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-rw-r--r--src/defaultsettings.cpp2
-rw-r--r--src/nodedef.cpp12
2 files changed, 11 insertions, 3 deletions
diff --git a/src/defaultsettings.cpp b/src/defaultsettings.cpp
index 9015c28a4..da5dcae94 100644
--- a/src/defaultsettings.cpp
+++ b/src/defaultsettings.cpp
@@ -107,7 +107,7 @@ void set_default_settings(Settings *settings)
settings->setDefault("fov", "72");
settings->setDefault("view_bobbing", "true");
settings->setDefault("new_style_water", "false");
- settings->setDefault("new_style_leaves", "true");
+ settings->setDefault("leaves_style", "fancy");
settings->setDefault("connected_glass", "false");
settings->setDefault("smooth_lighting", "true");
settings->setDefault("display_gamma", "1.8");
diff --git a/src/nodedef.cpp b/src/nodedef.cpp
index e392f477a..ccafd4598 100644
--- a/src/nodedef.cpp
+++ b/src/nodedef.cpp
@@ -780,7 +780,6 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef,
scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator();
bool new_style_water = g_settings->getBool("new_style_water");
- bool new_style_leaves = g_settings->getBool("new_style_leaves");
bool connected_glass = g_settings->getBool("connected_glass");
bool opaque_water = g_settings->getBool("opaque_water");
bool enable_shaders = g_settings->getBool("enable_shaders");
@@ -788,6 +787,7 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef,
bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion");
bool enable_mesh_cache = g_settings->getBool("enable_mesh_cache");
bool enable_minimap = g_settings->getBool("enable_minimap");
+ std::string leaves_style = g_settings->get("leaves_style");
bool use_normal_texture = enable_shaders &&
(enable_bumpmapping || enable_parallax_occlusion);
@@ -860,10 +860,18 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef,
f->visual_solidness = 1;
break;
case NDT_ALLFACES_OPTIONAL:
- if (new_style_leaves) {
+ if (leaves_style == "fancy") {
f->drawtype = NDT_ALLFACES;
f->solidness = 0;
f->visual_solidness = 1;
+ } else if (leaves_style == "simple") {
+ for (u32 j = 0; j < 6; j++) {
+ if (f->tiledef_special[j].name != "")
+ tiledef[j].name = f->tiledef_special[j].name;
+ }
+ f->drawtype = NDT_GLASSLIKE;
+ f->solidness = 0;
+ f->visual_solidness = 1;
} else {
f->drawtype = NDT_NORMAL;
f->solidness = 2;