]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/mapblock.cpp
Added a simple software "ambient occlusion" effect, like minecraft's "smooth lighting"
[dragonfireclient.git] / src / mapblock.cpp
index cf9114b20210f2879da2b7258a13b91b708c659e..69834b56a824590c0f6dc4275dafdfd322d3565d 100644 (file)
@@ -19,116 +19,69 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 #include "mapblock.h"
 #include "map.h"
-// For g_materials
+// 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_day_night_differs(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.
@@ -141,8 +94,10 @@ MapNode MapBlock::getNodeParentNoEx(v3s16 p)
                n: getNodeParent(p)
                n2: getNodeParent(p + face_dir)
                face_dir: axis oriented unit vector from p to p2
+       
+       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{
@@ -156,11 +111,13 @@ u8 MapBlock::getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
 
                // Make some nice difference to different sides
 
+               // This makes light come from a corner
                /*if(face_dir.X == 1 || face_dir.Z == 1 || face_dir.Y == -1)
                        light = diminish_light(diminish_light(light));
                else if(face_dir.X == -1 || face_dir.Z == -1)
                        light = diminish_light(light);*/
-
+               
+               // All neighboring faces have different shade (like in minecraft)
                if(face_dir.X == 1 || face_dir.X == -1 || face_dir.Y == -1)
                        light = diminish_light(diminish_light(light));
                else if(face_dir.Z == 1 || face_dir.Z == -1)
@@ -176,7 +133,12 @@ u8 MapBlock::getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
 
 #ifndef SERVER
 
-void MapBlock::makeFastFace(TileSpec tile, u8 light, v3f p,
+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)
 {
@@ -189,10 +151,10 @@ void MapBlock::makeFastFace(TileSpec tile, u8 light, v3f p,
        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);
+       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(dir == v3s16(0,0,1))
        {
@@ -240,89 +202,117 @@ void MapBlock::makeFastFace(TileSpec tile, u8 light, v3f p,
 
        v3f zerovector = v3f(0,0,0);
        
-       //u8 li = decode_light(light);
-       u8 li = light;
-
-       u8 alpha = 255;
-
+       u8 alpha = tile.alpha;
+       /*u8 alpha = 255;
        if(tile.id == TILE_WATER)
-       {
-               alpha = 128;
-       }
-
-       video::SColor c = video::SColor(alpha,li,li,li);
-
-       face.vertices[0] = video::S3DVertex(vertex_pos[0], zerovector, c,
-                       core::vector2d<f32>(0,1));
-       face.vertices[1] = video::S3DVertex(vertex_pos[1], zerovector, c,
-                       core::vector2d<f32>(abs_scale,1));
-       face.vertices[2] = video::S3DVertex(vertex_pos[2], zerovector, c,
-                       core::vector2d<f32>(abs_scale,0));
-       face.vertices[3] = video::S3DVertex(vertex_pos[3], zerovector, c,
-                       core::vector2d<f32>(0,0));
+               alpha = WATER_ALPHA;*/
+
+       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,
+                       core::vector2d<f32>(x0, y0+h));
+       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;
        //DEBUG
        //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;
-
-       /*//DEBUG
-       {
-               spec.id = TILE_STONE;
-               return spec;
-       }*/
-
-       spec.feature = TILEFEAT_NONE;
-       //spec.id = TILE_STONE;
-       spec.id = mn.getTile(face_dir);
-
+       spec = mn.getTile(face_dir);
+       
        /*
                Check temporary modifications on this node
        */
-       core::map<v3s16, NodeMod>::Node *n;
+       /*core::map<v3s16, NodeMod>::Node *n;
        n = m_temp_mods.find(p);
-
        // If modified
        if(n != NULL)
        {
-               struct NodeMod mod = n->getValue();
+               struct NodeMod mod = n->getValue();*/
+       NodeMod mod;
+       if(temp_mods.get(p, &mod))
+       {
                if(mod.type == NODEMOD_CHANGECONTENT)
                {
-                       spec.id = content_tile(mod.param, face_dir);
+                       MapNode mn2(mod.param);
+                       spec = mn2.getTile(face_dir);
                }
                if(mod.type == NODEMOD_CRACK)
                {
-                       spec.feature = TILEFEAT_CRACK;
-                       spec.param.crack.progression = mod.param;
+                       /*
+                               Get texture id, translate it to name, append stuff to
+                               name, get texture id
+                       */
+
+                       // Get original texture name
+                       u32 orig_id = spec.texture.id;
+                       std::string orig_name = g_texturesource->getTextureName(orig_id);
+
+                       // Create new texture name
+                       std::ostringstream os;
+                       os<<orig_name<<"^[crack"<<mod.param;
+
+                       // Get new texture
+                       u32 new_id = g_texturesource->getTextureId(os.str());
+                       
+                       /*dstream<<"MapBlock::getNodeTile(): Switching from "
+                                       <<orig_name<<" to "<<os.str()<<" ("
+                                       <<orig_id<<" to "<<new_id<<")"<<std::endl;*/
+                       
+                       spec.texture = g_texturesource->getTexture(new_id);
                }
        }
        
        return spec;
 }
 
-u8 MapBlock::getNodeContent(v3s16 p, MapNode mn)
+u8 getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods)
 {
        /*
                Check temporary modifications on this node
        */
-       core::map<v3s16, NodeMod>::Node *n;
+       /*core::map<v3s16, NodeMod>::Node *n;
        n = m_temp_mods.find(p);
-
        // If modified
        if(n != NULL)
        {
-               struct NodeMod mod = n->getValue();
+               struct NodeMod mod = n->getValue();*/
+       NodeMod mod;
+       if(temp_mods.get(p, &mod))
+       {
                if(mod.type == NODEMOD_CHANGECONTENT)
                {
                        // Overrides content
@@ -347,12 +337,58 @@ u8 MapBlock::getNodeContent(v3s16 p, MapNode mn)
        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;
+}
+
 /*
        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,
@@ -361,19 +397,20 @@ void MapBlock::updateFastFaceRow(
                v3f translate_dir_f,
                v3s16 face_dir,
                v3f face_dir_f,
-               core::array<FastFace> &dest)
+               core::array<FastFace> &dest,
+               NodeModMap &temp_mods,
+               VoxelManipulator &vmanip,
+               v3s16 blockpos_nodes)
 {
        v3s16 p = startpos;
        
        u16 continuous_tiles_count = 0;
        
-       MapNode n0 = getNodeParentNoEx(p);
-       MapNode n1 = getNodeParentNoEx(p + face_dir);
-
+       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);
        u8 light = getFaceLight(daynight_ratio, n0, n1, face_dir);
-               
-       TileSpec tile0 = getNodeTile(n0, p, face_dir);
-       TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir);
 
        for(u16 j=0; j<length; j++)
        {
@@ -385,14 +422,17 @@ void MapBlock::updateFastFaceRow(
                TileSpec tile0_next;
                TileSpec tile1_next;
                u8 light_next = 0;
-
+               
+               // 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);
-                       tile1_next = getNodeTile(n1_next, p_next + face_dir, -face_dir);
+                       
+                       n0_next = vmanip.getNodeNoEx(blockpos_nodes + p_next);
+                       n1_next = vmanip.getNodeNoEx(blockpos_nodes + 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
@@ -405,15 +445,39 @@ void MapBlock::updateFastFaceRow(
 
                continuous_tiles_count++;
                
-               if(next_is_different)
+               // This is set to true if the texture doesn't allow more tiling
+               bool end_of_texture = false;
+               /*
+                       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(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)
+                               end_of_texture = true;
+               }
+               
+               end_of_texture = true; //DEBUG
+               
+               if(next_is_different || end_of_texture)
                {
                        /*
                                Create a face if there should be one
                        */
                        //u8 mf = face_contents(tile0, tile1);
                        // This is hackish
-                       u8 content0 = getNodeContent(p, n0);
-                       u8 content1 = getNodeContent(p + face_dir, n1);
+                       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)
@@ -423,33 +487,125 @@ void MapBlock::updateFastFaceRow(
                                // 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){
+                               u8 li0=255, li1=255, li2=255, li3=255;
+
+                               // First node
+                               v3s16 p_first = p - (continuous_tiles_count-1) * translate_dir;
+
+                               v3s16 p_map = blockpos_nodes + p;
+                               v3s16 p_map_first = p_first + blockpos_nodes;
+
+                               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;
+                               //u8 li = decode_light(light);
 
                                // If node at sp (tile0) is more solid
                                if(mf == 1)
                                {
-                                       makeFastFace(tile0, decode_light(light),
+                                       if(face_dir == v3s16(0,0,1))
+                                       {
+                                               // Going along X+, faces in Z+
+                                               li0 = getSmoothLight(p_map_first+v3s16(0,0,1),
+                                                               vmanip, daynight_ratio);
+                                               li1 = getSmoothLight(p_map+v3s16(1,0,1),
+                                                               vmanip, daynight_ratio);
+                                               li2 = getSmoothLight(p_map+v3s16(1,1,1),
+                                                               vmanip, daynight_ratio);
+                                               li3 = getSmoothLight(p_map_first+v3s16(0,1,1),
+                                                               vmanip, daynight_ratio);
+                                       }
+                                       else if(face_dir == v3s16(0,1,0))
+                                       {
+                                               // Going along X+, faces in Y+
+                                               li0 = getSmoothLight(p_map_first+v3s16(0,1,1),
+                                                               vmanip, daynight_ratio);
+                                               li1 = getSmoothLight(p_map+v3s16(1,1,1),
+                                                               vmanip, daynight_ratio);
+                                               li2 = getSmoothLight(p_map+v3s16(1,1,0),
+                                                               vmanip, daynight_ratio);
+                                               li3 = getSmoothLight(p_map_first+v3s16(0,1,0),
+                                                               vmanip, daynight_ratio);
+                                       }
+                                       else if(face_dir == v3s16(1,0,0))
+                                       {
+                                               // Going along Z+, faces in X+
+                                               li0 = getSmoothLight(p_map_first+v3s16(1,0,1),
+                                                               vmanip, daynight_ratio);
+                                               li1 = getSmoothLight(p_map+v3s16(1,0,0),
+                                                               vmanip, daynight_ratio);
+                                               li2 = getSmoothLight(p_map+v3s16(1,1,0),
+                                                               vmanip, daynight_ratio);
+                                               li3 = getSmoothLight(p_map_first+v3s16(1,1,1),
+                                                               vmanip, daynight_ratio);
+                                       }
+                                       else assert(0);
+
+                                       //makeFastFace(tile0, li, li, li, li,
+                                       makeFastFace(tile0, li0, li1, li2, li3,
                                                        sp, face_dir, scale,
                                                        posRelative_f, dest);
                                }
                                // If node at sp is less solid (mf == 2)
                                else
                                {
-                                       makeFastFace(tile1, decode_light(light),
+                                       // Offset to the actual solid block
+                                       p_map += face_dir;
+                                       p_map_first += face_dir;
+                                       
+                                       if(face_dir == v3s16(0,0,1))
+                                       {
+                                               // Going along X+, faces in Z-
+                                               li0 = getSmoothLight(p_map+v3s16(1,0,0),
+                                                               vmanip, daynight_ratio);
+                                               li1 = getSmoothLight(p_map_first+v3s16(0,0,0),
+                                                               vmanip, daynight_ratio);
+                                               li2 = getSmoothLight(p_map_first+v3s16(0,1,0),
+                                                               vmanip, daynight_ratio);
+                                               li3 = getSmoothLight(p_map+v3s16(1,1,0),
+                                                               vmanip, daynight_ratio);
+                                       }
+                                       else if(face_dir == v3s16(0,1,0))
+                                       {
+                                               // Going along X+, faces in Y-
+                                               li0 = getSmoothLight(p_map_first+v3s16(0,0,0),
+                                                               vmanip, daynight_ratio);
+                                               li1 = getSmoothLight(p_map+v3s16(1,0,0),
+                                                               vmanip, daynight_ratio);
+                                               li2 = getSmoothLight(p_map+v3s16(1,0,1),
+                                                               vmanip, daynight_ratio);
+                                               li3 = getSmoothLight(p_map_first+v3s16(0,0,1),
+                                                               vmanip, daynight_ratio);
+                                       }
+                                       else if(face_dir == v3s16(1,0,0))
+                                       {
+                                               // Going along Z+, faces in X-
+                                               li0 = getSmoothLight(p_map_first+v3s16(0,0,0),
+                                                               vmanip, daynight_ratio);
+                                               li1 = getSmoothLight(p_map+v3s16(0,0,1),
+                                                               vmanip, daynight_ratio);
+                                               li2 = getSmoothLight(p_map+v3s16(0,1,1),
+                                                               vmanip, daynight_ratio);
+                                               li3 = getSmoothLight(p_map_first+v3s16(0,1,0),
+                                                               vmanip, daynight_ratio);
+                                       }
+                                       else assert(0);
+
+                                       //makeFastFace(tile1, li, li, li, li,
+                                       makeFastFace(tile1, li0, li1, li2, li3,
                                                        sp+face_dir_f, -face_dir, scale,
                                                        posRelative_f, dest);
                                }
-                               //dest.push_back(f);
                        }
 
                        continuous_tiles_count = 0;
@@ -557,27 +713,28 @@ 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
+       // 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");
+       
+       float node_water_level = 1.0;
+       if(new_style_water)
+               node_water_level = 0.85;
        
        /*
                We are including the faces of the trailing edges of the block.
@@ -588,49 +745,58 @@ void MapBlock::updateMesh(u32 daynight_ratio)
        */
        
        {
-               // Lock this, as m_temp_mods will be used directly
-               JMutexAutoLock lock(m_temp_mods_mutex);
+               // 4-23ms for MAP_BLOCKSIZE=16
+               //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);
+                                               fastfaces_new,
+                                               data->m_temp_mods,
+                                               data->m_vmanip,
+                                               blockpos_nodes);
                        }
                }
                /*
-                       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);
+                                               fastfaces_new,
+                                               data->m_temp_mods,
+                                               data->m_vmanip,
+                                               blockpos_nodes);
                        }
                }
                /*
-                       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);
+                                               fastfaces_new,
+                                               data->m_temp_mods,
+                                               data->m_vmanip,
+                                               blockpos_nodes);
                        }
                }
        }
@@ -641,13 +807,19 @@ void MapBlock::updateMesh(u32 daynight_ratio)
                Convert FastFaces to SMesh
        */
 
-       scene::SMesh *mesh_new = NULL;
-       
-       mesh_new = new scene::SMesh();
-       
+       MeshCollector collector;
+
        if(fastfaces_new.size() > 0)
        {
-               MeshCollector collector;
+               // avg 0ms (100ms spikes when loading textures the first time)
+               //TimeTaker timer2("updateMesh() mesh building");
+
+               video::SMaterial material;
+               material.setFlag(video::EMF_LIGHTING, false);
+               material.setFlag(video::EMF_BILINEAR_FILTER, false);
+               material.setFlag(video::EMF_FOG_ENABLE, true);
+               //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF);
+               //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE);
 
                for(u32 i=0; i<fastfaces_new.size(); i++)
                {
@@ -655,147 +827,747 @@ void MapBlock::updateMesh(u32 daynight_ratio)
 
                        const u16 indices[] = {0,1,2,2,3,0};
                        
-                       if(f.tile.feature == TILEFEAT_NONE)
+                       video::ITexture *texture = f.tile.texture.atlas;
+                       if(texture == NULL)
+                               continue;
+
+                       material.setTexture(0, texture);
+                       
+                       f.tile.applyMaterialOptions(material);
+                       
+                       collector.append(material, f.vertices, 4, indices, 6);
+               }
+       }
+
+       /*
+               Add special graphics:
+               - torches
+               - flowing water
+       */
+
+       // 0ms
+       //TimeTaker timer2("updateMesh() adding special stuff");
+
+       // 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_BILINEAR_FILTER, false);
+       material_water1.setFlag(video::EMF_FOG_ENABLE, true);
+       material_water1.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
+       AtlasPointer pa_water1 = g_texturesource->getTexture(
+                       g_texturesource->getTextureId("water.png"));
+       material_water1.setTexture(0, pa_water1.atlas);
+
+       // New-style leaves material
+       video::SMaterial material_leaves1;
+       material_leaves1.setFlag(video::EMF_LIGHTING, false);
+       //material_leaves1.setFlag(video::EMF_BACK_FACE_CULLING, false);
+       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;
+       AtlasPointer pa_leaves1 = g_texturesource->getTexture(
+                       g_texturesource->getTextureId("leaves.png"));
+       material_leaves1.setTexture(0, pa_leaves1.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 = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
+               
+               /*
+                       Add torches to mesh
+               */
+               if(n.d == CONTENT_TORCH)
+               {
+                       video::SColor c(255,255,255,255);
+
+                       // Wall at X+ of node
+                       video::S3DVertex vertices[4] =
+                       {
+                               video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, 0,1),
+                               video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c, 1,1),
+                               video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, 1,0),
+                               video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, 0,0),
+                       };
+
+                       v3s16 dir = unpackDir(n.dir);
+
+                       for(s32 i=0; i<4; i++)
+                       {
+                               if(dir == v3s16(1,0,0))
+                                       vertices[i].Pos.rotateXZBy(0);
+                               if(dir == v3s16(-1,0,0))
+                                       vertices[i].Pos.rotateXZBy(180);
+                               if(dir == v3s16(0,0,1))
+                                       vertices[i].Pos.rotateXZBy(90);
+                               if(dir == v3s16(0,0,-1))
+                                       vertices[i].Pos.rotateXZBy(-90);
+                               if(dir == v3s16(0,-1,0))
+                                       vertices[i].Pos.rotateXZBy(45);
+                               if(dir == v3s16(0,1,0))
+                                       vertices[i].Pos.rotateXZBy(-45);
+
+                               vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+                       }
+
+                       // Set material
+                       video::SMaterial material;
+                       material.setFlag(video::EMF_LIGHTING, false);
+                       material.setFlag(video::EMF_BACK_FACE_CULLING, false);
+                       material.setFlag(video::EMF_BILINEAR_FILTER, false);
+                       //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+                       material.MaterialType
+                                       = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+
+                       if(dir == v3s16(0,-1,0))
+                               material.setTexture(0,
+                                               g_texturesource->getTextureRaw("torch_on_floor.png"));
+                       else if(dir == v3s16(0,1,0))
+                               material.setTexture(0,
+                                               g_texturesource->getTextureRaw("torch_on_ceiling.png"));
+                       // For backwards compatibility
+                       else if(dir == v3s16(0,0,0))
+                               material.setTexture(0,
+                                               g_texturesource->getTextureRaw("torch_on_floor.png"));
+                       else
+                               material.setTexture(0, 
+                                               g_texturesource->getTextureRaw("torch.png"));
+
+                       u16 indices[] = {0,1,2,2,3,0};
+                       // Add to mesh collector
+                       collector.append(material, vertices, 4, indices, 6);
+               }
+               /*
+                       Signs on walls
+               */
+               if(n.d == CONTENT_SIGN_WALL)
+               {
+                       u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
+                       video::SColor c(255,l,l,l);
+                               
+                       float d = (float)BS/16;
+                       // Wall at X+ of node
+                       video::S3DVertex vertices[4] =
+                       {
+                               video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c, 0,1),
+                               video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c, 1,1),
+                               video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, 1,0),
+                               video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, 0,0),
+                       };
+
+                       v3s16 dir = unpackDir(n.dir);
+
+                       for(s32 i=0; i<4; i++)
+                       {
+                               if(dir == v3s16(1,0,0))
+                                       vertices[i].Pos.rotateXZBy(0);
+                               if(dir == v3s16(-1,0,0))
+                                       vertices[i].Pos.rotateXZBy(180);
+                               if(dir == v3s16(0,0,1))
+                                       vertices[i].Pos.rotateXZBy(90);
+                               if(dir == v3s16(0,0,-1))
+                                       vertices[i].Pos.rotateXZBy(-90);
+                               if(dir == v3s16(0,-1,0))
+                                       vertices[i].Pos.rotateXYBy(-90);
+                               if(dir == v3s16(0,1,0))
+                                       vertices[i].Pos.rotateXYBy(90);
+
+                               vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+                       }
+
+                       // Set material
+                       video::SMaterial material;
+                       material.setFlag(video::EMF_LIGHTING, false);
+                       material.setFlag(video::EMF_BACK_FACE_CULLING, false);
+                       material.setFlag(video::EMF_BILINEAR_FILTER, false);
+                       material.setFlag(video::EMF_FOG_ENABLE, true);
+                       //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+                       material.MaterialType
+                                       = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+
+                       material.setTexture(0, 
+                                       g_texturesource->getTextureRaw("sign_wall.png"));
+
+                       u16 indices[] = {0,1,2,2,3,0};
+                       // Add to mesh collector
+                       collector.append(material, vertices, 4, indices, 6);
+               }
+               /*
+                       Add flowing water to mesh
+               */
+               else if(n.d == CONTENT_WATER)
+               {
+                       bool top_is_water = false;
+                       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 = 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)
+                       // Includes current node
+                       core::map<v3s16, f32> neighbor_levels;
+                       core::map<v3s16, u8> neighbor_contents;
+                       core::map<v3s16, u8> neighbor_flags;
+                       const u8 neighborflag_top_is_water = 0x01;
+                       v3s16 neighbor_dirs[9] = {
+                               v3s16(0,0,0),
+                               v3s16(0,0,1),
+                               v3s16(0,0,-1),
+                               v3s16(1,0,0),
+                               v3s16(-1,0,0),
+                               v3s16(1,0,1),
+                               v3s16(-1,0,-1),
+                               v3s16(1,0,-1),
+                               v3s16(-1,0,1),
+                       };
+                       for(u32 i=0; i<9; i++)
+                       {
+                               u8 content = CONTENT_AIR;
+                               float level = -0.5 * BS;
+                               u8 flags = 0;
+                               // 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)
+                                               level = (-0.5+node_water_level) * BS;
+                                       else if(n2.d == CONTENT_WATER)
+                                               level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0
+                                                               * node_water_level) * BS;
+
+                                       // Check node above neighbor.
+                                       // NOTE: This doesn't get executed if neighbor
+                                       //       doesn't exist
+                                       p2.Y += 1;
+                                       n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
+                                       if(n2.d == CONTENT_WATERSOURCE || n2.d == CONTENT_WATER)
+                                               flags |= neighborflag_top_is_water;
+                               }
+                               
+                               neighbor_levels.insert(neighbor_dirs[i], level);
+                               neighbor_contents.insert(neighbor_dirs[i], content);
+                               neighbor_flags.insert(neighbor_dirs[i], flags);
+                       }
+
+                       //float water_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS;
+                       //float water_level = neighbor_levels[v3s16(0,0,0)];
+
+                       // Corner heights (average between four waters)
+                       f32 corner_levels[4];
+                       
+                       v3s16 halfdirs[4] = {
+                               v3s16(0,0,0),
+                               v3s16(1,0,0),
+                               v3s16(1,0,1),
+                               v3s16(0,0,1),
+                       };
+                       for(u32 i=0; i<4; i++)
                        {
-                               collector.append(tile_material_get(f.tile.id), f.vertices, 4,
-                                               indices, 6);
+                               v3s16 cornerdir = halfdirs[i];
+                               float cornerlevel = 0;
+                               u32 valid_count = 0;
+                               for(u32 j=0; j<4; j++)
+                               {
+                                       v3s16 neighbordir = cornerdir - halfdirs[j];
+                                       u8 content = neighbor_contents[neighbordir];
+                                       // Special case for source nodes
+                                       if(content == CONTENT_WATERSOURCE)
+                                       {
+                                               cornerlevel = (-0.5+node_water_level)*BS;
+                                               valid_count = 1;
+                                               break;
+                                       }
+                                       else if(content == CONTENT_WATER)
+                                       {
+                                               cornerlevel += neighbor_levels[neighbordir];
+                                               valid_count++;
+                                       }
+                                       else if(content == CONTENT_AIR)
+                                       {
+                                               cornerlevel += -0.5*BS;
+                                               valid_count++;
+                                       }
+                               }
+                               if(valid_count > 0)
+                                       cornerlevel /= valid_count;
+                               corner_levels[i] = cornerlevel;
                        }
-                       else if(f.tile.feature == TILEFEAT_CRACK)
+
+                       /*
+                               Generate sides
+                       */
+
+                       v3s16 side_dirs[4] = {
+                               v3s16(1,0,0),
+                               v3s16(-1,0,0),
+                               v3s16(0,0,1),
+                               v3s16(0,0,-1),
+                       };
+                       s16 side_corners[4][2] = {
+                               {1, 2},
+                               {3, 0},
+                               {2, 3},
+                               {0, 1},
+                       };
+                       for(u32 i=0; i<4; i++)
                        {
-                               const char *path = tile_texture_path_get(f.tile.id);
+                               v3s16 dir = side_dirs[i];
+
+                               /*
+                                       If our topside is water and neighbor's topside
+                                       is water, don't draw side face
+                               */
+                               if(top_is_water &&
+                                               neighbor_flags[dir] & neighborflag_top_is_water)
+                                       continue;
+
+                               u8 neighbor_content = neighbor_contents[dir];
+                               
+                               // Don't draw face if neighbor is not air or water
+                               if(neighbor_content != CONTENT_AIR
+                                               && neighbor_content != CONTENT_WATER)
+                                       continue;
+                               
+                               bool neighbor_is_water = (neighbor_content == CONTENT_WATER);
+                               
+                               // Don't draw any faces if neighbor is water and top is water
+                               if(neighbor_is_water == true && top_is_water == false)
+                                       continue;
+                               
+                               video::S3DVertex vertices[4] =
+                               {
+                                       /*video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
+                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
+                                       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),*/
+                                       video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
+                                                       pa_water1.x0(), pa_water1.y1()),
+                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
+                                                       pa_water1.x1(), pa_water1.y1()),
+                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
+                                                       pa_water1.x1(), pa_water1.y0()),
+                                       video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
+                                                       pa_water1.x0(), pa_water1.y0()),
+                               };
+                               
+                               /*
+                                       If our topside is water, set upper border of face
+                                       at upper border of node
+                               */
+                               if(top_is_water)
+                               {
+                                       vertices[2].Pos.Y = 0.5*BS;
+                                       vertices[3].Pos.Y = 0.5*BS;
+                               }
+                               /*
+                                       Otherwise upper position of face is corner levels
+                               */
+                               else
+                               {
+                                       vertices[2].Pos.Y = corner_levels[side_corners[i][0]];
+                                       vertices[3].Pos.Y = corner_levels[side_corners[i][1]];
+                               }
+                               
+                               /*
+                                       If neighbor is water, lower border of face is corner
+                                       water levels
+                               */
+                               if(neighbor_is_water)
+                               {
+                                       vertices[0].Pos.Y = corner_levels[side_corners[i][1]];
+                                       vertices[1].Pos.Y = corner_levels[side_corners[i][0]];
+                               }
+                               /*
+                                       If neighbor is not water, lower border of face is
+                                       lower border of node
+                               */
+                               else
+                               {
+                                       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))
+                                               vertices[j].Pos.rotateXZBy(0);
+                                       if(dir == v3s16(0,0,-1))
+                                               vertices[j].Pos.rotateXZBy(180);
+                                       if(dir == v3s16(-1,0,0))
+                                               vertices[j].Pos.rotateXZBy(90);
+                                       if(dir == v3s16(1,0,-0))
+                                               vertices[j].Pos.rotateXZBy(-90);
+
+                                       vertices[j].Pos += intToFloat(p + blockpos_nodes, BS);
+                               }
 
-                               u16 progression = f.tile.param.crack.progression;
+                               u16 indices[] = {0,1,2,2,3,0};
+                               // Add to mesh collector
+                               collector.append(material_water1, vertices, 4, indices, 6);
+                       }
+                       
+                       /*
+                               Generate top side, if appropriate
+                       */
+                       
+                       if(top_is_water == false)
+                       {
+                               video::S3DVertex vertices[4] =
+                               {
+                                       /*video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1),
+                                       video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1),
+                                       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),*/
+                                       video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
+                                                       pa_water1.x0(), pa_water1.y1()),
+                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
+                                                       pa_water1.x1(), pa_water1.y1()),
+                                       video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
+                                                       pa_water1.x1(), pa_water1.y0()),
+                                       video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
+                                                       pa_water1.x0(), pa_water1.y0()),
+                               };
+                               
+                               // This fixes a strange bug
+                               s32 corner_resolve[4] = {3,2,1,0};
 
-                               std::string name = (std::string)path + "_cracked_"
-                                               + (char)('0' + progression);
+                               for(s32 i=0; i<4; i++)
+                               {
+                                       //vertices[i].Pos.Y += water_level;
+                                       //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 + blockpos_nodes, BS);
+                               }
+
+                               u16 indices[] = {0,1,2,2,3,0};
+                               // Add to mesh collector
+                               collector.append(material_water1, vertices, 4, indices, 6);
+                       }
+               }
+               /*
+                       Add water sources to mesh if using new style
+               */
+               else if(n.d == CONTENT_WATERSOURCE && new_style_water)
+               {
+                       //bool top_is_water = false;
+                       bool top_is_air = false;
+                       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(data->m_daynight_ratio));
+                       video::SColor c(WATER_ALPHA,l,l,l);
+                       
+                       video::S3DVertex vertices[4] =
+                       {
+                               /*video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1),
+                               video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1),
+                               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),*/
+                               video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
+                                               pa_water1.x0(), pa_water1.y1()),
+                               video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
+                                               pa_water1.x1(), pa_water1.y1()),
+                               video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
+                                               pa_water1.x1(), pa_water1.y0()),
+                               video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
+                                               pa_water1.x0(), pa_water1.y0()),
+                       };
+
+                       for(s32 i=0; i<4; i++)
+                       {
+                               vertices[i].Pos.Y += (-0.5+node_water_level)*BS;
+                               vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+                       }
+
+                       u16 indices[] = {0,1,2,2,3,0};
+                       // Add to mesh collector
+                       collector.append(material_water1, vertices, 4, indices, 6);
+               }
+               /*
+                       Add leaves if using new style
+               */
+               else if(n.d == CONTENT_LEAVES && new_style_leaves)
+               {
+                       /*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++)
+                       {
+                               video::S3DVertex vertices[4] =
+                               {
+                                       /*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, 1,1),
+                                       video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0),
+                                       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,
+                                               pa_leaves1.x0(), pa_leaves1.y1()),
+                                       video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
+                                               pa_leaves1.x1(), pa_leaves1.y1()),
+                                       video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
+                                               pa_leaves1.x1(), pa_leaves1.y0()),
+                                       video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
+                                               pa_leaves1.x0(), pa_leaves1.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_leaves1, vertices, 4, indices, 6);
+                       }
+               }
+       }
+
+       /*
+               Add stuff from collector to mesh
+       */
+       
+       scene::SMesh *mesh_new = NULL;
+       mesh_new = new scene::SMesh();
+       
+       collector.fillMesh(mesh_new);
 
-                               TextureMod *mod = new CrackTextureMod(progression);
+       /*
+               Do some stuff to the mesh
+       */
 
-                               video::ITexture *texture = g_irrlicht->getTexture(
-                                               TextureSpec(name, path, mod));
+       mesh_new->recalculateBoundingBox();
 
-                               video::SMaterial material = tile_material_get(f.tile.id);
-                               material.setTexture(0, texture);
+       /*
+               Delete new mesh if it is empty
+       */
 
-                               collector.append(material, f.vertices, 4, indices, 6);
-                       }
-                       else
-                       {
-                               // No such feature
-                               assert(0);
-                       }
-               }
+       if(mesh_new->getMeshBufferCount() == 0)
+       {
+               mesh_new->drop();
+               mesh_new = NULL;
+       }
 
-               collector.fillMesh(mesh_new);
+       if(mesh_new)
+       {
+#if 0
+               // Usually 1-700 faces and 1-7 materials
+               std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces "
+                               <<"and uses "<<mesh_new->getMeshBufferCount()
+                               <<" materials (meshbuffers)"<<std::endl;
+#endif
 
                // Use VBO for mesh (this just would set this for ever buffer)
                // This will lead to infinite memory usage because or irrlicht.
                //mesh_new->setHardwareMappingHint(scene::EHM_STATIC);
-               
-               /*std::cout<<"MapBlock has "<<fastfaces_new.size()<<" faces "
-                               <<"and uses "<<mesh_new->getMeshBufferCount()
-                               <<" materials (meshbuffers)"<<std::endl;*/
+
+               /*
+                       NOTE: If that is enabled, some kind of a queue to the main
+                       thread should be made which would call irrlicht to delete
+                       the hardware buffer and then delete the mesh
+               */
        }
 
-       /*
-               Add special graphics:
-               - torches
-               
-               TODO: Optimize by using same meshbuffer for same textures
-       */
+       return mesh_new;
+       
+       //std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
+}
 
-       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);
+#endif // !SERVER
 
-               MapNode &n = getNodeRef(x,y,z);
-               
-               if(n.d == CONTENT_TORCH)
-               {
-                       //scene::IMeshBuffer *buf = new scene::SMeshBuffer();
-                       scene::SMeshBuffer *buf = new scene::SMeshBuffer();
-                       video::SColor c(255,255,255,255);
+/*
+       MapBlock
+*/
 
-                       video::S3DVertex vertices[4] =
-                       {
-                               video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, 0,1),
-                               video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c, 1,1),
-                               video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, 1,0),
-                               video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, 0,0),
-                       };
+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;
 
-                       v3s16 dir = unpackDir(n.dir);
+#ifndef SERVER
+       m_mesh_expired = false;
+       mesh_mutex.Init();
+       mesh = NULL;
+       m_temp_mods_mutex.Init();
+#endif
+}
 
-                       for(s32 i=0; i<4; i++)
-                       {
-                               if(dir == v3s16(1,0,0))
-                                       vertices[i].Pos.rotateXZBy(0);
-                               if(dir == v3s16(-1,0,0))
-                                       vertices[i].Pos.rotateXZBy(180);
-                               if(dir == v3s16(0,0,1))
-                                       vertices[i].Pos.rotateXZBy(90);
-                               if(dir == v3s16(0,0,-1))
-                                       vertices[i].Pos.rotateXZBy(-90);
-                               if(dir == v3s16(0,-1,0))
-                                       vertices[i].Pos.rotateXZBy(45);
-                               if(dir == v3s16(0,1,0))
-                                       vertices[i].Pos.rotateXZBy(-45);
+MapBlock::~MapBlock()
+{
+#ifndef SERVER
+       {
+               JMutexAutoLock lock(mesh_mutex);
+               
+               if(mesh)
+               {
+                       mesh->drop();
+                       mesh = NULL;
+               }
+       }
+#endif
 
-                               vertices[i].Pos += intToFloat(p + getPosRelative());
-                       }
+       if(data)
+               delete[] data;
+}
 
-                       u16 indices[] = {0,1,2,2,3,0};
-                       buf->append(vertices, 4, indices, 6);
+bool MapBlock::isValidPositionParent(v3s16 p)
+{
+       if(isValidPosition(p))
+       {
+               return true;
+       }
+       else{
+               return m_parent->isValidPosition(getPosRelative() + p);
+       }
+}
 
-                       // Set material
-                       buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
-                       buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
-                       buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
-                       //buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
-                       buf->getMaterial().MaterialType
-                                       = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-                       if(dir == v3s16(0,-1,0))
-                               buf->getMaterial().setTexture(0,
-                                               g_irrlicht->getTexture(porting::getDataPath("torch_on_floor.png").c_str()));
-                       else if(dir == v3s16(0,1,0))
-                               buf->getMaterial().setTexture(0,
-                                               g_irrlicht->getTexture(porting::getDataPath("torch_on_ceiling.png").c_str()));
-                       // For backwards compatibility
-                       else if(dir == v3s16(0,0,0))
-                               buf->getMaterial().setTexture(0,
-                                               g_irrlicht->getTexture(porting::getDataPath("torch_on_floor.png").c_str()));
-                       else
-                               buf->getMaterial().setTexture(0, 
-                                               g_irrlicht->getTexture(porting::getDataPath("torch.png").c_str()));
+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];
+       }
+}
 
-                       // Add to mesh
-                       mesh_new->addMeshBuffer(buf);
-                       buf->drop();
+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);
                }
        }
-       
-       /*
-               Do some stuff to the mesh
-       */
+       else
+       {
+               if(data == NULL)
+               {
+                       return MapNode(CONTENT_IGNORE);
+               }
+               return data[p.Z*MAP_BLOCKSIZE*MAP_BLOCKSIZE + p.Y*MAP_BLOCKSIZE + p.X];
+       }
+}
 
-       mesh_new->recalculateBoundingBox();
+#ifndef SERVER
 
+#if 1
+void MapBlock::updateMesh(u32 daynight_ratio)
+{
+#if 0
        /*
-               Delete new mesh if it is empty
+               DEBUG: If mesh has been generated, don't generate it again
        */
-
-       if(mesh_new->getMeshBufferCount() == 0)
        {
-               mesh_new->drop();
-               mesh_new = NULL;
+               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];
@@ -832,22 +1604,8 @@ 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
 
 /*
@@ -872,7 +1630,8 @@ void MapBlock::updateMesh(u32 daynight_ratio)
        air is left in block.
 */
 bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources,
-               bool remove_light, bool *black_air_left)
+               bool remove_light, bool *black_air_left,
+               bool grow_grass)
 {
        // Whether the sunlight at the top of the bottom block is valid
        bool block_below_is_valid = true;
@@ -962,10 +1721,23 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources,
                                }
                                else if(n.light_propagates() == false)
                                {
-                                       // Turn mud into grass
-                                       if(n.d == CONTENT_MUD && current_light == LIGHT_SUN)
+                                       if(grow_grass)
                                        {
-                                               n.d = CONTENT_GRASS;
+                                               bool upper_is_air = false;
+                                               try
+                                               {
+                                                       if(getNodeParent(pos+v3s16(0,1,0)).d == CONTENT_AIR)
+                                                               upper_is_air = true;
+                                               }
+                                               catch(InvalidPositionException &e)
+                                               {
+                                               }
+                                               // Turn mud into grass
+                                               if(upper_is_air && n.d == CONTENT_MUD
+                                                               && current_light == LIGHT_SUN)
+                                               {
+                                                       n.d = CONTENT_GRASS;
+                                               }
                                        }
 
                                        // A solid object is on the way.
@@ -1040,26 +1812,35 @@ 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);
        VoxelArea data_area(v3s16(0,0,0), data_size - v3s16(1,1,1));
        
+       // Copy from data to VoxelManipulator
        dst.copyFrom(data, data_area, v3s16(0,0,0),
                        getPosRelative(), data_size);
 }
 
-/*void getPseudoObjects(v3f origin, f32 max_d,
-               core::array<DistanceSortedObject> &dest)
+void MapBlock::copyFrom(VoxelManipulator &dst)
 {
-}*/
+       v3s16 data_size(MAP_BLOCKSIZE, MAP_BLOCKSIZE, MAP_BLOCKSIZE);
+       VoxelArea data_area(v3s16(0,0,0), data_size - v3s16(1,1,1));
+       
+       // Copy from VoxelManipulator to data
+       dst.copyTo(data, data_area, v3s16(0,0,0),
+                       getPosRelative(), data_size);
+}
+
 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.
 
@@ -1090,12 +1871,13 @@ void MapBlock::stepObjects(float dtime, bool server, u32 daynight_ratio)
                                if(getNode(p).d == CONTENT_AIR
                                                && getNode(p).getLightBlend(daynight_ratio) <= 11)
                                {
-                                       RatObject *obj = new RatObject(NULL, -1, intToFloat(p));
+                                       RatObject *obj = new RatObject(NULL, -1, intToFloat(p, BS));
                                        addObject(obj);
                                }
                        }
                }
        }
+#endif
 
        setChangedFlag();
 }
@@ -1157,7 +1939,8 @@ s16 MapBlock::getGroundLevel(v2s16 p2d)
                s16 y = MAP_BLOCKSIZE-1;
                for(; y>=0; y--)
                {
-                       if(is_ground_content(getNodeRef(p2d.X, y, p2d.Y).d))
+                       //if(is_ground_content(getNodeRef(p2d.X, y, p2d.Y).d))
+                       if(content_features(getNodeRef(p2d.X, y, p2d.Y).d).walkable)
                        {
                                if(y == MAP_BLOCKSIZE-1)
                                        return -2;
@@ -1234,13 +2017,13 @@ void MapBlock::serialize(std::ostream &os, u8 version)
                
                if(version >= 10)
                {
-                       // Get and compress pressure
-                       SharedBuffer<u8> pressuredata(nodecount);
+                       // Get and compress param2
+                       SharedBuffer<u8> param2data(nodecount);
                        for(u32 i=0; i<nodecount; i++)
                        {
-                               pressuredata[i] = data[i].pressure;
+                               param2data[i] = data[i].param2;
                        }
-                       compress(pressuredata, os, version);
+                       compress(param2data, os, version);
                }
        }
        // All other versions (newest)
@@ -1249,9 +2032,11 @@ void MapBlock::serialize(std::ostream &os, u8 version)
                // First byte
                u8 flags = 0;
                if(is_underground)
-                       flags |= 1;
+                       flags |= 0x01;
                if(m_day_night_differs)
-                       flags |= 2;
+                       flags |= 0x02;
+               if(m_lighting_expired)
+                       flags |= 0x04;
                os.write((char*)&flags, 1);
 
                u32 nodecount = MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
@@ -1274,10 +2059,10 @@ void MapBlock::serialize(std::ostream &os, u8 version)
                        databuf[i+nodecount] = data[i].param;
                }
 
-               // Get pressure
+               // Get param2
                for(u32 i=0; i<nodecount; i++)
                {
-                       databuf[i+nodecount*2] = data[i].pressure;
+                       databuf[i+nodecount*2] = data[i].param2;
                }
 
                /*
@@ -1285,6 +2070,26 @@ void MapBlock::serialize(std::ostream &os, u8 version)
                */
 
                compress(databuf, os, version);
+               
+               /*
+                       NodeMetadata
+               */
+               if(version >= 14)
+               {
+                       if(version <= 15)
+                       {
+                               std::ostringstream oss(std::ios_base::binary);
+                               m_node_metadata.serialize(oss);
+                               os<<serializeString(oss.str());
+                       }
+                       else
+                       {
+                               std::ostringstream oss(std::ios_base::binary);
+                               m_node_metadata.serialize(oss);
+                               compressZlib(oss.str(), os);
+                               //os<<serializeLongString(oss.str());
+                       }
+               }
        }
 }
 
@@ -1293,6 +2098,12 @@ 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)
        {
@@ -1351,7 +2162,7 @@ void MapBlock::deSerialize(std::istream &is, u8 version)
        
                if(version >= 10)
                {
-                       // Uncompress and set pressure data
+                       // Uncompress and set param2 data
                        std::ostringstream os(std::ios_base::binary);
                        decompress(is, os, version);
                        std::string s = os.str();
@@ -1360,7 +2171,7 @@ void MapBlock::deSerialize(std::istream &is, u8 version)
                                                ("MapBlock::deSerialize: invalid format");
                        for(u32 i=0; i<s.size(); i++)
                        {
-                               data[i].pressure = s[i];
+                               data[i].param2 = s[i];
                        }
                }
        }
@@ -1371,8 +2182,9 @@ void MapBlock::deSerialize(std::istream &is, u8 version)
 
                u8 flags;
                is.read((char*)&flags, 1);
-               is_underground = (flags & 1) ? true : false;
-               m_day_night_differs = (flags & 2) ? true : false;
+               is_underground = (flags & 0x01) ? true : false;
+               m_day_night_differs = (flags & 0x02) ? true : false;
+               m_lighting_expired = (flags & 0x04) ? true : false;
 
                // Uncompress data
                std::ostringstream os(std::ios_base::binary);
@@ -1392,10 +2204,56 @@ void MapBlock::deSerialize(std::istream &is, u8 version)
                {
                        data[i].param = s[i+nodecount];
                }
-               // Set pressure
+               // Set param2
                for(u32 i=0; i<nodecount; i++)
                {
-                       data[i].pressure = s[i+nodecount*2];
+                       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;
+                       }
+               }
+       }
+       
+       /*
+               Translate nodes as specified in the translate_to fields of
+               node features
+       */
+       for(u32 i=0; i<MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE; i++)
+       {
+               MapNode &n = data[i];
+
+               MapNode *translate_to = content_features(n.d).translate_to;
+               if(translate_to)
+               {
+                       dstream<<"MapBlock: WARNING: Translating node "<<n.d<<" to "
+                                       <<translate_to->d<<std::endl;
+                       n = *translate_to;
                }
        }
 }