diff --git a/res/content/base/entities/drop.json b/res/content/base/entities/drop.json index 9577eb7e..4c5e064f 100644 --- a/res/content/base/entities/drop.json +++ b/res/content/base/entities/drop.json @@ -4,7 +4,7 @@ ], "hitbox": [0.4, 0.25, 0.4], "sensors": [ - ["aabb", -0.2, -0.2, -0.2, 0.2, 0.2, 0.2], + ["radius", 0.3], ["radius", 1.6] ], "blocking": false diff --git a/res/content/base/textures/blocks/grass.png b/res/content/base/textures/blocks/grass.png index d43769ca..98dbda01 100644 Binary files a/res/content/base/textures/blocks/grass.png and b/res/content/base/textures/blocks/grass.png differ diff --git a/res/layouts/inventory.xml.lua b/res/layouts/inventory.xml.lua index c2280f15..589e5e44 100644 --- a/res/layouts/inventory.xml.lua +++ b/res/layouts/inventory.xml.lua @@ -2,7 +2,9 @@ function inventory_share_func(invid, slotid) local blockinv = hud.get_block_inventory() if blockinv ~= 0 then inventory.move(invid, slotid, blockinv) - else + elseif rules.get("allow-content-access") then inventory.set(invid, slotid, 0, 0) + else + inventory.move(invid, slotid, invid) end end diff --git a/res/shaders/skybox_gen.glslf b/res/shaders/skybox_gen.glslf index b63ae0ee..a3e2cdeb 100644 --- a/res/shaders/skybox_gen.glslf +++ b/res/shaders/skybox_gen.glslf @@ -39,8 +39,8 @@ SOFTWARE. #define ABSORPTION_FALLOFF 4e3 /* how much the absorption decreases the further away it gets from the maximum height */ // and the steps (more looks better, but is slower) // the primary step has the most effect on looks -#define PRIMARY_STEPS 12 -#define LIGHT_STEPS 4 +#define PRIMARY_STEPS 6 +#define LIGHT_STEPS 2 vec3 calculate_scattering( vec3 start, // the start of the ray (the camera position)