bool new_style_water = g_settings->getBool("new_style_water");
bool new_style_leaves = g_settings->getBool("new_style_leaves");
bool invisible_stone = g_settings->getBool("invisible_stone");
+ bool opaque_water = g_settings->getBool("opaque_water");
content_t i;
ContentFeatures *f = NULL;
f->setInventoryTextureCube("stone.png", "stone.png", "stone.png");
f->param_type = CPT_MINERAL;
f->is_ground_content = true;
+ f->often_contains_mineral = true;
f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_COBBLE)+" 1";
setStoneLikeDiggingProperties(f->digging_properties, 1.0);
if(invisible_stone)
i = CONTENT_JUNGLEGRASS;
f = &content_features(i);
f->setInventoryTexture("junglegrass.png");
+ f->used_texturenames["junglegrass.png"] = true;
f->light_propagates = true;
f->param_type = CPT_LIGHT;
//f->is_ground_content = true;
i = CONTENT_PAPYRUS;
f = &content_features(i);
f->setInventoryTexture("papyrus.png");
+ f->used_texturenames["papyrus.png"] = true;
f->light_propagates = true;
f->param_type = CPT_LIGHT;
f->is_ground_content = true;
f->solidness = 0; // drawn separately, makes no faces
f->air_equivalent = true; // grass grows underneath
f->setInventoryTexture("fence.png");
+ f->used_texturenames["fence.png"] = true;
setWoodLikeDiggingProperties(f->digging_properties, 0.75);
i = CONTENT_RAIL;
f = &content_features(i);
f->setInventoryTexture("rail.png");
+ f->used_texturenames["rail.png"] = true;
f->light_propagates = true;
f->param_type = CPT_LIGHT;
f->is_ground_content = true;
i = CONTENT_LADDER;
f = &content_features(i);
f->setInventoryTexture("ladder.png");
+ f->used_texturenames["ladder.png"] = true;
f->light_propagates = true;
f->param_type = CPT_LIGHT;
f->is_ground_content = true;
f->liquid_alternative_source = CONTENT_WATERSOURCE;
f->liquid_viscosity = WATER_VISC;
#ifndef SERVER
- f->vertex_alpha = WATER_ALPHA;
+ if(!opaque_water)
+ f->vertex_alpha = WATER_ALPHA;
f->post_effect_color = video::SColor(64, 100, 100, 200);
if(f->special_material == NULL && g_texturesource)
{
f->special_material->setFlag(video::EMF_BACK_FACE_CULLING, false);
f->special_material->setFlag(video::EMF_BILINEAR_FILTER, false);
f->special_material->setFlag(video::EMF_FOG_ENABLE, true);
- f->special_material->MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
+ if(!opaque_water)
+ f->special_material->MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
AtlasPointer *pa_water1 = new AtlasPointer(g_texturesource->getTexture(
g_texturesource->getTextureId("water.png")));
f->special_material->setTexture(0, pa_water1->atlas);
if(g_texturesource)
t.texture = g_texturesource->getTexture("water.png");
- t.alpha = WATER_ALPHA;
- t.material_type = MATERIAL_ALPHA_VERTEX;
+ if(!opaque_water){
+ t.alpha = WATER_ALPHA;
+ t.material_type = MATERIAL_ALPHA_VERTEX;
+ }
t.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
f->setAllTiles(t);
#endif
f->liquid_alternative_source = CONTENT_WATERSOURCE;
f->liquid_viscosity = WATER_VISC;
#ifndef SERVER
- f->vertex_alpha = WATER_ALPHA;
+ if(!opaque_water)
+ f->vertex_alpha = WATER_ALPHA;
f->post_effect_color = video::SColor(64, 100, 100, 200);
if(f->special_material == NULL && g_texturesource)
{
i = CONTENT_LAVA;
f = &content_features(i);
f->setInventoryTextureCube("lava.png", "lava.png", "lava.png");
+ f->used_texturenames["lava.png"] = true;
f->param_type = CPT_LIGHT;
f->light_propagates = false;
f->light_source = LIGHT_MAX-1;
i = CONTENT_LAVASOURCE;
f = &content_features(i);
f->setInventoryTextureCube("lava.png", "lava.png", "lava.png");
+ f->used_texturenames["ladder.png"] = true;
if(new_style_water)
{
f->solidness = 0; // drawn separately, makes no faces
i = CONTENT_TORCH;
f = &content_features(i);
f->setInventoryTexture("torch_on_floor.png");
+ f->used_texturenames["torch_on_floor.png"] = true;
+ f->used_texturenames["torch_on_ceiling.png"] = true;
+ f->used_texturenames["torch_on_floor.png"] = true;
+ f->used_texturenames["torch.png"] = true;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->sunlight_propagates = true;
i = CONTENT_SIGN_WALL;
f = &content_features(i);
f->setInventoryTexture("sign_wall.png");
+ f->used_texturenames["sign_wall.png"] = true;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->sunlight_propagates = true;
f->param_type = CPT_LIGHT;
f->setAllTextures("sapling.png");
f->setInventoryTexture("sapling.png");
+ f->used_texturenames["sapling.png"] = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
f->light_propagates = true;
f->air_equivalent = false;
i = CONTENT_APPLE;
f = &content_features(i);
f->setInventoryTexture("apple.png");
+ f->used_texturenames["apple.png"] = true;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->sunlight_propagates = true;