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author | benrob0329 <ben@totallynotashadyweb.site> | 2021-06-12 12:48:14 -0400 |
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committer | GitHub <noreply@github.com> | 2021-06-12 18:48:14 +0200 |
commit | fbcf0fab8e955b819d3d77b7578f39ce24eec71b (patch) | |
tree | 05426c8e5ba8f9439679fbc82f329353542ee84c /builtin | |
parent | c47313db65f968559711ac1b505ef341a9872017 (diff) | |
download | minetest-fbcf0fab8e955b819d3d77b7578f39ce24eec71b.tar.gz minetest-fbcf0fab8e955b819d3d77b7578f39ce24eec71b.tar.bz2 minetest-fbcf0fab8e955b819d3d77b7578f39ce24eec71b.zip |
falling.lua - Fix Meshnodes Being Too Big (#11307)
Diffstat (limited to 'builtin')
-rw-r--r-- | builtin/game/falling.lua | 9 |
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 |