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authorbenrob0329 <ben@totallynotashadyweb.site>2021-06-12 12:48:14 -0400
committerGitHub <noreply@github.com>2021-06-12 18:48:14 +0200
commitfbcf0fab8e955b819d3d77b7578f39ce24eec71b (patch)
tree05426c8e5ba8f9439679fbc82f329353542ee84c /builtin/game
parentc47313db65f968559711ac1b505ef341a9872017 (diff)
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falling.lua - Fix Meshnodes Being Too Big (#11307)
Diffstat (limited to 'builtin/game')
-rw-r--r--builtin/game/falling.lua9
1 files changed, 4 insertions, 5 deletions
diff --git a/builtin/game/falling.lua b/builtin/game/falling.lua
index a9dbc6ed5..4a13b0776 100644
--- a/builtin/game/falling.lua
+++ b/builtin/game/falling.lua
@@ -111,15 +111,14 @@ core.register_entity(":__builtin:falling_node", {
itemstring = core.itemstring_with_palette(itemstring, node.param2)
end
-- FIXME: solution needed for paramtype2 == "leveled"
- local vsize
- if def.visual_scale then
- local s = def.visual_scale * SCALE
- vsize = vector.new(s, s, s)
+ local s = (def.visual_scale or 1) * SCALE
+ if def.drawtype == "mesh" then
+ s = s * 0.5
end
self.object:set_properties({
is_visible = true,
wield_item = itemstring,
- visual_size = vsize,
+ visual_size = vector.new(s, s, s),
glow = def.light_source,
})
end