support for blockID 24 and slab orientation hack
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@ -9,6 +9,7 @@ Leaves,18,"0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15",12,,,,
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Unused,20,,11,,,,
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Unused,20,,11,,,,
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Door Bottom,21,,18,,,,
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Door Bottom,21,,18,,,,
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Door Top,22,,17,,,,
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Door Top,22,,17,,,,
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(unknown),24,,3,,,,
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Tall Grass,31,"0,1",22,tall_grass,two_sided,,
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Tall Grass,31,"0,1",22,tall_grass,two_sided,,
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Tan Block 1,35,1,2,,,,
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Tan Block 1,35,1,2,,,,
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White Block 2,35,5,6,,,,
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White Block 2,35,5,6,,,,
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@ -125,13 +125,9 @@ def build_block_instances(blocks):
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light_sources = []
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light_sources = []
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for position, block_id, block_data, normal_indices in blocks:
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for position, block_id, block_data, normal_indices in blocks:
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if block_id == 44:
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print("bd", block_data)
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if block_ids.is_light_source(block_id, block_data):
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if block_ids.is_light_source(block_id, block_data):
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light_sources.append((position, block_id, block_data))
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light_sources.append((position, block_id, block_data))
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if not block_ids.is_cube_block(block_id, block_data):
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if not block_ids.is_cube_block(block_id, block_data):
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if block_id == 44:
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print(block_id)
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custom_mesh_index = block_ids.get_custom_mesh_index(block_id, block_data)
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custom_mesh_index = block_ids.get_custom_mesh_index(block_id, block_data)
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non_cube_blocks[custom_mesh_index].append((position, block_id, block_data))
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non_cube_blocks[custom_mesh_index].append((position, block_id, block_data))
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continue
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continue
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@ -45,6 +45,12 @@ vec3 orientation(vec3 position)
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} else {
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} else {
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return position;
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return position;
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}
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}
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} else if (Special == 3) {
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if (BlockPosition.x == -70) {
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return vec3(position.z, position.y, -position.x);
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} else {
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return position;
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}
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} else {
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} else {
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return position;
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return position;
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}
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}
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