]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/mapblock.cpp
Moved the temporary mapgen test files and added a modified map.cpp too... These are...
[dragonfireclient.git] / src / mapblock.cpp
index 26280dec4b92fc53070c16ff1c54423cb0e25f53..58b23bd146e6001d50055a18357c1e1ae308bde7 100644 (file)
@@ -19,118 +19,69 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 #include "mapblock.h"
 #include "map.h"
-// For g_settings and g_irrlicht
+// For g_settings
 #include "main.h"
 #include "light.h"
 #include <sstream>
 
-
-/*
-       MapBlock
-*/
-
-MapBlock::MapBlock(NodeContainer *parent, v3s16 pos, bool dummy):
-               m_parent(parent),
-               m_pos(pos),
-               changed(true),
-               is_underground(false),
-               m_lighting_expired(true),
-               m_day_night_differs(false),
-               //m_not_fully_generated(false),
-               m_objects(this)
-{
-       data = NULL;
-       if(dummy == false)
-               reallocate();
-       
-       m_spawn_timer = -10000;
-
 #ifndef SERVER
-       m_mesh_expired = false;
-       mesh_mutex.Init();
-       mesh = NULL;
-       m_temp_mods_mutex.Init();
-#endif
-}
-
-MapBlock::~MapBlock()
+void MeshMakeData::fill(u32 daynight_ratio, MapBlock *block)
 {
-#ifndef SERVER
-       {
-               JMutexAutoLock lock(mesh_mutex);
-               
-               if(mesh)
-               {
-                       mesh->drop();
-                       mesh = NULL;
-               }
-       }
-#endif
+       m_daynight_ratio = daynight_ratio;
+       m_blockpos = block->getPos();
 
-       if(data)
-               delete[] data;
-}
+       v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE;
+       
+       /*
+               There is no harm not copying the TempMods of the neighbors
+               because they are already copied to this block
+       */
+       m_temp_mods.clear();
+       block->copyTempMods(m_temp_mods);
+       
+       /*
+               Copy data
+       */
 
-bool MapBlock::isValidPositionParent(v3s16 p)
-{
-       if(isValidPosition(p))
-       {
-               return true;
-       }
-       else{
-               return m_parent->isValidPosition(getPosRelative() + p);
-       }
-}
+       // Allocate this block + neighbors
+       m_vmanip.clear();
+       m_vmanip.addArea(VoxelArea(blockpos_nodes-v3s16(1,1,1)*MAP_BLOCKSIZE,
+                       blockpos_nodes+v3s16(1,1,1)*MAP_BLOCKSIZE*2-v3s16(1,1,1)));
 
-MapNode MapBlock::getNodeParent(v3s16 p)
-{
-       if(isValidPosition(p) == false)
        {
-               return m_parent->getNode(getPosRelative() + p);
-       }
-       else
-       {
-               if(data == NULL)
-                       throw InvalidPositionException();
-               return data[p.Z*MAP_BLOCKSIZE*MAP_BLOCKSIZE + p.Y*MAP_BLOCKSIZE + p.X];
-       }
-}
+               //TimeTaker timer("copy central block data");
+               // 0ms
 
-void MapBlock::setNodeParent(v3s16 p, MapNode & n)
-{
-       if(isValidPosition(p) == false)
-       {
-               m_parent->setNode(getPosRelative() + p, n);
+               // Copy our data
+               block->copyTo(m_vmanip);
        }
-       else
        {
-               if(data == NULL)
-                       throw InvalidPositionException();
-               data[p.Z*MAP_BLOCKSIZE*MAP_BLOCKSIZE + p.Y*MAP_BLOCKSIZE + p.X] = n;
-       }
-}
+               //TimeTaker timer("copy neighbor block data");
+               // 0ms
 
-MapNode MapBlock::getNodeParentNoEx(v3s16 p)
-{
-       if(isValidPosition(p) == false)
-       {
-               try{
-                       return m_parent->getNode(getPosRelative() + p);
-               }
-               catch(InvalidPositionException &e)
-               {
-                       return MapNode(CONTENT_IGNORE);
-               }
-       }
-       else
-       {
-               if(data == NULL)
+               /*
+                       Copy neighbors. This is lightning fast.
+                       Copying only the borders would be *very* slow.
+               */
+               
+               // Get map
+               NodeContainer *parentcontainer = block->getParent();
+               // This will only work if the parent is the map
+               assert(parentcontainer->nodeContainerId() == NODECONTAINER_ID_MAP);
+               // OK, we have the map!
+               Map *map = (Map*)parentcontainer;
+
+               for(u16 i=0; i<6; i++)
                {
-                       return MapNode(CONTENT_IGNORE);
+                       const v3s16 &dir = g_6dirs[i];
+                       v3s16 bp = m_blockpos + dir;
+                       MapBlock *b = map->getBlockNoCreateNoEx(bp);
+                       if(b)
+                               b->copyTo(m_vmanip);
                }
-               return data[p.Z*MAP_BLOCKSIZE*MAP_BLOCKSIZE + p.Y*MAP_BLOCKSIZE + p.X];
        }
 }
+#endif
 
 /*
        Parameters must consist of air and !air.
@@ -146,7 +97,7 @@ MapNode MapBlock::getNodeParentNoEx(v3s16 p)
        
        returns encoded light value.
 */
-u8 MapBlock::getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
+u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
                v3s16 face_dir)
 {
        try{
@@ -182,53 +133,94 @@ u8 MapBlock::getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
 
 #ifndef SERVER
 
-void MapBlock::makeFastFace(TileSpec tile, u8 light, v3f p,
-               v3s16 dir, v3f scale, v3f posRelative_f,
-               core::array<FastFace> &dest)
+/*
+       vertex_dirs: v3s16[4]
+*/
+void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
 {
-       FastFace face;
-       
-       // Position is at the center of the cube.
-       v3f pos = p * BS;
-       posRelative_f *= BS;
-
-       v3f vertex_pos[4];
-       // If looking towards z+, this is the face that is behind
-       // the center point, facing towards z+.
-       vertex_pos[0] = v3f(-BS/2,-BS/2,BS/2);
-       vertex_pos[1] = v3f( BS/2,-BS/2,BS/2);
-       vertex_pos[2] = v3f( BS/2, BS/2,BS/2);
-       vertex_pos[3] = v3f(-BS/2, BS/2,BS/2);
-       
+       /*
+               If looked from outside the node towards the face, the corners are:
+               0: bottom-right
+               1: bottom-left
+               2: top-left
+               3: top-right
+       */
        if(dir == v3s16(0,0,1))
        {
-               for(u16 i=0; i<4; i++)
-                       vertex_pos[i].rotateXZBy(0);
+               // If looking towards z+, this is the face that is behind
+               // the center point, facing towards z+.
+               vertex_dirs[0] = v3s16(-1,-1, 1);
+               vertex_dirs[1] = v3s16( 1,-1, 1);
+               vertex_dirs[2] = v3s16( 1, 1, 1);
+               vertex_dirs[3] = v3s16(-1, 1, 1);
        }
        else if(dir == v3s16(0,0,-1))
        {
-               for(u16 i=0; i<4; i++)
-                       vertex_pos[i].rotateXZBy(180);
+               // faces towards Z-
+               vertex_dirs[0] = v3s16( 1,-1,-1);
+               vertex_dirs[1] = v3s16(-1,-1,-1);
+               vertex_dirs[2] = v3s16(-1, 1,-1);
+               vertex_dirs[3] = v3s16( 1, 1,-1);
        }
        else if(dir == v3s16(1,0,0))
        {
-               for(u16 i=0; i<4; i++)
-                       vertex_pos[i].rotateXZBy(-90);
+               // faces towards X+
+               vertex_dirs[0] = v3s16( 1,-1, 1);
+               vertex_dirs[1] = v3s16( 1,-1,-1);
+               vertex_dirs[2] = v3s16( 1, 1,-1);
+               vertex_dirs[3] = v3s16( 1, 1, 1);
        }
        else if(dir == v3s16(-1,0,0))
        {
-               for(u16 i=0; i<4; i++)
-                       vertex_pos[i].rotateXZBy(90);
+               // faces towards X-
+               vertex_dirs[0] = v3s16(-1,-1,-1);
+               vertex_dirs[1] = v3s16(-1,-1, 1);
+               vertex_dirs[2] = v3s16(-1, 1, 1);
+               vertex_dirs[3] = v3s16(-1, 1,-1);
        }
        else if(dir == v3s16(0,1,0))
        {
-               for(u16 i=0; i<4; i++)
-                       vertex_pos[i].rotateYZBy(-90);
+               // faces towards Y+ (assume Z- as "down" in texture)
+               vertex_dirs[0] = v3s16( 1, 1,-1);
+               vertex_dirs[1] = v3s16(-1, 1,-1);
+               vertex_dirs[2] = v3s16(-1, 1, 1);
+               vertex_dirs[3] = v3s16( 1, 1, 1);
        }
        else if(dir == v3s16(0,-1,0))
        {
-               for(u16 i=0; i<4; i++)
-                       vertex_pos[i].rotateYZBy(90);
+               // faces towards Y- (assume Z+ as "down" in texture)
+               vertex_dirs[0] = v3s16( 1,-1, 1);
+               vertex_dirs[1] = v3s16(-1,-1, 1);
+               vertex_dirs[2] = v3s16(-1,-1,-1);
+               vertex_dirs[3] = v3s16( 1,-1,-1);
+       }
+}
+
+inline video::SColor lightColor(u8 alpha, u8 light)
+{
+       return video::SColor(alpha,light,light,light);
+}
+
+void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
+               v3s16 dir, v3f scale, v3f posRelative_f,
+               core::array<FastFace> &dest)
+{
+       FastFace face;
+       
+       // Position is at the center of the cube.
+       v3f pos = p * BS;
+       posRelative_f *= BS;
+
+       v3f vertex_pos[4];
+       v3s16 vertex_dirs[4];
+       getNodeVertexDirs(dir, vertex_dirs);
+       for(u16 i=0; i<4; i++)
+       {
+               vertex_pos[i] = v3f(
+                               BS/2*vertex_dirs[i].X,
+                               BS/2*vertex_dirs[i].Y,
+                               BS/2*vertex_dirs[i].Z
+               );
        }
 
        for(u16 i=0; i<4; i++)
@@ -246,22 +238,18 @@ void MapBlock::makeFastFace(TileSpec tile, u8 light, v3f p,
 
        v3f zerovector = v3f(0,0,0);
        
-       //u8 li = decode_light(light);
-       u8 li = light;
-       //u8 li = 255; //DEBUG
-
        u8 alpha = tile.alpha;
        /*u8 alpha = 255;
        if(tile.id == TILE_WATER)
                alpha = WATER_ALPHA;*/
 
-       video::SColor c = video::SColor(alpha,li,li,li);
-
        float x0 = tile.texture.pos.X;
        float y0 = tile.texture.pos.Y;
        float w = tile.texture.size.X;
        float h = tile.texture.size.Y;
 
+       /*video::SColor c = lightColor(alpha, li);
+
        face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0), c,
                        core::vector2d<f32>(x0+w*abs_scale, y0+h));
        face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0), c,
@@ -269,6 +257,19 @@ void MapBlock::makeFastFace(TileSpec tile, u8 light, v3f p,
        face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0), c,
                        core::vector2d<f32>(x0, y0));
        face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0), c,
+                       core::vector2d<f32>(x0+w*abs_scale, y0));*/
+
+       face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0),
+                       lightColor(alpha, li0),
+                       core::vector2d<f32>(x0+w*abs_scale, y0+h));
+       face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0),
+                       lightColor(alpha, li1),
+                       core::vector2d<f32>(x0, y0+h));
+       face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0),
+                       lightColor(alpha, li2),
+                       core::vector2d<f32>(x0, y0));
+       face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0),
+                       lightColor(alpha, li3),
                        core::vector2d<f32>(x0+w*abs_scale, y0));
 
        face.tile = tile;
@@ -276,14 +277,13 @@ void MapBlock::makeFastFace(TileSpec tile, u8 light, v3f p,
        //f->tile = TILE_STONE;
        
        dest.push_back(face);
-       //return f;
 }
        
 /*
        Gets node tile from any place relative to block.
        Returns TILE_NODE if doesn't exist or should not be drawn.
 */
-TileSpec MapBlock::getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir,
+TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir,
                NodeModMap &temp_mods)
 {
        TileSpec spec;
@@ -335,7 +335,7 @@ TileSpec MapBlock::getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir,
        return spec;
 }
 
-u8 MapBlock::getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods)
+u8 getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods)
 {
        /*
                Check temporary modifications on this node
@@ -373,12 +373,139 @@ u8 MapBlock::getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods)
        return mn.d;
 }
 
+v3s16 dirs8[8] = {
+       v3s16(0,0,0),
+       v3s16(0,0,1),
+       v3s16(0,1,0),
+       v3s16(0,1,1),
+       v3s16(1,0,0),
+       v3s16(1,1,0),
+       v3s16(1,0,1),
+       v3s16(1,1,1),
+};
+
+// Calculate lighting at the XYZ- corner of p
+u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio)
+{
+       u16 ambient_occlusion = 0;
+       u16 light = 0;
+       u16 light_count = 0;
+       for(u32 i=0; i<8; i++)
+       {
+               MapNode n = vmanip.getNodeNoEx(p - dirs8[i]);
+               if(content_features(n.d).param_type == CPT_LIGHT)
+               {
+                       light += decode_light(n.getLightBlend(daynight_ratio));
+                       light_count++;
+               }
+               else
+               {
+                       if(n.d != CONTENT_IGNORE)
+                               ambient_occlusion++;
+               }
+       }
+
+       if(light_count == 0)
+               return 255;
+       
+       light /= light_count;
+
+       if(ambient_occlusion > 4)
+       {
+               ambient_occlusion -= 4;
+               light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0);
+       }
+
+       return light;
+}
+
+// Calculate lighting at the given corner of p
+u8 getSmoothLight(v3s16 p, v3s16 corner,
+               VoxelManipulator &vmanip, u32 daynight_ratio)
+{
+       if(corner.X == 1) p.X += 1;
+       else              assert(corner.X == -1);
+       if(corner.Y == 1) p.Y += 1;
+       else              assert(corner.Y == -1);
+       if(corner.Z == 1) p.Z += 1;
+       else              assert(corner.Z == -1);
+       
+       return getSmoothLight(p, vmanip, daynight_ratio);
+}
+
+void getTileInfo(
+               // Input:
+               v3s16 blockpos_nodes,
+               v3s16 p,
+               v3s16 face_dir,
+               u32 daynight_ratio,
+               VoxelManipulator &vmanip,
+               NodeModMap &temp_mods,
+               bool smooth_lighting,
+               // Output:
+               bool &makes_face,
+               v3s16 &p_corrected,
+               v3s16 &face_dir_corrected,
+               u8 *lights,
+               TileSpec &tile
+       )
+{
+       MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p);
+       MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
+       TileSpec tile0 = getNodeTile(n0, p, face_dir, temp_mods);
+       TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods);
+       
+       // This is hackish
+       u8 content0 = getNodeContent(p, n0, temp_mods);
+       u8 content1 = getNodeContent(p + face_dir, n1, temp_mods);
+       u8 mf = face_contents(content0, content1);
+
+       if(mf == 0)
+       {
+               makes_face = false;
+               return;
+       }
+
+       makes_face = true;
+       
+       if(mf == 1)
+       {
+               tile = tile0;
+               p_corrected = p;
+               face_dir_corrected = face_dir;
+       }
+       else
+       {
+               tile = tile1;
+               p_corrected = p + face_dir;
+               face_dir_corrected = -face_dir;
+       }
+       
+       if(smooth_lighting == false)
+       {
+               lights[0] = lights[1] = lights[2] = lights[3] =
+                               decode_light(getFaceLight(daynight_ratio, n0, n1, face_dir));
+       }
+       else
+       {
+               v3s16 vertex_dirs[4];
+               getNodeVertexDirs(face_dir_corrected, vertex_dirs);
+               for(u16 i=0; i<4; i++)
+               {
+                       lights[i] = getSmoothLight(blockpos_nodes + p_corrected,
+                                       vertex_dirs[i], vmanip, daynight_ratio);
+               }
+       }
+       
+       return;
+}
+
 /*
        startpos:
        translate_dir: unit vector with only one of x, y or z
        face_dir: unit vector with only one of x, y or z
 */
-void MapBlock::updateFastFaceRow(
+void updateFastFaceRow(
                u32 daynight_ratio,
                v3f posRelative_f,
                v3s16 startpos,
@@ -388,45 +515,57 @@ void MapBlock::updateFastFaceRow(
                v3s16 face_dir,
                v3f face_dir_f,
                core::array<FastFace> &dest,
-               NodeModMap &temp_mods)
+               NodeModMap &temp_mods,
+               VoxelManipulator &vmanip,
+               v3s16 blockpos_nodes,
+               bool smooth_lighting)
 {
        v3s16 p = startpos;
        
        u16 continuous_tiles_count = 0;
        
-       MapNode n0 = getNodeParentNoEx(p);
-       MapNode n1 = getNodeParentNoEx(p + face_dir);
-
-       u8 light = getFaceLight(daynight_ratio, n0, n1, face_dir);
-               
-       TileSpec tile0 = getNodeTile(n0, p, face_dir, temp_mods);
-       TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods);
+       bool makes_face;
+       v3s16 p_corrected;
+       v3s16 face_dir_corrected;
+       u8 lights[4];
+       TileSpec tile;
+       getTileInfo(blockpos_nodes, p, face_dir, daynight_ratio,
+                       vmanip, temp_mods, smooth_lighting,
+                       makes_face, p_corrected, face_dir_corrected, lights, tile);
 
        for(u16 j=0; j<length; j++)
        {
+               // If tiling can be done, this is set to false in the next step
                bool next_is_different = true;
                
                v3s16 p_next;
-               MapNode n0_next;
-               MapNode n1_next;
-               TileSpec tile0_next;
-               TileSpec tile1_next;
-               u8 light_next = 0;
+               
+               bool next_makes_face;
+               v3s16 next_p_corrected;
+               v3s16 next_face_dir_corrected;
+               u8 next_lights[4];
+               TileSpec next_tile;
                
                // If at last position, there is nothing to compare to and
                // the face must be drawn anyway
                if(j != length - 1)
                {
                        p_next = p + translate_dir;
-                       n0_next = getNodeParentNoEx(p_next);
-                       n1_next = getNodeParentNoEx(p_next + face_dir);
-                       tile0_next = getNodeTile(n0_next, p_next, face_dir, temp_mods);
-                       tile1_next = getNodeTile(n1_next,p_next+face_dir,-face_dir, temp_mods);
-                       light_next = getFaceLight(daynight_ratio, n0_next, n1_next, face_dir);
-
-                       if(tile0_next == tile0
-                                       && tile1_next == tile1
-                                       && light_next == light)
+                       
+                       getTileInfo(blockpos_nodes, p_next, face_dir, daynight_ratio,
+                                       vmanip, temp_mods, smooth_lighting,
+                                       next_makes_face, next_p_corrected,
+                                       next_face_dir_corrected, next_lights,
+                                       next_tile);
+                       
+                       if(next_makes_face == makes_face
+                                       && next_p_corrected == p_corrected
+                                       && next_face_dir_corrected == face_dir_corrected
+                                       && next_lights[0] == lights[0]
+                                       && next_lights[1] == lights[1]
+                                       && next_lights[2] == lights[2]
+                                       && next_lights[3] == lights[3]
+                                       && next_tile == tile)
                        {
                                next_is_different = false;
                        }
@@ -440,22 +579,14 @@ void MapBlock::updateFastFaceRow(
                        If there is no texture, it can be tiled infinitely.
                        If tiled==0, it means the texture can be tiled infinitely.
                        Otherwise check tiled agains continuous_tiles_count.
-
-                       This check has to be made for both tiles, because this is
-                       a bit hackish and we know which one we're using only when
-                       the decision to make the faces is made.
                */
-               if(tile0.texture.atlas != NULL && tile0.texture.tiled != 0)
+               if(tile.texture.atlas != NULL && tile.texture.tiled != 0)
                {
-                       if(tile0.texture.tiled <= continuous_tiles_count)
-                               end_of_texture = true;
-               }
-               if(tile1.texture.atlas != NULL && tile1.texture.tiled != 0)
-               {
-                       if(tile1.texture.tiled <= continuous_tiles_count)
+                       if(tile.texture.tiled <= continuous_tiles_count)
                                end_of_texture = true;
                }
                
+               // Do this to disable tiling textures
                //end_of_texture = true; //DEBUG
                
                if(next_is_different || end_of_texture)
@@ -463,54 +594,42 @@ void MapBlock::updateFastFaceRow(
                        /*
                                Create a face if there should be one
                        */
-                       //u8 mf = face_contents(tile0, tile1);
-                       // This is hackish
-                       u8 content0 = getNodeContent(p, n0, temp_mods);
-                       u8 content1 = getNodeContent(p + face_dir, n1, temp_mods);
-                       u8 mf = face_contents(content0, content1);
-                       
-                       if(mf != 0)
+                       if(makes_face)
                        {
                                // Floating point conversion of the position vector
-                               v3f pf(p.X, p.Y, p.Z);
+                               v3f pf(p_corrected.X, p_corrected.Y, p_corrected.Z);
                                // Center point of face (kind of)
                                v3f sp = pf - ((f32)continuous_tiles_count / 2. - 0.5) * translate_dir_f;
                                v3f scale(1,1,1);
-                               if(translate_dir.X != 0){
+
+                               if(translate_dir.X != 0)
+                               {
                                        scale.X = continuous_tiles_count;
                                }
-                               if(translate_dir.Y != 0){
+                               if(translate_dir.Y != 0)
+                               {
                                        scale.Y = continuous_tiles_count;
                                }
-                               if(translate_dir.Z != 0){
+                               if(translate_dir.Z != 0)
+                               {
                                        scale.Z = continuous_tiles_count;
                                }
                                
-                               //FastFace *f;
-
-                               // If node at sp (tile0) is more solid
-                               if(mf == 1)
-                               {
-                                       makeFastFace(tile0, decode_light(light),
-                                                       sp, face_dir, scale,
-                                                       posRelative_f, dest);
-                               }
-                               // If node at sp is less solid (mf == 2)
-                               else
-                               {
-                                       makeFastFace(tile1, decode_light(light),
-                                                       sp+face_dir_f, -face_dir, scale,
-                                                       posRelative_f, dest);
-                               }
-                               //dest.push_back(f);
+                               makeFastFace(tile, lights[0], lights[1], lights[2], lights[3],
+                                               sp, face_dir_corrected, scale,
+                                               posRelative_f, dest);
                        }
 
                        continuous_tiles_count = 0;
-                       n0 = n0_next;
-                       n1 = n1_next;
-                       tile0 = tile0_next;
-                       tile1 = tile1_next;
-                       light = light_next;
+                       
+                       makes_face = next_makes_face;
+                       p_corrected = next_p_corrected;
+                       face_dir_corrected = next_face_dir_corrected;
+                       lights[0] = next_lights[0];
+                       lights[1] = next_lights[1];
+                       lights[2] = next_lights[2];
+                       lights[3] = next_lights[3];
+                       tile = next_tile;
                }
                
                p = p_next;
@@ -610,42 +729,25 @@ class MeshCollector
        core::array<PreMeshBuffer> m_prebuffers;
 };
 
-void MapBlock::updateMesh(u32 daynight_ratio)
+scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
 {
-#if 0
-       /*
-               DEBUG: If mesh has been generated, don't generate it again
-       */
-       {
-               JMutexAutoLock meshlock(mesh_mutex);
-               if(mesh != NULL)
-                       return;
-       }
-#endif
-       
        // 4-21ms for MAP_BLOCKSIZE=16
        // 24-155ms for MAP_BLOCKSIZE=32
-       //TimeTaker timer1("updateMesh()");
+       //TimeTaker timer1("makeMapBlockMesh()");
 
        core::array<FastFace> fastfaces_new;
+
+       v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
        
-       v3f posRelative_f(getPosRelative().X, getPosRelative().Y,
-                       getPosRelative().Z); // floating point conversion
-       
-       /*
-               Avoid interlocks by copying m_temp_mods
-       */
-       NodeModMap temp_mods;
-       {
-               JMutexAutoLock lock(m_temp_mods_mutex);
-               m_temp_mods.copy(temp_mods);
-       }
+       // floating point conversion
+       v3f posRelative_f(blockpos_nodes.X, blockpos_nodes.Y, blockpos_nodes.Z);
        
        /*
                Some settings
        */
        bool new_style_water = g_settings.getBool("new_style_water");
        bool new_style_leaves = g_settings.getBool("new_style_leaves");
+       bool smooth_lighting = g_settings.getBool("smooth_lighting");
        
        float node_water_level = 1.0;
        if(new_style_water)
@@ -664,48 +766,57 @@ void MapBlock::updateMesh(u32 daynight_ratio)
                //TimeTaker timer2("updateMesh() collect");
 
                /*
-                       Go through every y,z and get top faces in rows of x+
+                       Go through every y,z and get top(y+) faces in rows of x+
                */
                for(s16 y=0; y<MAP_BLOCKSIZE; y++){
                        for(s16 z=0; z<MAP_BLOCKSIZE; z++){
-                               updateFastFaceRow(daynight_ratio, posRelative_f,
+                               updateFastFaceRow(data->m_daynight_ratio, posRelative_f,
                                                v3s16(0,y,z), MAP_BLOCKSIZE,
                                                v3s16(1,0,0), //dir
                                                v3f  (1,0,0),
                                                v3s16(0,1,0), //face dir
                                                v3f  (0,1,0),
                                                fastfaces_new,
-                                               temp_mods);
+                                               data->m_temp_mods,
+                                               data->m_vmanip,
+                                               blockpos_nodes,
+                                               smooth_lighting);
                        }
                }
                /*
-                       Go through every x,y and get right faces in rows of z+
+                       Go through every x,y and get right(x+) faces in rows of z+
                */
                for(s16 x=0; x<MAP_BLOCKSIZE; x++){
                        for(s16 y=0; y<MAP_BLOCKSIZE; y++){
-                               updateFastFaceRow(daynight_ratio, posRelative_f,
+                               updateFastFaceRow(data->m_daynight_ratio, posRelative_f,
                                                v3s16(x,y,0), MAP_BLOCKSIZE,
                                                v3s16(0,0,1),
                                                v3f  (0,0,1),
                                                v3s16(1,0,0),
                                                v3f  (1,0,0),
                                                fastfaces_new,
-                                               temp_mods);
+                                               data->m_temp_mods,
+                                               data->m_vmanip,
+                                               blockpos_nodes,
+                                               smooth_lighting);
                        }
                }
                /*
-                       Go through every y,z and get back faces in rows of x+
+                       Go through every y,z and get back(z+) faces in rows of x+
                */
                for(s16 z=0; z<MAP_BLOCKSIZE; z++){
                        for(s16 y=0; y<MAP_BLOCKSIZE; y++){
-                               updateFastFaceRow(daynight_ratio, posRelative_f,
+                               updateFastFaceRow(data->m_daynight_ratio, posRelative_f,
                                                v3s16(0,y,z), MAP_BLOCKSIZE,
                                                v3s16(1,0,0),
                                                v3f  (1,0,0),
                                                v3s16(0,0,1),
                                                v3f  (0,0,1),
                                                fastfaces_new,
-                                               temp_mods);
+                                               data->m_temp_mods,
+                                               data->m_vmanip,
+                                               blockpos_nodes,
+                                               smooth_lighting);
                        }
                }
        }
@@ -735,8 +846,8 @@ void MapBlock::updateMesh(u32 daynight_ratio)
                        FastFace &f = fastfaces_new[i];
 
                        const u16 indices[] = {0,1,2,2,3,0};
+                       const u16 indices_alternate[] = {0,1,3,2,3,1};
                        
-                       //video::ITexture *texture = g_irrlicht->getTexture(f.tile.spec);
                        video::ITexture *texture = f.tile.texture.atlas;
                        if(texture == NULL)
                                continue;
@@ -744,8 +855,18 @@ void MapBlock::updateMesh(u32 daynight_ratio)
                        material.setTexture(0, texture);
                        
                        f.tile.applyMaterialOptions(material);
+
+                       const u16 *indices_p = indices;
+                       
+                       /*
+                               Revert triangles for nicer looking gradient if vertices
+                               1 and 3 have same color or 0 and 2 have different color.
+                       */
+                       if(f.vertices[0].Color != f.vertices[2].Color
+                                       || f.vertices[1].Color == f.vertices[3].Color)
+                               indices_p = indices_alternate;
                        
-                       collector.append(material, f.vertices, 4, indices, 6);
+                       collector.append(material, f.vertices, 4, indices_p, 6);
                }
        }
 
@@ -761,12 +882,10 @@ void MapBlock::updateMesh(u32 daynight_ratio)
        // Flowing water material
        video::SMaterial material_water1;
        material_water1.setFlag(video::EMF_LIGHTING, false);
-       //material_water1.setFlag(video::EMF_BACK_FACE_CULLING, false);
+       material_water1.setFlag(video::EMF_BACK_FACE_CULLING, false);
        material_water1.setFlag(video::EMF_BILINEAR_FILTER, false);
        material_water1.setFlag(video::EMF_FOG_ENABLE, true);
        material_water1.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
-       //TODO
-       //material_water1.setTexture(0, g_irrlicht->getTexture("water.png"));
        AtlasPointer pa_water1 = g_texturesource->getTexture(
                        g_texturesource->getTextureId("water.png"));
        material_water1.setTexture(0, pa_water1.atlas);
@@ -778,19 +897,28 @@ void MapBlock::updateMesh(u32 daynight_ratio)
        material_leaves1.setFlag(video::EMF_BILINEAR_FILTER, false);
        material_leaves1.setFlag(video::EMF_FOG_ENABLE, true);
        material_leaves1.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-       //TODO
-       //material_leaves1.setTexture(0, g_irrlicht->getTexture("leaves.png"));
        AtlasPointer pa_leaves1 = g_texturesource->getTexture(
                        g_texturesource->getTextureId("leaves.png"));
        material_leaves1.setTexture(0, pa_leaves1.atlas);
 
+       // Glass material
+       video::SMaterial material_glass;
+       material_glass.setFlag(video::EMF_LIGHTING, false);
+       material_glass.setFlag(video::EMF_BILINEAR_FILTER, false);
+       material_glass.setFlag(video::EMF_FOG_ENABLE, true);
+       material_glass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+       AtlasPointer pa_glass = g_texturesource->getTexture(
+                       g_texturesource->getTextureId("glass.png"));
+       material_glass.setTexture(0, pa_glass.atlas);
+
+
        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 = getNodeRef(x,y,z);
+               MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
                
                /*
                        Add torches to mesh
@@ -825,7 +953,7 @@ void MapBlock::updateMesh(u32 daynight_ratio)
                                if(dir == v3s16(0,1,0))
                                        vertices[i].Pos.rotateXZBy(-45);
 
-                               vertices[i].Pos += intToFloat(p + getPosRelative(), BS);
+                               vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
                        }
 
                        // Set material
@@ -860,7 +988,7 @@ void MapBlock::updateMesh(u32 daynight_ratio)
                */
                if(n.d == CONTENT_SIGN_WALL)
                {
-                       u8 l = decode_light(n.getLightBlend(daynight_ratio));
+                       u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
                        video::SColor c(255,l,l,l);
                                
                        float d = (float)BS/16;
@@ -890,7 +1018,7 @@ void MapBlock::updateMesh(u32 daynight_ratio)
                                if(dir == v3s16(0,1,0))
                                        vertices[i].Pos.rotateXYBy(90);
 
-                               vertices[i].Pos += intToFloat(p + getPosRelative(), BS);
+                               vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
                        }
 
                        // Set material
@@ -916,13 +1044,17 @@ void MapBlock::updateMesh(u32 daynight_ratio)
                else if(n.d == CONTENT_WATER)
                {
                        bool top_is_water = false;
-                       try{
-                               MapNode n = getNodeParent(v3s16(x,y+1,z));
-                               if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE)
-                                       top_is_water = true;
-                       }catch(InvalidPositionException &e){}
+                       MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
+                       if(ntop.d == CONTENT_WATER || ntop.d == CONTENT_WATERSOURCE)
+                               top_is_water = true;
                        
-                       u8 l = decode_light(n.getLightBlend(daynight_ratio));
+                       u8 l = 0;
+                       // Use the light of the node on top if possible
+                       if(content_features(ntop.d).param_type == CPT_LIGHT)
+                               l = decode_light(ntop.getLightBlend(data->m_daynight_ratio));
+                       // Otherwise use the light of this node (the water)
+                       else
+                               l = decode_light(n.getLightBlend(data->m_daynight_ratio));
                        video::SColor c(WATER_ALPHA,l,l,l);
                        
                        // Neighbor water levels (key = relative position)
@@ -947,11 +1079,11 @@ void MapBlock::updateMesh(u32 daynight_ratio)
                                u8 content = CONTENT_AIR;
                                float level = -0.5 * BS;
                                u8 flags = 0;
-                               try{
-                                       // Check neighbor
-                                       v3s16 p2 = p + neighbor_dirs[i];
-                                       MapNode n2 = getNodeParent(p2);
-
+                               // Check neighbor
+                               v3s16 p2 = p + neighbor_dirs[i];
+                               MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
+                               if(n2.d != CONTENT_IGNORE)
+                               {
                                        content = n2.d;
 
                                        if(n2.d == CONTENT_WATERSOURCE)
@@ -964,11 +1096,10 @@ void MapBlock::updateMesh(u32 daynight_ratio)
                                        // NOTE: This doesn't get executed if neighbor
                                        //       doesn't exist
                                        p2.Y += 1;
-                                       n2 = getNodeParent(p2);
+                                       n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
                                        if(n2.d == CONTENT_WATERSOURCE || n2.d == CONTENT_WATER)
                                                flags |= neighborflag_top_is_water;
                                }
-                               catch(InvalidPositionException &e){}
                                
                                neighbor_levels.insert(neighbor_dirs[i], level);
                                neighbor_contents.insert(neighbor_dirs[i], content);
@@ -1124,7 +1255,7 @@ void MapBlock::updateMesh(u32 daynight_ratio)
                                        if(dir == v3s16(1,0,-0))
                                                vertices[j].Pos.rotateXZBy(-90);
 
-                                       vertices[j].Pos += intToFloat(p + getPosRelative(), BS);
+                                       vertices[j].Pos += intToFloat(p + blockpos_nodes, BS);
                                }
 
                                u16 indices[] = {0,1,2,2,3,0};
@@ -1163,7 +1294,7 @@ void MapBlock::updateMesh(u32 daynight_ratio)
                                        //vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
                                        s32 j = corner_resolve[i];
                                        vertices[i].Pos.Y += corner_levels[j];
-                                       vertices[i].Pos += intToFloat(p + getPosRelative(), BS);
+                                       vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
                                }
 
                                u16 indices[] = {0,1,2,2,3,0};
@@ -1178,20 +1309,18 @@ void MapBlock::updateMesh(u32 daynight_ratio)
                {
                        //bool top_is_water = false;
                        bool top_is_air = false;
-                       try{
-                               MapNode n = getNodeParent(v3s16(x,y+1,z));
-                               /*if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE)
-                                       top_is_water = true;*/
-                               if(n.d == CONTENT_AIR)
-                                       top_is_air = true;
-                       }catch(InvalidPositionException &e){}
+                       MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
+                       /*if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE)
+                               top_is_water = true;*/
+                       if(n.d == CONTENT_AIR)
+                               top_is_air = true;
                        
                        /*if(top_is_water == true)
                                continue;*/
                        if(top_is_air == false)
                                continue;
 
-                       u8 l = decode_light(n.getLightBlend(daynight_ratio));
+                       u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
                        video::SColor c(WATER_ALPHA,l,l,l);
                        
                        video::S3DVertex vertices[4] =
@@ -1213,7 +1342,7 @@ void MapBlock::updateMesh(u32 daynight_ratio)
                        for(s32 i=0; i<4; i++)
                        {
                                vertices[i].Pos.Y += (-0.5+node_water_level)*BS;
-                               vertices[i].Pos += intToFloat(p + getPosRelative(), BS);
+                               vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
                        }
 
                        u16 indices[] = {0,1,2,2,3,0};
@@ -1225,8 +1354,8 @@ void MapBlock::updateMesh(u32 daynight_ratio)
                */
                else if(n.d == CONTENT_LEAVES && new_style_leaves)
                {
-                       /*u8 l = decode_light(n.getLightBlend(daynight_ratio));*/
-                       u8 l = decode_light(undiminish_light(n.getLightBlend(daynight_ratio)));
+                       /*u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));*/
+                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
                        video::SColor c(255,l,l,l);
 
                        for(u32 j=0; j<6; j++)
@@ -1280,7 +1409,7 @@ void MapBlock::updateMesh(u32 daynight_ratio)
 
                                for(u16 i=0; i<4; i++)
                                {
-                                       vertices[i].Pos += intToFloat(p + getPosRelative(), BS);
+                                       vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
                                }
 
                                u16 indices[] = {0,1,2,2,3,0};
@@ -1288,6 +1417,72 @@ void MapBlock::updateMesh(u32 daynight_ratio)
                                collector.append(material_leaves1, vertices, 4, indices, 6);
                        }
                }
+               /*
+                       Add glass
+               */
+               else if(n.d == CONTENT_GLASS)
+               {
+                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
+                       video::SColor c(255,l,l,l);
+
+                       for(u32 j=0; j<6; j++)
+                       {
+                               video::S3DVertex vertices[4] =
+                               {
+                                       video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
+                                               pa_glass.x0(), pa_glass.y1()),
+                                       video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
+                                               pa_glass.x1(), pa_glass.y1()),
+                                       video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
+                                               pa_glass.x1(), pa_glass.y0()),
+                                       video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
+                                               pa_glass.x0(), pa_glass.y0()),
+                               };
+
+                               if(j == 0)
+                               {
+                                       for(u16 i=0; i<4; i++)
+                                               vertices[i].Pos.rotateXZBy(0);
+                               }
+                               else if(j == 1)
+                               {
+                                       for(u16 i=0; i<4; i++)
+                                               vertices[i].Pos.rotateXZBy(180);
+                               }
+                               else if(j == 2)
+                               {
+                                       for(u16 i=0; i<4; i++)
+                                               vertices[i].Pos.rotateXZBy(-90);
+                               }
+                               else if(j == 3)
+                               {
+                                       for(u16 i=0; i<4; i++)
+                                               vertices[i].Pos.rotateXZBy(90);
+                               }
+                               else if(j == 4)
+                               {
+                                       for(u16 i=0; i<4; i++)
+                                               vertices[i].Pos.rotateYZBy(-90);
+                               }
+                               else if(j == 5)
+                               {
+                                       for(u16 i=0; i<4; i++)
+                                               vertices[i].Pos.rotateYZBy(90);
+                               }
+
+                               for(u16 i=0; i<4; i++)
+                               {
+                                       vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+                               }
+
+                               u16 indices[] = {0,1,2,2,3,0};
+                               // Add to mesh collector
+                               collector.append(material_glass, vertices, 4, indices, 6);
+                       }
+               }
+
+
+
        }
 
        /*
@@ -1334,11 +1529,153 @@ void MapBlock::updateMesh(u32 daynight_ratio)
                        the hardware buffer and then delete the mesh
                */
        }
+
+       return mesh_new;
+       
+       //std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
+}
+
+#endif // !SERVER
+
+/*
+       MapBlock
+*/
+
+MapBlock::MapBlock(NodeContainer *parent, v3s16 pos, bool dummy):
+               m_parent(parent),
+               m_pos(pos),
+               changed(true),
+               is_underground(false),
+               m_lighting_expired(true),
+               m_day_night_differs(false),
+               //m_not_fully_generated(false),
+               m_objects(this)
+{
+       data = NULL;
+       if(dummy == false)
+               reallocate();
+       
+       //m_spawn_timer = -10000;
+
+#ifndef SERVER
+       m_mesh_expired = false;
+       mesh_mutex.Init();
+       mesh = NULL;
+       m_temp_mods_mutex.Init();
+#endif
+}
+
+MapBlock::~MapBlock()
+{
+#ifndef SERVER
+       {
+               JMutexAutoLock lock(mesh_mutex);
+               
+               if(mesh)
+               {
+                       mesh->drop();
+                       mesh = NULL;
+               }
+       }
+#endif
+
+       if(data)
+               delete[] data;
+}
+
+bool MapBlock::isValidPositionParent(v3s16 p)
+{
+       if(isValidPosition(p))
+       {
+               return true;
+       }
+       else{
+               return m_parent->isValidPosition(getPosRelative() + p);
+       }
+}
+
+MapNode MapBlock::getNodeParent(v3s16 p)
+{
+       if(isValidPosition(p) == false)
+       {
+               return m_parent->getNode(getPosRelative() + p);
+       }
+       else
+       {
+               if(data == NULL)
+                       throw InvalidPositionException();
+               return data[p.Z*MAP_BLOCKSIZE*MAP_BLOCKSIZE + p.Y*MAP_BLOCKSIZE + p.X];
+       }
+}
+
+void MapBlock::setNodeParent(v3s16 p, MapNode & n)
+{
+       if(isValidPosition(p) == false)
+       {
+               m_parent->setNode(getPosRelative() + p, n);
+       }
+       else
+       {
+               if(data == NULL)
+                       throw InvalidPositionException();
+               data[p.Z*MAP_BLOCKSIZE*MAP_BLOCKSIZE + p.Y*MAP_BLOCKSIZE + p.X] = n;
+       }
+}
+
+MapNode MapBlock::getNodeParentNoEx(v3s16 p)
+{
+       if(isValidPosition(p) == false)
+       {
+               try{
+                       return m_parent->getNode(getPosRelative() + p);
+               }
+               catch(InvalidPositionException &e)
+               {
+                       return MapNode(CONTENT_IGNORE);
+               }
+       }
+       else
+       {
+               if(data == NULL)
+               {
+                       return MapNode(CONTENT_IGNORE);
+               }
+               return data[p.Z*MAP_BLOCKSIZE*MAP_BLOCKSIZE + p.Y*MAP_BLOCKSIZE + p.X];
+       }
+}
+
+#ifndef SERVER
+
+#if 1
+void MapBlock::updateMesh(u32 daynight_ratio)
+{
+#if 0
+       /*
+               DEBUG: If mesh has been generated, don't generate it again
+       */
+       {
+               JMutexAutoLock meshlock(mesh_mutex);
+               if(mesh != NULL)
+                       return;
+       }
+#endif
+
+       MeshMakeData data;
+       data.fill(daynight_ratio, this);
+       
+       scene::SMesh *mesh_new = makeMapBlockMesh(&data);
        
        /*
                Replace the mesh
        */
 
+       replaceMesh(mesh_new);
+
+}
+#endif
+
+void MapBlock::replaceMesh(scene::SMesh *mesh_new)
+{
        mesh_mutex.Lock();
 
        //scene::SMesh *mesh_old = mesh[daynight_i];
@@ -1375,22 +1712,8 @@ void MapBlock::updateMesh(u32 daynight_ratio)
        }
 
        mesh_mutex.Unlock();
-       
-       //std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
 }
-
-/*void MapBlock::updateMeshes(s32 first_i)
-{
-       assert(first_i >= 0 && first_i <= DAYNIGHT_CACHE_COUNT);
-       updateMesh(first_i);
-       for(s32 i=0; i<DAYNIGHT_CACHE_COUNT; i++)
-       {
-               if(i == first_i)
-                       continue;
-               updateMesh(i);
-       }
-}*/
-
+       
 #endif // !SERVER
 
 /*
@@ -1597,6 +1920,7 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources,
        return block_below_is_valid;
 }
 
+
 void MapBlock::copyTo(VoxelManipulator &dst)
 {
        v3s16 data_size(MAP_BLOCKSIZE, MAP_BLOCKSIZE, MAP_BLOCKSIZE);
@@ -1623,7 +1947,8 @@ void MapBlock::stepObjects(float dtime, bool server, u32 daynight_ratio)
                Step objects
        */
        m_objects.step(dtime, server, daynight_ratio);
-       
+
+#if 0
        /*
                Spawn some objects at random.
 
@@ -1660,6 +1985,7 @@ void MapBlock::stepObjects(float dtime, bool server, u32 daynight_ratio)
                        }
                }
        }
+#endif
 
        setChangedFlag();
 }
@@ -1819,8 +2145,6 @@ void MapBlock::serialize(std::ostream &os, u8 version)
                        flags |= 0x02;
                if(m_lighting_expired)
                        flags |= 0x04;
-               /*if(m_not_fully_generated)
-                       flags |= 0x08;*/
                os.write((char*)&flags, 1);
 
                u32 nodecount = MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
@@ -1854,6 +2178,34 @@ void MapBlock::serialize(std::ostream &os, u8 version)
                */
 
                compress(databuf, os, version);
+               
+               /*
+                       NodeMetadata
+               */
+               if(version >= 14)
+               {
+                       if(version <= 15)
+                       {
+                               try{
+                                       std::ostringstream oss(std::ios_base::binary);
+                                       m_node_metadata.serialize(oss);
+                                       os<<serializeString(oss.str());
+                               }
+                               // This will happen if the string is longer than 65535
+                               catch(SerializationError &e)
+                               {
+                                       // Use an empty string
+                                       os<<serializeString("");
+                               }
+                       }
+                       else
+                       {
+                               std::ostringstream oss(std::ios_base::binary);
+                               m_node_metadata.serialize(oss);
+                               compressZlib(oss.str(), os);
+                               //os<<serializeLongString(oss.str());
+                       }
+               }
        }
 }
 
@@ -1862,6 +2214,12 @@ void MapBlock::deSerialize(std::istream &is, u8 version)
        if(!ser_ver_supported(version))
                throw VersionMismatchException("ERROR: MapBlock format not supported");
 
+       // These have no lighting info
+       if(version <= 1)
+       {
+               setLightingExpired(true);
+       }
+
        // These have no compression
        if(version <= 3 || version == 5 || version == 6)
        {
@@ -1943,7 +2301,6 @@ void MapBlock::deSerialize(std::istream &is, u8 version)
                is_underground = (flags & 0x01) ? true : false;
                m_day_night_differs = (flags & 0x02) ? true : false;
                m_lighting_expired = (flags & 0x04) ? true : false;
-               //m_not_fully_generated = (flags & 0x08) ? true : false;
 
                // Uncompress data
                std::ostringstream os(std::ios_base::binary);
@@ -1968,6 +2325,35 @@ void MapBlock::deSerialize(std::istream &is, u8 version)
                {
                        data[i].param2 = s[i+nodecount*2];
                }
+               
+               /*
+                       NodeMetadata
+               */
+               if(version >= 14)
+               {
+                       // Ignore errors
+                       try{
+                               if(version <= 15)
+                               {
+                                       std::string data = deSerializeString(is);
+                                       std::istringstream iss(data, std::ios_base::binary);
+                                       m_node_metadata.deSerialize(iss);
+                               }
+                               else
+                               {
+                                       //std::string data = deSerializeLongString(is);
+                                       std::ostringstream oss(std::ios_base::binary);
+                                       decompressZlib(is, oss);
+                                       std::istringstream iss(oss.str(), std::ios_base::binary);
+                                       m_node_metadata.deSerialize(iss);
+                               }
+                       }
+                       catch(SerializationError &e)
+                       {
+                               dstream<<"WARNING: MapBlock::deSerialize(): Ignoring an error"
+                                               <<" while deserializing node metadata"<<std::endl;
+                       }
+               }
        }
        
        /*