feat: TU0 leafs
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@@ -254,28 +254,6 @@ bool Region::isSolidRenderTile(int x, int y, int z)
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Tile *tile = Tile::tiles[getTile(x, y, z)];
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if (tile == NULL) return false;
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// 4J - addition here to make rendering big blocks of leaves more efficient. Normally leaves never consider themselves as solid, so
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// blocks of leaves will have all sides of each block completely visible. Changing to consider as solid if this block is surrounded by
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// other leaves (or solid things). This is paired with another change in Tile::getTexture which makes such solid tiles actually visibly solid (these
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// textures exist already for non-fancy graphics). Note: this tile-specific code is here rather than making some new virtual method in the tiles,
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// for the sake of efficiency - I don't imagine we'll be doing much more of this sort of thing
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if( tile->id == Tile::leaves_Id )
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{
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int axo[6] = { 1,-1, 0, 0, 0, 0};
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int ayo[6] = { 0, 0, 1,-1, 0, 0};
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int azo[6] = { 0, 0, 0, 0, 1,-1};
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for( int i = 0; i < 6; i++ )
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{
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int t = getTile(x + axo[i], y + ayo[i] , z + azo[i]);
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if( ( t != Tile::leaves_Id ) && ( ( Tile::tiles[t] == NULL ) || !Tile::tiles[t]->isSolidRender() ) )
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{
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return false;
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}
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}
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return true;
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}
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return tile->isSolidRender();
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}
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