]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/mapblock.cpp
Fixed insufficient error handling in narrow_to_wide, which caused a crash if the...
[dragonfireclient.git] / src / mapblock.cpp
index b388a82c43270a12f60a422b62e9c99e7d7a2963..d489ec8ac11d47137c7ddc60e93bec895d5e464f 100644 (file)
@@ -19,7 +19,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 #include "mapblock.h"
 #include "map.h"
-// For g_materials
+// For g_settings and g_irrlicht
 #include "main.h"
 #include "light.h"
 #include <sstream>
@@ -148,25 +148,6 @@ u8 MapBlock::getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
                v3s16 face_dir)
 {
        try{
-               // DEBUG
-               /*{
-                       if(n.d == CONTENT_WATER)
-                       {
-                               u8 l = n.param2*2;
-                               if(l > LIGHT_MAX)
-                                       l = LIGHT_MAX;
-                               return l;
-                       }
-                       if(n2.d == CONTENT_WATER)
-                       {
-                               u8 l = n2.param2*2;
-                               if(l > LIGHT_MAX)
-                                       l = LIGHT_MAX;
-                               return l;
-                       }
-               }*/
-
-
                u8 light;
                u8 l1 = n.getLightBlend(daynight_ratio);
                u8 l2 = n2.getLightBlend(daynight_ratio);
@@ -177,11 +158,13 @@ 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)
@@ -210,10 +193,10 @@ 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))
        {
@@ -272,14 +255,19 @@ void MapBlock::makeFastFace(TileSpec tile, u8 light, v3f p,
 
        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));
+       float x0 = tile.texture.pos.X;
+       float y0 = tile.texture.pos.Y;
+       float w = tile.texture.size.X;
+       float h = tile.texture.size.Y;
+
+       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.tile = tile;
        //DEBUG
@@ -318,11 +306,27 @@ TileSpec MapBlock::getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir,
                }
                if(mod.type == NODEMOD_CRACK)
                {
+                       /*
+                               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<<"[crack"<<mod.param;
+                       os<<orig_name<<"^[crack"<<mod.param;
 
-                       textureid_t tid = g_irrlicht->getTextureId(os.str());
-                       spec.spec.addTid(tid);
+                       // 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);
                }
        }
        
@@ -406,7 +410,9 @@ 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;
@@ -426,7 +432,31 @@ 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
@@ -600,7 +630,6 @@ void MapBlock::updateMesh(u32 daynight_ratio)
        v3f posRelative_f(getPosRelative().X, getPosRelative().Y,
                        getPosRelative().Z); // floating point conversion
        
-       
        /*
                Avoid interlocks by copying m_temp_mods
        */
@@ -609,7 +638,17 @@ void MapBlock::updateMesh(u32 daynight_ratio)
                JMutexAutoLock lock(m_temp_mods_mutex);
                m_temp_mods.copy(temp_mods);
        }
-
+       
+       /*
+               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.
                This means that when something changes, the caller must
@@ -675,10 +714,6 @@ 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)
@@ -687,27 +722,26 @@ void MapBlock::updateMesh(u32 daynight_ratio)
                //TimeTaker timer2("updateMesh() mesh building");
 
                video::SMaterial material;
-               material.Lighting = false;
-               material.BackfaceCulling = false;
+               material.setFlag(video::EMF_LIGHTING, false);
                material.setFlag(video::EMF_BILINEAR_FILTER, false);
-               material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF);
                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++)
                {
                        FastFace &f = fastfaces_new[i];
 
                        const u16 indices[] = {0,1,2,2,3,0};
-
-                       video::ITexture *texture = g_irrlicht->getTexture(f.tile.spec);
+                       
+                       //video::ITexture *texture = g_irrlicht->getTexture(f.tile.spec);
+                       video::ITexture *texture = f.tile.texture.atlas;
                        if(texture == NULL)
                                continue;
 
                        material.setTexture(0, texture);
-                       if(f.tile.alpha != 255)
-                               material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
-                       else
-                               material.MaterialType = video::EMT_SOLID;
+                       
+                       f.tile.applyMaterialOptions(material);
                        
                        collector.append(material, f.vertices, 4, indices, 6);
                }
@@ -723,14 +757,30 @@ void MapBlock::updateMesh(u32 daynight_ratio)
        //TimeTaker timer2("updateMesh() adding special stuff");
 
        // Flowing water material
-       video::SMaterial material_w1;
-       material_w1.setFlag(video::EMF_LIGHTING, false);
-       material_w1.setFlag(video::EMF_BACK_FACE_CULLING, false);
-       material_w1.setFlag(video::EMF_BILINEAR_FILTER, false);
-       material_w1.setFlag(video::EMF_FOG_ENABLE, true);
-       material_w1.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
-       material_w1.setTexture(0,
-                       g_irrlicht->getTexture("water.png"));
+       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;
+       //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);
+
+       // 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;
+       //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);
 
        for(s16 z=0; z<MAP_BLOCKSIZE; z++)
        for(s16 y=0; y<MAP_BLOCKSIZE; y++)
@@ -772,7 +822,7 @@ void MapBlock::updateMesh(u32 daynight_ratio)
                                if(dir == v3s16(0,1,0))
                                        vertices[i].Pos.rotateXZBy(-45);
 
-                               vertices[i].Pos += intToFloat(p + getPosRelative());
+                               vertices[i].Pos += intToFloat(p + getPosRelative(), BS);
                        }
 
                        // Set material
@@ -783,19 +833,20 @@ void MapBlock::updateMesh(u32 daynight_ratio)
                        //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_irrlicht->getTexture("torch_on_floor.png"));
+                                               g_texturesource->getTextureRaw("torch_on_floor.png"));
                        else if(dir == v3s16(0,1,0))
                                material.setTexture(0,
-                                               g_irrlicht->getTexture("torch_on_ceiling.png"));
+                                               g_texturesource->getTextureRaw("torch_on_ceiling.png"));
                        // For backwards compatibility
                        else if(dir == v3s16(0,0,0))
                                material.setTexture(0,
-                                               g_irrlicht->getTexture("torch_on_floor.png"));
+                                               g_texturesource->getTextureRaw("torch_on_floor.png"));
                        else
                                material.setTexture(0, 
-                                               g_irrlicht->getTexture("torch.png"));
+                                               g_texturesource->getTextureRaw("torch.png"));
 
                        u16 indices[] = {0,1,2,2,3,0};
                        // Add to mesh collector
@@ -820,6 +871,8 @@ void MapBlock::updateMesh(u32 daynight_ratio)
                        // 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),
@@ -835,21 +888,33 @@ 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);
 
                                        content = n2.d;
 
                                        if(n2.d == CONTENT_WATERSOURCE)
-                                               level = 0.5 * BS;
+                                               level = (-0.5+node_water_level) * BS;
                                        else if(n2.d == CONTENT_WATER)
-                                               level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0) * BS;
+                                               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 = getNodeParent(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);
+                               neighbor_flags.insert(neighbor_dirs[i], flags);
                        }
 
                        //float water_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS;
@@ -876,7 +941,7 @@ void MapBlock::updateMesh(u32 daynight_ratio)
                                        // Special case for source nodes
                                        if(content == CONTENT_WATERSOURCE)
                                        {
-                                               cornerlevel = 0.5*BS;
+                                               cornerlevel = (-0.5+node_water_level)*BS;
                                                valid_count = 1;
                                                break;
                                        }
@@ -916,51 +981,74 @@ void MapBlock::updateMesh(u32 daynight_ratio)
                        {
                                v3s16 dir = side_dirs[i];
 
-                               //float neighbor_level = neighbor_levels[dir];
-                               /*if(neighbor_level > -0.5*BS + 0.001)
-                                       continue;*/
-                               /*if(neighbor_level > water_level - 0.1*BS)
-                                       continue;*/
+                               /*
+                                       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,-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/2,0,BS/2, 0,0,0, c, 0,1),
+                                       /*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, 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;
@@ -978,12 +1066,12 @@ void MapBlock::updateMesh(u32 daynight_ratio)
                                        if(dir == v3s16(1,0,-0))
                                                vertices[j].Pos.rotateXZBy(-90);
 
-                                       vertices[j].Pos += intToFloat(p + getPosRelative());
+                                       vertices[j].Pos += intToFloat(p + getPosRelative(), BS);
                                }
 
                                u16 indices[] = {0,1,2,2,3,0};
                                // Add to mesh collector
-                               collector.append(material_w1, vertices, 4, indices, 6);
+                               collector.append(material_water1, vertices, 4, indices, 6);
                        }
                        
                        /*
@@ -994,23 +1082,152 @@ void MapBlock::updateMesh(u32 daynight_ratio)
                        {
                                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, 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, 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};
 
                                for(s32 i=0; i<4; i++)
                                {
                                        //vertices[i].Pos.Y += water_level;
                                        //vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
-                                       vertices[i].Pos.Y += corner_levels[i];
-                                       vertices[i].Pos += intToFloat(p + getPosRelative());
+                                       s32 j = corner_resolve[i];
+                                       vertices[i].Pos.Y += corner_levels[j];
+                                       vertices[i].Pos += intToFloat(p + getPosRelative(), BS);
                                }
 
                                u16 indices[] = {0,1,2,2,3,0};
                                // Add to mesh collector
-                               collector.append(material_w1, vertices, 4, indices, 6);
+                               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;
+                       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){}
+                       
+                       /*if(top_is_water == true)
+                               continue;*/
+                       if(top_is_air == false)
+                               continue;
+
+                       u8 l = decode_light(n.getLightBlend(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 + getPosRelative(), 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(daynight_ratio));*/
+                       u8 l = decode_light(undiminish_light(n.getLightBlend(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 + getPosRelative(), BS);
+                               }
+
+                               u16 indices[] = {0,1,2,2,3,0};
+                               // Add to mesh collector
+                               collector.append(material_leaves1, vertices, 4, indices, 6);
                        }
                }
        }
@@ -1019,6 +1236,9 @@ void MapBlock::updateMesh(u32 daynight_ratio)
                Add stuff from collector to mesh
        */
        
+       scene::SMesh *mesh_new = NULL;
+       mesh_new = new scene::SMesh();
+       
        collector.fillMesh(mesh_new);
 
        /*
@@ -1037,13 +1257,25 @@ void MapBlock::updateMesh(u32 daynight_ratio)
                mesh_new = NULL;
        }
 
-       // 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;*/
+       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);
+
+               /*
+                       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
+               */
+       }
        
        /*
                Replace the mesh
@@ -1364,7 +1596,7 @@ 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);
                                }
                        }
@@ -1524,11 +1756,11 @@ 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 |= 3;
+                       flags |= 0x04;
                os.write((char*)&flags, 1);
 
                u32 nodecount = MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
@@ -1648,9 +1880,9 @@ 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;
-               m_lighting_expired = (flags & 3) ? 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);
@@ -1676,6 +1908,23 @@ void MapBlock::deSerialize(std::istream &is, u8 version)
                        data[i].param2 = s[i+nodecount*2];
                }
        }
+       
+       /*
+               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;
+               }
+       }
 }