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Fix falling mesh nodes being half size (#11389)
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Wuzzy2 committed Sep 1, 2021
1 parent e912008 commit ff9945d
Showing 1 changed file with 11 additions and 4 deletions.
15 changes: 11 additions & 4 deletions builtin/game/falling.lua
Expand Up @@ -111,14 +111,21 @@ core.register_entity(":__builtin:falling_node", {
itemstring = core.itemstring_with_palette(itemstring, node.param2)
end
-- FIXME: solution needed for paramtype2 == "leveled"
local s = (def.visual_scale or 1) * SCALE
if def.drawtype == "mesh" then
s = s * 0.5
-- Calculate size of falling node
local s = {}
s.x = (def.visual_scale or 1) * SCALE
s.y = s.x
s.z = s.x
-- Compensate for wield_scale
if def.wield_scale then
s.x = s.x / def.wield_scale.x
s.y = s.y / def.wield_scale.y
s.z = s.z / def.wield_scale.z
end
self.object:set_properties({
is_visible = true,
wield_item = itemstring,
visual_size = vector.new(s, s, s),
visual_size = s,
glow = def.light_source,
})
end
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