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Adresses some comments, various visual tweaks
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assets/voxygen/voxel/sprite/furniture/sconce_wall-0.vox
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BIN
assets/voxygen/voxel/sprite/furniture/sconce_wall-0.vox
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@ -1793,6 +1793,18 @@ WallLampSmall: Some((
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wind_sway: 0.0,
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)),
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// WallSconce
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WallSconce: Some((
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variations: [
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(
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model: "voxygen.voxel.sprite.furniture.sconce_wall-0",
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offset: (-2.5, -1.5, 0.0),
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lod_axes: (1.0, 1.0, 1.0),
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),
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],
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wind_sway: 0.0,
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)),
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// Planter
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Planter: Some((
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variations: [
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@ -173,6 +173,7 @@ impl Block {
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SpriteKind::Ember => Some(20),
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SpriteKind::WallLamp => Some(16),
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SpriteKind::WallLampSmall => Some(16),
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SpriteKind::WallSconce => Some(16),
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SpriteKind::FireBowlGround => Some(16),
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SpriteKind::Velorite | SpriteKind::VeloriteFrag => Some(6),
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SpriteKind::CaveMushroom => Some(12),
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@ -127,6 +127,7 @@ make_case_elim!(
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EmeraldSmall = 0x64,
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SapphireSmall = 0x65,
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WallLampSmall = 0x66,
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WallSconce = 0x67,
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}
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);
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@ -254,6 +255,7 @@ impl SpriteKind {
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| SpriteKind::HangingSign
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| SpriteKind::WallLamp
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| SpriteKind::WallLampSmall
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| SpriteKind::WallSconce
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| SpriteKind::Planter
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| SpriteKind::Shelf
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| SpriteKind::TableSide
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@ -71,6 +71,7 @@ impl BlocksOfInterest {
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Some(SpriteKind::StreetLampTall) => {
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fire_bowls.push(pos + Vec3::unit_z() * 4)
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},
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Some(SpriteKind::WallSconce) => fire_bowls.push(pos + Vec3::unit_z()),
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Some(SpriteKind::Beehive) => beehives.push(pos),
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Some(SpriteKind::Reed) => reeds.push(pos),
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Some(SpriteKind::PinkFlower) => flowers.push(pos),
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@ -1208,7 +1208,7 @@ impl Floor {
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Some(Tile::Solid) => BlockMask::nothing(),
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Some(Tile::Tunnel) => {
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let light_offset: i32 = 7;
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if (dist_to_wall - 4.0).abs() < f32::EPSILON
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if (dist_to_wall - wall_thickness) as i32 == 1
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&& rtile_pos
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.map(|e| e % light_offset == 0)
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.reduce(|x, y| x ^ y)
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@ -1216,8 +1216,7 @@ impl Floor {
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{
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let ori =
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Floor::relative_ori(self.nearest_wall(rpos).unwrap_or_default(), rpos);
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// NOTE: Used only for dynamic elements like chests and entities!
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let furniture = SpriteKind::WallLamp;
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let furniture = SpriteKind::WallSconce;
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BlockMask::new(Block::air(furniture).with_ori(ori).unwrap(), 1)
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} else if dist_to_wall >= wall_thickness
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&& (z as f32) < tunnel_height * (1.0 - tunnel_dist.powi(4))
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@ -1230,19 +1229,38 @@ impl Floor {
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Some(Tile::Room(room)) | Some(Tile::DownStair(room))
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if dist_to_wall < wall_thickness
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|| z as f32
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>= self.rooms[*room].height as f32 * (1.0 - tunnel_dist.powi(4))
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|| self.rooms[*room]
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.pillars
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.map(|pillar_space| {
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tile_pos
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.map(|e| e.rem_euclid(pillar_space) == 0)
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.reduce_and()
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&& rtile_pos.map(|e| e as f32).magnitude_squared() < 3.5f32.powi(2)
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})
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.unwrap_or(false) =>
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>= self.rooms[*room].height as f32 * (1.0 - tunnel_dist.powi(4)) =>
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{
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BlockMask::nothing()
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},
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Some(Tile::Room(room)) | Some(Tile::DownStair(room))
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if self.rooms[*room]
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.pillars
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.map(|pillar_space| {
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tile_pos
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.map(|e| e.rem_euclid(pillar_space) == 0)
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.reduce_and()
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&& rtile_pos.map(|e| e as f32).magnitude_squared() < 3.5f32.powi(2)
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})
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.unwrap_or(false) =>
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{
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if z == 1 && rtile_pos.map(|e| e as f32).magnitude_squared() > 3.0f32.powi(2) {
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let ori = Floor::relative_ori(
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self.nearest_wall(rtile_pos).unwrap_or_default(),
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rtile_pos,
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);
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let furniture = SpriteKind::WallSconce;
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BlockMask::new(Block::air(furniture).with_ori(ori).unwrap(), 1)
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} else if z < self.rooms[*room].height
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&& rtile_pos.map(|e| e as f32).magnitude_squared() > 3.0f32.powi(2)
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{
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vacant
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} else {
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BlockMask::nothing()
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}
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}
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Some(Tile::Room(_)) => {
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let light_offset: i32 = 7;
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if z == 0 {
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@ -1253,9 +1271,11 @@ impl Floor {
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.reduce(|x, y| x ^ y)
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&& z == 1
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{
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let ori =
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Floor::relative_ori(self.nearest_wall(rpos).unwrap_or_default(), rpos);
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let furniture = SpriteKind::WallLamp;
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let ori = Floor::relative_ori(
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self.nearest_wall(rpos).unwrap_or_else(Vec2::zero),
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rpos,
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);
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let furniture = SpriteKind::WallSconce;
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BlockMask::new(Block::air(furniture).with_ori(ori).unwrap(), 1)
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} else {
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vacant
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@ -1275,8 +1295,10 @@ impl Floor {
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stretch,
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);
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let furniture = SpriteKind::WallLampSmall;
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let ori =
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Floor::relative_ori(self.nearest_wall(rtile_pos).unwrap_or_default(), rpos);
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let ori = Floor::relative_ori(
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self.nearest_wall(rtile_pos).unwrap_or_else(Vec2::zero),
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rpos,
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);
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if z < self.rooms[*room].height {
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block.resolve_with(vacant)
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} else if z as f32 % stretch == 0.0
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