {
+                               n2p = blockpos_nodes + p + dirs[i];
+                               n2 = data->m_vmanip.getNodeNoEx(n2p);
+                               n2c = n2.getContent();
+                               if (n2c != CONTENT_IGNORE && n2c != CONTENT_AIR && n2c != current) {
+                                       doDraw[i] = 1;
+                                       if (drawAllFaces)
+                                               drawAllFaces = false;
+
+                               }
+                       }
+
+                       for (int j = 0; j < 6; j++) {
+
+                               video::S3DVertex vertices[4] = {
+                                       video::S3DVertex(-s, -BS / 2,         0, 0, 0, 0, c, 0, 1),
+                                       video::S3DVertex( s, -BS / 2,         0, 0, 0, 0, c, 1, 1),
+                                       video::S3DVertex( s, -BS / 2 + s * 2, 0, 0, 0, 0, c, 1, 0),
+                                       video::S3DVertex(-s, -BS / 2 + s * 2, 0, 0, 0, 0, c, 0, 0),
+                               };
+
+                               // Calculate which faces should be drawn, (top or sides)
+                               if (j == 0 && (drawAllFaces ||
+                                               (doDraw[3] == 1 || doDraw[1] == 1))) {
+                                       for (int i = 0; i < 4; i++) {
+                                               vertices[i].Pos.rotateXZBy(90);
+                                               vertices[i].Pos.rotateXYBy(-10);
+                                               vertices[i].Pos.X -= 4.0;
+                                       }
+                               } else if (j == 1 && (drawAllFaces ||
+                                               (doDraw[5] == 1 || doDraw[1] == 1))) {
+                                       for (int i = 0; i < 4; i++) {
+                                               vertices[i].Pos.rotateXZBy(180);
+                                               vertices[i].Pos.rotateYZBy(10);
+                                               vertices[i].Pos.Z -= 4.0;
+                                       }
+                               } else if (j == 2 && (drawAllFaces ||
+                                               (doDraw[2] == 1 || doDraw[1] == 1))) {
+                                       for (int i = 0; i < 4; i++) {
+                                               vertices[i].Pos.rotateXZBy(270);
+                                               vertices[i].Pos.rotateXYBy(10);
+                                               vertices[i].Pos.X += 4.0;
+                                       }
+                               } else if (j == 3 && (drawAllFaces ||
+                                               (doDraw[4] == 1 || doDraw[1] == 1))) {
+                                       for (int i = 0; i < 4; i++) {
+                                               vertices[i].Pos.rotateYZBy(-10);
+                                               vertices[i].Pos.Z += 4.0;
+                                       }
+                               // Center cross-flames
+                               } else if (j == 4 && (drawAllFaces || doDraw[1] == 1)) {
+                                       for (int i = 0; i < 4; i++) {
+                                               vertices[i].Pos.rotateXZBy(45);
+                                       }
+                               } else if (j == 5 && (drawAllFaces || doDraw[1] == 1)) {
+                                       for (int i = 0; i < 4; i++) {
                                                vertices[i].Pos.rotateXZBy(-45);
+                                       }
+                               // Render flames on bottom of node above
+                               } else if (j == 0 && doDraw[0] == 1 && doDraw[1] == 0) {
+                                       for (int i = 0; i < 4; i++) {
+                                               vertices[i].Pos.rotateYZBy(70);
+                                               vertices[i].Pos.rotateXZBy(90);
+                                               vertices[i].Pos.Y += 4.84;
+                                               vertices[i].Pos.X -= 4.7;
+                                       }
+                               } else if (j == 1 && doDraw[0] == 1 && doDraw[1] == 0) {
+                                       for (int i = 0; i < 4; i++) {
+                                               vertices[i].Pos.rotateYZBy(70);
+                                               vertices[i].Pos.rotateXZBy(180);
+                                               vertices[i].Pos.Y += 4.84;
+                                               vertices[i].Pos.Z -= 4.7;
+                                       }
+                               } else if (j == 2 && doDraw[0] == 1 && doDraw[1] == 0) {
+                                       for (int i = 0; i < 4; i++) {
+                                               vertices[i].Pos.rotateYZBy(70);
+                                               vertices[i].Pos.rotateXZBy(270);
+                                               vertices[i].Pos.Y += 4.84;
+                                               vertices[i].Pos.X += 4.7;
+                                       }
+                               } else if (j == 3 && doDraw[0] == 1 && doDraw[1] == 0) {
+                                       for (int i = 0; i < 4; i++) {
+                                               vertices[i].Pos.rotateYZBy(70);
+                                               vertices[i].Pos.Y += 4.84;
+                                               vertices[i].Pos.Z += 4.7;
+                                       }
+                               } else {
+                                       // Skip faces that aren't adjacent to a node
+                                       continue;
                                }
 
-                               for(u16 i=0; i<4; i++)
-                               {
+                               for (int i = 0; i < 4; i++) {
                                        vertices[i].Pos *= f.visual_scale;
                                        vertices[i].Pos += intToFloat(p, BS);
                                }
 
-                               u16 indices[] = {0,1,2,2,3,0};
+                               u16 indices[] = {0, 1, 2, 2, 3, 0};
                                // Add to mesh collector
                                collector.append(tile, vertices, 4, indices, 6);
                        }
@@ -1149,7 +1416,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        tile_rot.rotation = 1;
 
                        u16 l = getInteriorLight(n, 1, nodedef);
-                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
 
                        const f32 post_rad=(f32)BS/8;
                        const f32 bar_rad=(f32)BS/16;
@@ -1224,109 +1491,42 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                break;}
                case NDT_RAILLIKE:
                {
-                       bool is_rail_x [] = { false, false };  /* x-1, x+1 */
-                       bool is_rail_z [] = { false, false };  /* z-1, z+1 */
-
-                       bool is_rail_z_minus_y [] = { false, false };  /* z-1, z+1; y-1 */
-                       bool is_rail_x_minus_y [] = { false, false };  /* x-1, z+1; y-1 */
-                       bool is_rail_z_plus_y [] = { false, false };  /* z-1, z+1; y+1 */
-                       bool is_rail_x_plus_y [] = { false, false };  /* x-1, x+1; y+1 */
-
-                       MapNode n_minus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1,y,z));
-                       MapNode n_plus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1,y,z));
-                       MapNode n_minus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z-1));
-                       MapNode n_plus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z+1));
-                       MapNode n_plus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y+1, z));
-                       MapNode n_plus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y-1, z));
-                       MapNode n_minus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y+1, z));
-                       MapNode n_minus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y-1, z));
-                       MapNode n_plus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z+1));
-                       MapNode n_minus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z-1));
-                       MapNode n_plus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z+1));
-                       MapNode n_minus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z-1));
+                       bool is_rail_x[6]; /* (-1,-1,0) X (1,-1,0) (-1,0,0) X (1,0,0) (-1,1,0) X (1,1,0) */
+                       bool is_rail_z[6];
 
                        content_t thiscontent = n.getContent();
                        std::string groupname = "connect_to_raillike"; // name of the group that enables connecting to raillike nodes of different kind
-                       bool self_connect_to_raillike = ((ItemGroupList) nodedef->get(n).groups)[groupname] != 0;
-
-                       if ((nodedef->get(n_minus_x).drawtype == NDT_RAILLIKE
-                                       && ((ItemGroupList) nodedef->get(n_minus_x).groups)[groupname] != 0
-                                       && self_connect_to_raillike)
-                                       || n_minus_x.getContent() == thiscontent)
-                               is_rail_x[0] = true;
-
-                       if ((nodedef->get(n_minus_x_minus_y).drawtype == NDT_RAILLIKE
-                                       && ((ItemGroupList) nodedef->get(n_minus_x_minus_y).groups)[groupname] != 0
-                                       && self_connect_to_raillike)
-                                       || n_minus_x_minus_y.getContent() == thiscontent)
-                               is_rail_x_minus_y[0] = true;
-
-                       if ((nodedef->get(n_minus_x_plus_y).drawtype == NDT_RAILLIKE
-                                       && ((ItemGroupList) nodedef->get(n_minus_x_plus_y).groups)[groupname] != 0
-                                       && self_connect_to_raillike)
-                                       || n_minus_x_plus_y.getContent() == thiscontent)
-                               is_rail_x_plus_y[0] = true;
-
-                       if ((nodedef->get(n_plus_x).drawtype == NDT_RAILLIKE
-                                       && ((ItemGroupList) nodedef->get(n_plus_x).groups)[groupname] != 0
-                                       && self_connect_to_raillike)
-                                       || n_plus_x.getContent() == thiscontent)
-                               is_rail_x[1] = true;
-
-                       if ((nodedef->get(n_plus_x_minus_y).drawtype == NDT_RAILLIKE
-                                       && ((ItemGroupList) nodedef->get(n_plus_x_minus_y).groups)[groupname] != 0
-                                       && self_connect_to_raillike)
-                                       || n_plus_x_minus_y.getContent() == thiscontent)
-                               is_rail_x_minus_y[1] = true;
-
-                       if ((nodedef->get(n_plus_x_plus_y).drawtype == NDT_RAILLIKE
-                                       && ((ItemGroupList) nodedef->get(n_plus_x_plus_y).groups)[groupname] != 0
-                                       && self_connect_to_raillike)
-                                       || n_plus_x_plus_y.getContent() == thiscontent)
-                               is_rail_x_plus_y[1] = true;
-
-                       if ((nodedef->get(n_minus_z).drawtype == NDT_RAILLIKE
-                                       && ((ItemGroupList) nodedef->get(n_minus_z).groups)[groupname] != 0
-                                       && self_connect_to_raillike)
-                                       || n_minus_z.getContent() == thiscontent)
-                               is_rail_z[0] = true;
-
-                       if ((nodedef->get(n_minus_z_minus_y).drawtype == NDT_RAILLIKE
-                                       && ((ItemGroupList) nodedef->get(n_minus_z_minus_y).groups)[groupname] != 0
-                                       && self_connect_to_raillike)
-                                       || n_minus_z_minus_y.getContent() == thiscontent)
-                               is_rail_z_minus_y[0] = true;
-
-                       if ((nodedef->get(n_minus_z_plus_y).drawtype == NDT_RAILLIKE
-                                       && ((ItemGroupList) nodedef->get(n_minus_z_plus_y).groups)[groupname] != 0
-                                       && self_connect_to_raillike)
-                                       || n_minus_z_plus_y.getContent() == thiscontent)
-                               is_rail_z_plus_y[0] = true;
-
-                       if ((nodedef->get(n_plus_z).drawtype == NDT_RAILLIKE
-                                       && ((ItemGroupList) nodedef->get(n_plus_z).groups)[groupname] != 0
-                                       && self_connect_to_raillike)
-                                       || n_plus_z.getContent() == thiscontent)
-                               is_rail_z[1] = true;
-
-                       if ((nodedef->get(n_plus_z_minus_y).drawtype == NDT_RAILLIKE
-                                       && ((ItemGroupList) nodedef->get(n_plus_z_minus_y).groups)[groupname] != 0
-                                       && self_connect_to_raillike)
-                                       || n_plus_z_minus_y.getContent() == thiscontent)
-                               is_rail_z_minus_y[1] = true;
-
-                       if ((nodedef->get(n_plus_z_plus_y).drawtype == NDT_RAILLIKE
-                                       && ((ItemGroupList) nodedef->get(n_plus_z_plus_y).groups)[groupname] != 0
-                                       && self_connect_to_raillike)
-                                       || n_plus_z_plus_y.getContent() == thiscontent)
-                               is_rail_z_plus_y[1] = true;
-
-                       bool is_rail_x_all[] = {false, false};
-                       bool is_rail_z_all[] = {false, false};
-                       is_rail_x_all[0]=is_rail_x[0] || is_rail_x_minus_y[0] || is_rail_x_plus_y[0];
-                       is_rail_x_all[1]=is_rail_x[1] || is_rail_x_minus_y[1] || is_rail_x_plus_y[1];
-                       is_rail_z_all[0]=is_rail_z[0] || is_rail_z_minus_y[0] || is_rail_z_plus_y[0];
-                       is_rail_z_all[1]=is_rail_z[1] || is_rail_z_minus_y[1] || is_rail_z_plus_y[1];
+                       int self_group = ((ItemGroupList) nodedef->get(n).groups)[groupname];
+
+                       u8 index = 0;
+                       for (s8 y0 = -1; y0 <= 1; y0++) {
+                               // Prevent from indexing never used coordinates
+                               for (s8 xz = -1; xz <= 1; xz++) {
+                                       if (xz == 0)
+                                               continue;
+                                       MapNode n_xy = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x + xz, y + y0, z));
+                                       MapNode n_zy = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y + y0, z + xz));
+                                       ContentFeatures def_xy = nodedef->get(n_xy);
+                                       ContentFeatures def_zy = nodedef->get(n_zy);
+
+                                       // Check if current node would connect with the rail
+                                       is_rail_x[index] = ((def_xy.drawtype == NDT_RAILLIKE
+                                                       && ((ItemGroupList) def_xy.groups)[groupname] == self_group)
+                                                       || n_xy.getContent() == thiscontent);
+
+                                       is_rail_z[index] = ((def_zy.drawtype == NDT_RAILLIKE
+                                                       && ((ItemGroupList) def_zy.groups)[groupname] == self_group)
+                                                       || n_zy.getContent() == thiscontent);
+                                       index++;
+                               }
+                       }
+
+                       bool is_rail_x_all[2]; // [0] = negative x, [1] = positive x coordinate from the current node position
+                       bool is_rail_z_all[2];
+                       is_rail_x_all[0] = is_rail_x[0] || is_rail_x[2] || is_rail_x[4];
+                       is_rail_x_all[1] = is_rail_x[1] || is_rail_x[3] || is_rail_x[5];
+                       is_rail_z_all[0] = is_rail_z[0] || is_rail_z[2] || is_rail_z[4];
+                       is_rail_z_all[1] = is_rail_z[1] || is_rail_z[3] || is_rail_z[5];
 
                        // reasonable default, flat straight unrotated rail
                        bool is_straight = true;
@@ -1335,13 +1535,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        u8 tileindex = 0;
 
                        // check for sloped rail
-                       if (is_rail_x_plus_y[0] || is_rail_x_plus_y[1] || is_rail_z_plus_y[0] || is_rail_z_plus_y[1])
-                       {
-                               adjacencies = 5; //5 means sloped
+                       if (is_rail_x[4] || is_rail_x[5] || is_rail_z[4] || is_rail_z[5]) {
+                               adjacencies = 5; // 5 means sloped
                                is_straight = true; // sloped is always straight
-                       }
-                       else
-                       {
+                       } else {
                                // is really straight, rails on both sides
                                is_straight = (is_rail_x_all[0] && is_rail_x_all[1]) || (is_rail_z_all[0] && is_rail_z_all[1]);
                                adjacencies = is_rail_x_all[0] + is_rail_x_all[1] + is_rail_z_all[0] + is_rail_z_all[1];
@@ -1349,44 +1546,44 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 
                        switch (adjacencies) {
                        case 1:
-                               if(is_rail_x_all[0] || is_rail_x_all[1])
+                               if (is_rail_x_all[0] || is_rail_x_all[1])
                                        angle = 90;
                                break;
                        case 2:
-                               if(!is_straight)
+                               if (!is_straight)
                                        tileindex = 1; // curved
-                               if(is_rail_x_all[0] && is_rail_x_all[1])
+                               if (is_rail_x_all[0] && is_rail_x_all[1])
                                        angle = 90;
-                               if(is_rail_z_all[0] && is_rail_z_all[1]){
-                                       if (is_rail_z_plus_y[0])
+                               if (is_rail_z_all[0] && is_rail_z_all[1]) {
+                                       if (is_rail_z[4])
                                                angle = 180;
                                }
-                               else if(is_rail_x_all[0] && is_rail_z_all[0])
+                               else if (is_rail_x_all[0] && is_rail_z_all[0])
                                        angle = 270;
-                               else if(is_rail_x_all[0] && is_rail_z_all[1])
+                               else if (is_rail_x_all[0] && is_rail_z_all[1])
                                        angle = 180;
-                               else if(is_rail_x_all[1] && is_rail_z_all[1])
+                               else if (is_rail_x_all[1] && is_rail_z_all[1])
                                        angle = 90;
                                break;
                        case 3:
                                // here is where the potential to 'switch' a junction is, but not implemented at present
                                tileindex = 2; // t-junction
                                if(!is_rail_x_all[1])
-                                       angle=180;
+                                       angle = 180;
                                if(!is_rail_z_all[0])
-                                       angle=90;
+                                       angle = 90;
                                if(!is_rail_z_all[1])
-                                       angle=270;
+                                       angle = 270;
                                break;
                        case 4:
                                tileindex = 3; // crossing
                                break;
                        case 5: //sloped
-                               if(is_rail_z_plus_y[0])
+                               if (is_rail_z[4])
                                        angle = 180;
-                               if(is_rail_x_plus_y[0])
+                               if (is_rail_x[4])
                                        angle = 90;
-                               if(is_rail_x_plus_y[1])
+                               if (is_rail_x[5])
                                        angle = -90;
                                break;
                        default:
@@ -1398,20 +1595,21 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
 
                        u16 l = getInteriorLight(n, 0, nodedef);
-                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
 
                        float d = (float)BS/64;
-                       
-                       char g=-1;
-                       if (is_rail_x_plus_y[0] || is_rail_x_plus_y[1] || is_rail_z_plus_y[0] || is_rail_z_plus_y[1])
-                               g=1; //Object is at a slope
+                       float s = BS/2;
+
+                       short g = -1;
+                       if (is_rail_x[4] || is_rail_x[5] || is_rail_z[4] || is_rail_z[5])
+                               g = 1; //Object is at a slope
 
                        video::S3DVertex vertices[4] =
                        {
-                                       video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c, 0,1),
-                                       video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c, 1,1),
-                                       video::S3DVertex(BS/2,g*BS/2+d,BS/2, 0,0,0, c, 1,0),
-                                       video::S3DVertex(-BS/2,g*BS/2+d,BS/2, 0,0,0, c, 0,0),
+                                       video::S3DVertex(-s,  -s+d,-s,  0,0,0,  c,0,1),
+                                       video::S3DVertex( s,  -s+d,-s,  0,0,0,  c,1,1),
+                                       video::S3DVertex( s, g*s+d, s,  0,0,0,  c,1,0),
+                                       video::S3DVertex(-s, g*s+d, s,  0,0,0,  c,0,0),
                        };
 
                        for(s32 i=0; i<4; i++)
@@ -1435,16 +1633,47 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                v3s16(0, 0, -1)
                        };
                        TileSpec tiles[6];
-                       
-                       u16 l = getInteriorLight(n, 0, nodedef);
-                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+
+                       u16 l = getInteriorLight(n, 1, nodedef);
+                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
 
                        v3f pos = intToFloat(p, BS);
 
-                       std::vector<aabb3f> boxes = n.getNodeBoxes(nodedef);
+                       int neighbors = 0;
+
+                       // locate possible neighboring nodes to connect to
+                       if (f.node_box.type == NODEBOX_CONNECTED) {
+                               v3s16 p2 = p;
+
+                               p2.Y++;
+                               getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 1, &neighbors);
+
+                               p2 = p;
+                               p2.Y--;
+                               getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 2, &neighbors);
+
+                               p2 = p;
+                               p2.Z--;
+                               getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 4, &neighbors);
+
+                               p2 = p;
+                               p2.X--;
+                               getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 8, &neighbors);
+
+                               p2 = p;
+                               p2.Z++;
+                               getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 16, &neighbors);
+
+                               p2 = p;
+                               p2.X++;
+                               getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 32, &neighbors);
+                       }
+
+                       std::vector<aabb3f> boxes;
+                       n.getNodeBoxes(nodedef, &boxes, neighbors);
                        for(std::vector<aabb3f>::iterator
                                        i = boxes.begin();
-                                       i != boxes.end(); i++)
+                                       i != boxes.end(); ++i)
                        {
                        for(int j = 0; j < 6; j++)
                                {
@@ -1454,7 +1683,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                aabb3f box = *i;
                                box.MinEdge += pos;
                                box.MaxEdge += pos;
-                               
+
                                f32 temp;
                                if (box.MinEdge.X > box.MaxEdge.X)
                                {
@@ -1500,6 +1729,47 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                makeCuboid(&collector, box, tiles, 6, c, txc);
                        }
                break;}
+               case NDT_MESH:
+               {
+                       v3f pos = intToFloat(p, BS);
+                       video::SColor c = MapBlock_LightColor(255, getInteriorLight(n, 1, nodedef), f.light_source);
+
+                       u8 facedir = 0;
+                       if (f.param_type_2 == CPT2_FACEDIR) {
+                               facedir = n.getFaceDir(nodedef);
+                       } else if (f.param_type_2 == CPT2_WALLMOUNTED) {
+                               //convert wallmounted to 6dfacedir.
+                               //when cache enabled, it is already converted
+                               facedir = n.getWallMounted(nodedef);
+                               if (!enable_mesh_cache) {
+                                       static const u8 wm_to_6d[6] = {20, 0, 16+1, 12+3, 8, 4+2};
+                                       facedir = wm_to_6d[facedir];
+                               }
+                       }
+
+                       if (f.mesh_ptr[facedir]) {
+                               // use cached meshes
+                               for(u16 j = 0; j < f.mesh_ptr[0]->getMeshBufferCount(); j++) {
+                                       scene::IMeshBuffer *buf = f.mesh_ptr[facedir]->getMeshBuffer(j);
+                                       collector.append(getNodeTileN(n, p, j, data),
+                                               (video::S3DVertex *)buf->getVertices(), buf->getVertexCount(),
+                                               buf->getIndices(), buf->getIndexCount(), pos, c);
+                               }
+                       } else if (f.mesh_ptr[0]) {
+                               // no cache, clone and rotate mesh
+                               scene::IMesh* mesh = cloneMesh(f.mesh_ptr[0]);
+                               rotateMeshBy6dFacedir(mesh, facedir);
+                               recalculateBoundingBox(mesh);
+                               meshmanip->recalculateNormals(mesh, true, false);
+                               for(u16 j = 0; j < mesh->getMeshBufferCount(); j++) {
+                                       scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
+                                       collector.append(getNodeTileN(n, p, j, data),
+                                               (video::S3DVertex *)buf->getVertices(), buf->getVertexCount(),
+                                               buf->getIndices(), buf->getIndexCount(), pos, c);
+                               }
+                               mesh->drop();
+                       }
+               break;}
                }
        }
 }