update base pack
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d9277e1b31
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@ -4,7 +4,7 @@
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],
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],
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"hitbox": [0.4, 0.25, 0.4],
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"hitbox": [0.4, 0.25, 0.4],
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"sensors": [
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"sensors": [
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["aabb", -0.2, -0.2, -0.2, 0.2, 0.2, 0.2],
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["radius", 0.3],
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["radius", 1.6]
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["radius", 1.6]
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],
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],
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"blocking": false
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"blocking": false
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Before Width: | Height: | Size: 6.3 KiB After Width: | Height: | Size: 6.8 KiB |
@ -2,7 +2,9 @@ function inventory_share_func(invid, slotid)
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local blockinv = hud.get_block_inventory()
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local blockinv = hud.get_block_inventory()
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if blockinv ~= 0 then
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if blockinv ~= 0 then
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inventory.move(invid, slotid, blockinv)
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inventory.move(invid, slotid, blockinv)
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else
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elseif rules.get("allow-content-access") then
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inventory.set(invid, slotid, 0, 0)
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inventory.set(invid, slotid, 0, 0)
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else
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inventory.move(invid, slotid, invid)
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end
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end
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end
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end
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@ -39,8 +39,8 @@ SOFTWARE.
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#define ABSORPTION_FALLOFF 4e3 /* how much the absorption decreases the further away it gets from the maximum height */
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#define ABSORPTION_FALLOFF 4e3 /* how much the absorption decreases the further away it gets from the maximum height */
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// and the steps (more looks better, but is slower)
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// and the steps (more looks better, but is slower)
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// the primary step has the most effect on looks
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// the primary step has the most effect on looks
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#define PRIMARY_STEPS 12
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#define PRIMARY_STEPS 6
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#define LIGHT_STEPS 4
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#define LIGHT_STEPS 2
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vec3 calculate_scattering(
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vec3 calculate_scattering(
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vec3 start, // the start of the ray (the camera position)
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vec3 start, // the start of the ray (the camera position)
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