initial steps in doing content type extension
[oweals/minetest.git] / src / mapblock.cpp
index e98ec6e96ef64d92430d00317f78bcd344e28516..647a177564c2a1b088eb2820aebe84cf4b98afdf 100644 (file)
@@ -24,1439 +24,21 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "light.h"
 #include <sstream>
 
-#ifndef SERVER
-void MeshMakeData::fill(u32 daynight_ratio, MapBlock *block)
-{
-       m_daynight_ratio = daynight_ratio;
-       m_blockpos = block->getPos();
-
-       v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE;
-       
-       /*
-               There is no harm not copying the TempMods of the neighbors
-               because they are already copied to this block
-       */
-       m_temp_mods.clear();
-       block->copyTempMods(m_temp_mods);
-       
-       /*
-               Copy data
-       */
-
-       // Allocate this block + neighbors
-       m_vmanip.clear();
-       m_vmanip.addArea(VoxelArea(blockpos_nodes-v3s16(1,1,1)*MAP_BLOCKSIZE,
-                       blockpos_nodes+v3s16(1,1,1)*MAP_BLOCKSIZE*2-v3s16(1,1,1)));
-
-       {
-               //TimeTaker timer("copy central block data");
-               // 0ms
-
-               // Copy our data
-               block->copyTo(m_vmanip);
-       }
-       {
-               //TimeTaker timer("copy neighbor block data");
-               // 0ms
-
-               /*
-                       Copy neighbors. This is lightning fast.
-                       Copying only the borders would be *very* slow.
-               */
-               
-               // Get map
-               NodeContainer *parentcontainer = block->getParent();
-               // This will only work if the parent is the map
-               assert(parentcontainer->nodeContainerId() == NODECONTAINER_ID_MAP);
-               // OK, we have the map!
-               Map *map = (Map*)parentcontainer;
-
-               for(u16 i=0; i<6; i++)
-               {
-                       const v3s16 &dir = g_6dirs[i];
-                       v3s16 bp = m_blockpos + dir;
-                       MapBlock *b = map->getBlockNoCreateNoEx(bp);
-                       if(b)
-                               b->copyTo(m_vmanip);
-               }
-       }
-}
-#endif
-
-/*
-       Parameters must consist of air and !air.
-       Order doesn't matter.
-
-       If either of the nodes doesn't exist, light is 0.
-       
-       parameters:
-               daynight_ratio: 0...1000
-               n: getNodeParent(p)
-               n2: getNodeParent(p + face_dir)
-               face_dir: axis oriented unit vector from p to p2
-       
-       returns encoded light value.
-*/
-u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
-               v3s16 face_dir)
-{
-       try{
-               u8 light;
-               u8 l1 = n.getLightBlend(daynight_ratio);
-               u8 l2 = n2.getLightBlend(daynight_ratio);
-               if(l1 > l2)
-                       light = l1;
-               else
-                       light = l2;
-
-               // Make some nice difference to different sides
-
-               // This makes light come from a corner
-               /*if(face_dir.X == 1 || face_dir.Z == 1 || face_dir.Y == -1)
-                       light = diminish_light(diminish_light(light));
-               else if(face_dir.X == -1 || face_dir.Z == -1)
-                       light = diminish_light(light);*/
-               
-               // All neighboring faces have different shade (like in minecraft)
-               if(face_dir.X == 1 || face_dir.X == -1 || face_dir.Y == -1)
-                       light = diminish_light(diminish_light(light));
-               else if(face_dir.Z == 1 || face_dir.Z == -1)
-                       light = diminish_light(light);
-
-               return light;
-       }
-       catch(InvalidPositionException &e)
-       {
-               return 0;
-       }
-}
-
-#ifndef SERVER
-
-inline video::SColor lightColor(u8 alpha, u8 light)
-{
-       return video::SColor(alpha,light,light,light);
-}
-
-void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
-               v3s16 dir, v3f scale, v3f posRelative_f,
-               core::array<FastFace> &dest)
-{
-       FastFace face;
-       
-       // Position is at the center of the cube.
-       v3f pos = p * BS;
-       posRelative_f *= BS;
-
-       v3f vertex_pos[4];
-       // If looking towards z+, this is the face that is behind
-       // the center point, facing towards z+.
-       vertex_pos[0] = v3f(-BS/2,-BS/2,BS/2);
-       vertex_pos[1] = v3f( BS/2,-BS/2,BS/2);
-       vertex_pos[2] = v3f( BS/2, BS/2,BS/2);
-       vertex_pos[3] = v3f(-BS/2, BS/2,BS/2);
-       
-       if(dir == v3s16(0,0,1))
-       {
-               for(u16 i=0; i<4; i++)
-                       vertex_pos[i].rotateXZBy(0);
-       }
-       else if(dir == v3s16(0,0,-1))
-       {
-               for(u16 i=0; i<4; i++)
-                       vertex_pos[i].rotateXZBy(180);
-       }
-       else if(dir == v3s16(1,0,0))
-       {
-               for(u16 i=0; i<4; i++)
-                       vertex_pos[i].rotateXZBy(-90);
-       }
-       else if(dir == v3s16(-1,0,0))
-       {
-               for(u16 i=0; i<4; i++)
-                       vertex_pos[i].rotateXZBy(90);
-       }
-       else if(dir == v3s16(0,1,0))
-       {
-               for(u16 i=0; i<4; i++)
-                       vertex_pos[i].rotateYZBy(-90);
-       }
-       else if(dir == v3s16(0,-1,0))
-       {
-               for(u16 i=0; i<4; i++)
-                       vertex_pos[i].rotateYZBy(90);
-       }
-
-       for(u16 i=0; i<4; i++)
-       {
-               vertex_pos[i].X *= scale.X;
-               vertex_pos[i].Y *= scale.Y;
-               vertex_pos[i].Z *= scale.Z;
-               vertex_pos[i] += pos + posRelative_f;
-       }
-
-       f32 abs_scale = 1.;
-       if     (scale.X < 0.999 || scale.X > 1.001) abs_scale = scale.X;
-       else if(scale.Y < 0.999 || scale.Y > 1.001) abs_scale = scale.Y;
-       else if(scale.Z < 0.999 || scale.Z > 1.001) abs_scale = scale.Z;
-
-       v3f zerovector = v3f(0,0,0);
-       
-       u8 alpha = tile.alpha;
-       /*u8 alpha = 255;
-       if(tile.id == TILE_WATER)
-               alpha = WATER_ALPHA;*/
-
-       float x0 = tile.texture.pos.X;
-       float y0 = tile.texture.pos.Y;
-       float w = tile.texture.size.X;
-       float h = tile.texture.size.Y;
-
-       /*video::SColor c = lightColor(alpha, li);
-
-       face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0), c,
-                       core::vector2d<f32>(x0+w*abs_scale, y0+h));
-       face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0), c,
-                       core::vector2d<f32>(x0, y0+h));
-       face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0), c,
-                       core::vector2d<f32>(x0, y0));
-       face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0), c,
-                       core::vector2d<f32>(x0+w*abs_scale, y0));*/
-
-       face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0),
-                       lightColor(alpha, li0),
-                       core::vector2d<f32>(x0+w*abs_scale, y0+h));
-       face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0),
-                       lightColor(alpha, li1),
-                       core::vector2d<f32>(x0, y0+h));
-       face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0),
-                       lightColor(alpha, li2),
-                       core::vector2d<f32>(x0, y0));
-       face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0),
-                       lightColor(alpha, li3),
-                       core::vector2d<f32>(x0+w*abs_scale, y0));
-
-       face.tile = tile;
-       //DEBUG
-       //f->tile = TILE_STONE;
-       
-       dest.push_back(face);
-}
-       
-/*
-       Gets node tile from any place relative to block.
-       Returns TILE_NODE if doesn't exist or should not be drawn.
-*/
-TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir,
-               NodeModMap &temp_mods)
-{
-       TileSpec spec;
-       spec = mn.getTile(face_dir);
-       
-       /*
-               Check temporary modifications on this node
-       */
-       /*core::map<v3s16, NodeMod>::Node *n;
-       n = m_temp_mods.find(p);
-       // If modified
-       if(n != NULL)
-       {
-               struct NodeMod mod = n->getValue();*/
-       NodeMod mod;
-       if(temp_mods.get(p, &mod))
-       {
-               if(mod.type == NODEMOD_CHANGECONTENT)
-               {
-                       MapNode mn2(mod.param);
-                       spec = mn2.getTile(face_dir);
-               }
-               if(mod.type == NODEMOD_CRACK)
-               {
-                       /*
-                               Get texture id, translate it to name, append stuff to
-                               name, get texture id
-                       */
-
-                       // Get original texture name
-                       u32 orig_id = spec.texture.id;
-                       std::string orig_name = g_texturesource->getTextureName(orig_id);
-
-                       // Create new texture name
-                       std::ostringstream os;
-                       os<<orig_name<<"^[crack"<<mod.param;
-
-                       // Get new texture
-                       u32 new_id = g_texturesource->getTextureId(os.str());
-                       
-                       /*dstream<<"MapBlock::getNodeTile(): Switching from "
-                                       <<orig_name<<" to "<<os.str()<<" ("
-                                       <<orig_id<<" to "<<new_id<<")"<<std::endl;*/
-                       
-                       spec.texture = g_texturesource->getTexture(new_id);
-               }
-       }
-       
-       return spec;
-}
-
-u8 getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods)
-{
-       /*
-               Check temporary modifications on this node
-       */
-       /*core::map<v3s16, NodeMod>::Node *n;
-       n = m_temp_mods.find(p);
-       // If modified
-       if(n != NULL)
-       {
-               struct NodeMod mod = n->getValue();*/
-       NodeMod mod;
-       if(temp_mods.get(p, &mod))
-       {
-               if(mod.type == NODEMOD_CHANGECONTENT)
-               {
-                       // Overrides content
-                       return mod.param;
-               }
-               if(mod.type == NODEMOD_CRACK)
-               {
-                       /*
-                               Content doesn't change.
-                               
-                               face_contents works just like it should, because
-                               there should not be faces between differently cracked
-                               nodes.
-
-                               If a semi-transparent node is cracked in front an
-                               another one, it really doesn't matter whether there
-                               is a cracked face drawn in between or not.
-                       */
-               }
-       }
-
-       return mn.d;
-}
-
-v3s16 dirs8[8] = {
-       v3s16(0,0,0),
-       v3s16(0,0,1),
-       v3s16(0,1,0),
-       v3s16(0,1,1),
-       v3s16(1,0,0),
-       v3s16(1,1,0),
-       v3s16(1,0,1),
-       v3s16(1,1,1),
-};
-
-// Calculate lighting at the XYZ- corner of p
-u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio)
-{
-       u16 ambient_occlusion = 0;
-       u16 light = 0;
-       u16 light_count = 0;
-       for(u32 i=0; i<8; i++)
-       {
-               MapNode n = vmanip.getNodeNoEx(p - dirs8[i]);
-               if(content_features(n.d).param_type == CPT_LIGHT)
-               {
-                       light += decode_light(n.getLightBlend(daynight_ratio));
-                       light_count++;
-               }
-               else
-               {
-                       if(n.d != CONTENT_IGNORE)
-                               ambient_occlusion++;
-               }
-       }
-
-       if(light_count == 0)
-               return 255;
-       
-       light /= light_count;
-
-       if(ambient_occlusion > 4)
-       {
-               ambient_occlusion -= 4;
-               light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0);
-       }
-
-       return light;
-}
-
-/*
-       startpos:
-       translate_dir: unit vector with only one of x, y or z
-       face_dir: unit vector with only one of x, y or z
-*/
-void updateFastFaceRow(
-               u32 daynight_ratio,
-               v3f posRelative_f,
-               v3s16 startpos,
-               u16 length,
-               v3s16 translate_dir,
-               v3f translate_dir_f,
-               v3s16 face_dir,
-               v3f face_dir_f,
-               core::array<FastFace> &dest,
-               NodeModMap &temp_mods,
-               VoxelManipulator &vmanip,
-               v3s16 blockpos_nodes,
-               bool smooth_lighting)
-{
-       v3s16 p = startpos;
-       
-       u16 continuous_tiles_count = 0;
-       
-       MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p);
-       MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
-       TileSpec tile0 = getNodeTile(n0, p, face_dir, temp_mods);
-       TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods);
-       u8 light = getFaceLight(daynight_ratio, n0, n1, face_dir);
-
-       for(u16 j=0; j<length; j++)
-       {
-               bool next_is_different = true;
-               
-               v3s16 p_next;
-               MapNode n0_next;
-               MapNode n1_next;
-               TileSpec tile0_next;
-               TileSpec tile1_next;
-               u8 light_next = 0;
-               
-               // If at last position, there is nothing to compare to and
-               // the face must be drawn anyway
-               if(j != length - 1)
-               {
-                       p_next = p + translate_dir;
-                       
-                       n0_next = vmanip.getNodeNoEx(blockpos_nodes + p_next);
-                       n1_next = vmanip.getNodeNoEx(blockpos_nodes + p_next + face_dir);
-                       tile0_next = getNodeTile(n0_next, p_next, face_dir, temp_mods);
-                       tile1_next = getNodeTile(n1_next,p_next+face_dir,-face_dir, temp_mods);
-                       light_next = getFaceLight(daynight_ratio, n0_next, n1_next, face_dir);
-
-                       if(tile0_next == tile0
-                                       && tile1_next == tile1
-                                       && light_next == light)
-                       {
-                               next_is_different = false;
-                       }
-               }
-
-               continuous_tiles_count++;
-               
-               // This is set to true if the texture doesn't allow more tiling
-               bool end_of_texture = false;
-               /*
-                       If there is no texture, it can be tiled infinitely.
-                       If tiled==0, it means the texture can be tiled infinitely.
-                       Otherwise check tiled agains continuous_tiles_count.
-
-                       This check has to be made for both tiles, because this is
-                       a bit hackish and we know which one we're using only when
-                       the decision to make the faces is made.
-               */
-               if(tile0.texture.atlas != NULL && tile0.texture.tiled != 0)
-               {
-                       if(tile0.texture.tiled <= continuous_tiles_count)
-                               end_of_texture = true;
-               }
-               if(tile1.texture.atlas != NULL && tile1.texture.tiled != 0)
-               {
-                       if(tile1.texture.tiled <= continuous_tiles_count)
-                               end_of_texture = true;
-               }
-               
-               // Do this to disable tiling textures
-               //end_of_texture = true; //DEBUG
-               
-               // Disable tiling of textures if smooth lighting is used
-               if(smooth_lighting)
-                       end_of_texture = true;
-               
-               if(next_is_different || end_of_texture)
-               {
-                       /*
-                               Create a face if there should be one
-                       */
-                       //u8 mf = face_contents(tile0, tile1);
-                       // This is hackish
-                       u8 content0 = getNodeContent(p, n0, temp_mods);
-                       u8 content1 = getNodeContent(p + face_dir, n1, temp_mods);
-                       u8 mf = face_contents(content0, content1);
-                       
-                       if(mf != 0)
-                       {
-                               // Floating point conversion of the position vector
-                               v3f pf(p.X, p.Y, p.Z);
-                               // Center point of face (kind of)
-                               v3f sp = pf - ((f32)continuous_tiles_count / 2. - 0.5) * translate_dir_f;
-                               v3f scale(1,1,1);
-                               u8 li0=255, li1=255, li2=255, li3=255;
-
-                               // First node
-                               v3s16 p_first = p - (continuous_tiles_count-1) * translate_dir;
-
-                               v3s16 p_map = blockpos_nodes + p;
-                               v3s16 p_map_first = p_first + blockpos_nodes;
-
-                               if(translate_dir.X != 0)
-                               {
-                                       scale.X = continuous_tiles_count;
-                               }
-                               if(translate_dir.Y != 0)
-                               {
-                                       scale.Y = continuous_tiles_count;
-                               }
-                               if(translate_dir.Z != 0)
-                               {
-                                       scale.Z = continuous_tiles_count;
-                               }
-                               
-                               if(smooth_lighting == false)
-                                       li0 = li1 = li2 = li3 = decode_light(light);
-
-                               // If node at sp (tile0) is more solid
-                               if(mf == 1)
-                               {
-                                       if(smooth_lighting)
-                                       {
-                                               if(face_dir == v3s16(0,0,1))
-                                               {
-                                                       // Going along X+, faces in Z+
-                                                       li0 = getSmoothLight(p_map_first+v3s16(0,0,1),
-                                                                       vmanip, daynight_ratio);
-                                                       li1 = getSmoothLight(p_map+v3s16(1,0,1),
-                                                                       vmanip, daynight_ratio);
-                                                       li2 = getSmoothLight(p_map+v3s16(1,1,1),
-                                                                       vmanip, daynight_ratio);
-                                                       li3 = getSmoothLight(p_map_first+v3s16(0,1,1),
-                                                                       vmanip, daynight_ratio);
-                                               }
-                                               else if(face_dir == v3s16(0,1,0))
-                                               {
-                                                       // Going along X+, faces in Y+
-                                                       li0 = getSmoothLight(p_map_first+v3s16(0,1,1),
-                                                                       vmanip, daynight_ratio);
-                                                       li1 = getSmoothLight(p_map+v3s16(1,1,1),
-                                                                       vmanip, daynight_ratio);
-                                                       li2 = getSmoothLight(p_map+v3s16(1,1,0),
-                                                                       vmanip, daynight_ratio);
-                                                       li3 = getSmoothLight(p_map_first+v3s16(0,1,0),
-                                                                       vmanip, daynight_ratio);
-                                               }
-                                               else if(face_dir == v3s16(1,0,0))
-                                               {
-                                                       // Going along Z+, faces in X+
-                                                       li0 = getSmoothLight(p_map_first+v3s16(1,0,1),
-                                                                       vmanip, daynight_ratio);
-                                                       li1 = getSmoothLight(p_map+v3s16(1,0,0),
-                                                                       vmanip, daynight_ratio);
-                                                       li2 = getSmoothLight(p_map+v3s16(1,1,0),
-                                                                       vmanip, daynight_ratio);
-                                                       li3 = getSmoothLight(p_map_first+v3s16(1,1,1),
-                                                                       vmanip, daynight_ratio);
-                                               }
-                                               else assert(0);
-                                       }
-
-                                       makeFastFace(tile0, li0, li1, li2, li3,
-                                                       sp, face_dir, scale,
-                                                       posRelative_f, dest);
-                               }
-                               // If node at sp is less solid (mf == 2)
-                               else
-                               {
-                                       if(smooth_lighting)
-                                       {
-                                               // Offset to the actual solid block
-                                               p_map += face_dir;
-                                               p_map_first += face_dir;
-                                               
-                                               if(face_dir == v3s16(0,0,1))
-                                               {
-                                                       // Going along X+, faces in Z-
-                                                       li0 = getSmoothLight(p_map+v3s16(1,0,0),
-                                                                       vmanip, daynight_ratio);
-                                                       li1 = getSmoothLight(p_map_first+v3s16(0,0,0),
-                                                                       vmanip, daynight_ratio);
-                                                       li2 = getSmoothLight(p_map_first+v3s16(0,1,0),
-                                                                       vmanip, daynight_ratio);
-                                                       li3 = getSmoothLight(p_map+v3s16(1,1,0),
-                                                                       vmanip, daynight_ratio);
-                                               }
-                                               else if(face_dir == v3s16(0,1,0))
-                                               {
-                                                       // Going along X+, faces in Y-
-                                                       li0 = getSmoothLight(p_map_first+v3s16(0,0,0),
-                                                                       vmanip, daynight_ratio);
-                                                       li1 = getSmoothLight(p_map+v3s16(1,0,0),
-                                                                       vmanip, daynight_ratio);
-                                                       li2 = getSmoothLight(p_map+v3s16(1,0,1),
-                                                                       vmanip, daynight_ratio);
-                                                       li3 = getSmoothLight(p_map_first+v3s16(0,0,1),
-                                                                       vmanip, daynight_ratio);
-                                               }
-                                               else if(face_dir == v3s16(1,0,0))
-                                               {
-                                                       // Going along Z+, faces in X-
-                                                       li0 = getSmoothLight(p_map_first+v3s16(0,0,0),
-                                                                       vmanip, daynight_ratio);
-                                                       li1 = getSmoothLight(p_map+v3s16(0,0,1),
-                                                                       vmanip, daynight_ratio);
-                                                       li2 = getSmoothLight(p_map+v3s16(0,1,1),
-                                                                       vmanip, daynight_ratio);
-                                                       li3 = getSmoothLight(p_map_first+v3s16(0,1,0),
-                                                                       vmanip, daynight_ratio);
-                                               }
-                                               else assert(0);
-                                       }
-
-                                       makeFastFace(tile1, li0, li1, li2, li3,
-                                                       sp+face_dir_f, -face_dir, scale,
-                                                       posRelative_f, dest);
-                               }
-                       }
-
-                       continuous_tiles_count = 0;
-                       n0 = n0_next;
-                       n1 = n1_next;
-                       tile0 = tile0_next;
-                       tile1 = tile1_next;
-                       light = light_next;
-               }
-               
-               p = p_next;
-       }
-}
-
-/*
-       This is used because CMeshBuffer::append() is very slow
-*/
-struct PreMeshBuffer
-{
-       video::SMaterial material;
-       core::array<u16> indices;
-       core::array<video::S3DVertex> vertices;
-};
-
-class MeshCollector
-{
-public:
-       void append(
-                       video::SMaterial material,
-                       const video::S3DVertex* const vertices,
-                       u32 numVertices,
-                       const u16* const indices,
-                       u32 numIndices
-               )
-       {
-               PreMeshBuffer *p = NULL;
-               for(u32 i=0; i<m_prebuffers.size(); i++)
-               {
-                       PreMeshBuffer &pp = m_prebuffers[i];
-                       if(pp.material != material)
-                               continue;
-
-                       p = &pp;
-                       break;
-               }
-
-               if(p == NULL)
-               {
-                       PreMeshBuffer pp;
-                       pp.material = material;
-                       m_prebuffers.push_back(pp);
-                       p = &m_prebuffers[m_prebuffers.size()-1];
-               }
-
-               u32 vertex_count = p->vertices.size();
-               for(u32 i=0; i<numIndices; i++)
-               {
-                       u32 j = indices[i] + vertex_count;
-                       if(j > 65535)
-                       {
-                               dstream<<"FIXME: Meshbuffer ran out of indices"<<std::endl;
-                               // NOTE: Fix is to just add an another MeshBuffer
-                       }
-                       p->indices.push_back(j);
-               }
-               for(u32 i=0; i<numVertices; i++)
-               {
-                       p->vertices.push_back(vertices[i]);
-               }
-       }
-
-       void fillMesh(scene::SMesh *mesh)
-       {
-               /*dstream<<"Filling mesh with "<<m_prebuffers.size()
-                               <<" meshbuffers"<<std::endl;*/
-               for(u32 i=0; i<m_prebuffers.size(); i++)
-               {
-                       PreMeshBuffer &p = m_prebuffers[i];
-
-                       /*dstream<<"p.vertices.size()="<<p.vertices.size()
-                                       <<", p.indices.size()="<<p.indices.size()
-                                       <<std::endl;*/
-                       
-                       // Create meshbuffer
-                       
-                       // This is a "Standard MeshBuffer",
-                       // it's a typedeffed CMeshBuffer<video::S3DVertex>
-                       scene::SMeshBuffer *buf = new scene::SMeshBuffer();
-                       // Set material
-                       buf->Material = p.material;
-                       //((scene::SMeshBuffer*)buf)->Material = p.material;
-                       // Use VBO
-                       //buf->setHardwareMappingHint(scene::EHM_STATIC);
-                       // Add to mesh
-                       mesh->addMeshBuffer(buf);
-                       // Mesh grabbed it
-                       buf->drop();
-
-                       buf->append(p.vertices.pointer(), p.vertices.size(),
-                                       p.indices.pointer(), p.indices.size());
-               }
-       }
-
-private:
-       core::array<PreMeshBuffer> m_prebuffers;
-};
-
-scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
-{
-       // 4-21ms for MAP_BLOCKSIZE=16
-       // 24-155ms for MAP_BLOCKSIZE=32
-       //TimeTaker timer1("makeMapBlockMesh()");
-
-       core::array<FastFace> fastfaces_new;
-
-       v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
-       
-       // floating point conversion
-       v3f posRelative_f(blockpos_nodes.X, blockpos_nodes.Y, blockpos_nodes.Z);
-       
-       /*
-               Some settings
-       */
-       bool new_style_water = g_settings.getBool("new_style_water");
-       bool new_style_leaves = g_settings.getBool("new_style_leaves");
-       bool smooth_lighting = g_settings.getBool("smooth_lighting");
-       
-       float node_water_level = 1.0;
-       if(new_style_water)
-               node_water_level = 0.85;
-       
-       /*
-               We are including the faces of the trailing edges of the block.
-               This means that when something changes, the caller must
-               also update the meshes of the blocks at the leading edges.
-
-               NOTE: This is the slowest part of this method.
-       */
-       
-       {
-               // 4-23ms for MAP_BLOCKSIZE=16
-               //TimeTaker timer2("updateMesh() collect");
-
-               /*
-                       Go through every y,z and get top(y+) faces in rows of x+
-               */
-               for(s16 y=0; y<MAP_BLOCKSIZE; y++){
-                       for(s16 z=0; z<MAP_BLOCKSIZE; z++){
-                               updateFastFaceRow(data->m_daynight_ratio, posRelative_f,
-                                               v3s16(0,y,z), MAP_BLOCKSIZE,
-                                               v3s16(1,0,0), //dir
-                                               v3f  (1,0,0),
-                                               v3s16(0,1,0), //face dir
-                                               v3f  (0,1,0),
-                                               fastfaces_new,
-                                               data->m_temp_mods,
-                                               data->m_vmanip,
-                                               blockpos_nodes,
-                                               smooth_lighting);
-                       }
-               }
-               /*
-                       Go through every x,y and get right(x+) faces in rows of z+
-               */
-               for(s16 x=0; x<MAP_BLOCKSIZE; x++){
-                       for(s16 y=0; y<MAP_BLOCKSIZE; y++){
-                               updateFastFaceRow(data->m_daynight_ratio, posRelative_f,
-                                               v3s16(x,y,0), MAP_BLOCKSIZE,
-                                               v3s16(0,0,1),
-                                               v3f  (0,0,1),
-                                               v3s16(1,0,0),
-                                               v3f  (1,0,0),
-                                               fastfaces_new,
-                                               data->m_temp_mods,
-                                               data->m_vmanip,
-                                               blockpos_nodes,
-                                               smooth_lighting);
-                       }
-               }
-               /*
-                       Go through every y,z and get back(z+) faces in rows of x+
-               */
-               for(s16 z=0; z<MAP_BLOCKSIZE; z++){
-                       for(s16 y=0; y<MAP_BLOCKSIZE; y++){
-                               updateFastFaceRow(data->m_daynight_ratio, posRelative_f,
-                                               v3s16(0,y,z), MAP_BLOCKSIZE,
-                                               v3s16(1,0,0),
-                                               v3f  (1,0,0),
-                                               v3s16(0,0,1),
-                                               v3f  (0,0,1),
-                                               fastfaces_new,
-                                               data->m_temp_mods,
-                                               data->m_vmanip,
-                                               blockpos_nodes,
-                                               smooth_lighting);
-                       }
-               }
-       }
-
-       // End of slow part
-
-       /*
-               Convert FastFaces to SMesh
-       */
-
-       MeshCollector collector;
-
-       if(fastfaces_new.size() > 0)
-       {
-               // avg 0ms (100ms spikes when loading textures the first time)
-               //TimeTaker timer2("updateMesh() mesh building");
-
-               video::SMaterial material;
-               material.setFlag(video::EMF_LIGHTING, false);
-               material.setFlag(video::EMF_BILINEAR_FILTER, false);
-               material.setFlag(video::EMF_FOG_ENABLE, true);
-               //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF);
-               //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE);
-
-               for(u32 i=0; i<fastfaces_new.size(); i++)
-               {
-                       FastFace &f = fastfaces_new[i];
-
-                       const u16 indices[] = {0,1,2,2,3,0};
-                       
-                       video::ITexture *texture = f.tile.texture.atlas;
-                       if(texture == NULL)
-                               continue;
-
-                       material.setTexture(0, texture);
-                       
-                       f.tile.applyMaterialOptions(material);
-                       
-                       collector.append(material, f.vertices, 4, indices, 6);
-               }
-       }
-
-       /*
-               Add special graphics:
-               - torches
-               - flowing water
-       */
-
-       // 0ms
-       //TimeTaker timer2("updateMesh() adding special stuff");
-
-       // Flowing water material
-       video::SMaterial material_water1;
-       material_water1.setFlag(video::EMF_LIGHTING, false);
-       material_water1.setFlag(video::EMF_BACK_FACE_CULLING, false);
-       material_water1.setFlag(video::EMF_BILINEAR_FILTER, false);
-       material_water1.setFlag(video::EMF_FOG_ENABLE, true);
-       material_water1.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
-       AtlasPointer pa_water1 = g_texturesource->getTexture(
-                       g_texturesource->getTextureId("water.png"));
-       material_water1.setTexture(0, pa_water1.atlas);
-
-       // New-style leaves material
-       video::SMaterial material_leaves1;
-       material_leaves1.setFlag(video::EMF_LIGHTING, false);
-       //material_leaves1.setFlag(video::EMF_BACK_FACE_CULLING, false);
-       material_leaves1.setFlag(video::EMF_BILINEAR_FILTER, false);
-       material_leaves1.setFlag(video::EMF_FOG_ENABLE, true);
-       material_leaves1.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-       AtlasPointer pa_leaves1 = g_texturesource->getTexture(
-                       g_texturesource->getTextureId("leaves.png"));
-       material_leaves1.setTexture(0, pa_leaves1.atlas);
-
-       for(s16 z=0; z<MAP_BLOCKSIZE; z++)
-       for(s16 y=0; y<MAP_BLOCKSIZE; y++)
-       for(s16 x=0; x<MAP_BLOCKSIZE; x++)
-       {
-               v3s16 p(x,y,z);
-
-               MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
-               
-               /*
-                       Add torches to mesh
-               */
-               if(n.d == CONTENT_TORCH)
-               {
-                       video::SColor c(255,255,255,255);
-
-                       // Wall at X+ of node
-                       video::S3DVertex vertices[4] =
-                       {
-                               video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, 0,1),
-                               video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c, 1,1),
-                               video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, 1,0),
-                               video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, 0,0),
-                       };
-
-                       v3s16 dir = unpackDir(n.dir);
-
-                       for(s32 i=0; i<4; i++)
-                       {
-                               if(dir == v3s16(1,0,0))
-                                       vertices[i].Pos.rotateXZBy(0);
-                               if(dir == v3s16(-1,0,0))
-                                       vertices[i].Pos.rotateXZBy(180);
-                               if(dir == v3s16(0,0,1))
-                                       vertices[i].Pos.rotateXZBy(90);
-                               if(dir == v3s16(0,0,-1))
-                                       vertices[i].Pos.rotateXZBy(-90);
-                               if(dir == v3s16(0,-1,0))
-                                       vertices[i].Pos.rotateXZBy(45);
-                               if(dir == v3s16(0,1,0))
-                                       vertices[i].Pos.rotateXZBy(-45);
-
-                               vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
-                       }
-
-                       // Set material
-                       video::SMaterial material;
-                       material.setFlag(video::EMF_LIGHTING, false);
-                       material.setFlag(video::EMF_BACK_FACE_CULLING, false);
-                       material.setFlag(video::EMF_BILINEAR_FILTER, false);
-                       //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
-                       material.MaterialType
-                                       = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-
-                       if(dir == v3s16(0,-1,0))
-                               material.setTexture(0,
-                                               g_texturesource->getTextureRaw("torch_on_floor.png"));
-                       else if(dir == v3s16(0,1,0))
-                               material.setTexture(0,
-                                               g_texturesource->getTextureRaw("torch_on_ceiling.png"));
-                       // For backwards compatibility
-                       else if(dir == v3s16(0,0,0))
-                               material.setTexture(0,
-                                               g_texturesource->getTextureRaw("torch_on_floor.png"));
-                       else
-                               material.setTexture(0, 
-                                               g_texturesource->getTextureRaw("torch.png"));
-
-                       u16 indices[] = {0,1,2,2,3,0};
-                       // Add to mesh collector
-                       collector.append(material, vertices, 4, indices, 6);
-               }
-               /*
-                       Signs on walls
-               */
-               if(n.d == CONTENT_SIGN_WALL)
-               {
-                       u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
-                       video::SColor c(255,l,l,l);
-                               
-                       float d = (float)BS/16;
-                       // Wall at X+ of node
-                       video::S3DVertex vertices[4] =
-                       {
-                               video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c, 0,1),
-                               video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c, 1,1),
-                               video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, 1,0),
-                               video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, 0,0),
-                       };
-
-                       v3s16 dir = unpackDir(n.dir);
-
-                       for(s32 i=0; i<4; i++)
-                       {
-                               if(dir == v3s16(1,0,0))
-                                       vertices[i].Pos.rotateXZBy(0);
-                               if(dir == v3s16(-1,0,0))
-                                       vertices[i].Pos.rotateXZBy(180);
-                               if(dir == v3s16(0,0,1))
-                                       vertices[i].Pos.rotateXZBy(90);
-                               if(dir == v3s16(0,0,-1))
-                                       vertices[i].Pos.rotateXZBy(-90);
-                               if(dir == v3s16(0,-1,0))
-                                       vertices[i].Pos.rotateXYBy(-90);
-                               if(dir == v3s16(0,1,0))
-                                       vertices[i].Pos.rotateXYBy(90);
-
-                               vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
-                       }
-
-                       // Set material
-                       video::SMaterial material;
-                       material.setFlag(video::EMF_LIGHTING, false);
-                       material.setFlag(video::EMF_BACK_FACE_CULLING, false);
-                       material.setFlag(video::EMF_BILINEAR_FILTER, false);
-                       material.setFlag(video::EMF_FOG_ENABLE, true);
-                       //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
-                       material.MaterialType
-                                       = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-
-                       material.setTexture(0, 
-                                       g_texturesource->getTextureRaw("sign_wall.png"));
-
-                       u16 indices[] = {0,1,2,2,3,0};
-                       // Add to mesh collector
-                       collector.append(material, vertices, 4, indices, 6);
-               }
-               /*
-                       Add flowing water to mesh
-               */
-               else if(n.d == CONTENT_WATER)
-               {
-                       bool top_is_water = false;
-                       MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
-                       if(ntop.d == CONTENT_WATER || ntop.d == CONTENT_WATERSOURCE)
-                               top_is_water = true;
-                       
-                       u8 l = 0;
-                       // Use the light of the node on top if possible
-                       if(content_features(ntop.d).param_type == CPT_LIGHT)
-                               l = decode_light(ntop.getLightBlend(data->m_daynight_ratio));
-                       // Otherwise use the light of this node (the water)
-                       else
-                               l = decode_light(n.getLightBlend(data->m_daynight_ratio));
-                       video::SColor c(WATER_ALPHA,l,l,l);
-                       
-                       // Neighbor water levels (key = relative position)
-                       // Includes current node
-                       core::map<v3s16, f32> neighbor_levels;
-                       core::map<v3s16, u8> neighbor_contents;
-                       core::map<v3s16, u8> neighbor_flags;
-                       const u8 neighborflag_top_is_water = 0x01;
-                       v3s16 neighbor_dirs[9] = {
-                               v3s16(0,0,0),
-                               v3s16(0,0,1),
-                               v3s16(0,0,-1),
-                               v3s16(1,0,0),
-                               v3s16(-1,0,0),
-                               v3s16(1,0,1),
-                               v3s16(-1,0,-1),
-                               v3s16(1,0,-1),
-                               v3s16(-1,0,1),
-                       };
-                       for(u32 i=0; i<9; i++)
-                       {
-                               u8 content = CONTENT_AIR;
-                               float level = -0.5 * BS;
-                               u8 flags = 0;
-                               // Check neighbor
-                               v3s16 p2 = p + neighbor_dirs[i];
-                               MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
-                               if(n2.d != CONTENT_IGNORE)
-                               {
-                                       content = n2.d;
-
-                                       if(n2.d == CONTENT_WATERSOURCE)
-                                               level = (-0.5+node_water_level) * BS;
-                                       else if(n2.d == CONTENT_WATER)
-                                               level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0
-                                                               * node_water_level) * BS;
-
-                                       // Check node above neighbor.
-                                       // NOTE: This doesn't get executed if neighbor
-                                       //       doesn't exist
-                                       p2.Y += 1;
-                                       n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
-                                       if(n2.d == CONTENT_WATERSOURCE || n2.d == CONTENT_WATER)
-                                               flags |= neighborflag_top_is_water;
-                               }
-                               
-                               neighbor_levels.insert(neighbor_dirs[i], level);
-                               neighbor_contents.insert(neighbor_dirs[i], content);
-                               neighbor_flags.insert(neighbor_dirs[i], flags);
-                       }
-
-                       //float water_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS;
-                       //float water_level = neighbor_levels[v3s16(0,0,0)];
-
-                       // Corner heights (average between four waters)
-                       f32 corner_levels[4];
-                       
-                       v3s16 halfdirs[4] = {
-                               v3s16(0,0,0),
-                               v3s16(1,0,0),
-                               v3s16(1,0,1),
-                               v3s16(0,0,1),
-                       };
-                       for(u32 i=0; i<4; i++)
-                       {
-                               v3s16 cornerdir = halfdirs[i];
-                               float cornerlevel = 0;
-                               u32 valid_count = 0;
-                               for(u32 j=0; j<4; j++)
-                               {
-                                       v3s16 neighbordir = cornerdir - halfdirs[j];
-                                       u8 content = neighbor_contents[neighbordir];
-                                       // Special case for source nodes
-                                       if(content == CONTENT_WATERSOURCE)
-                                       {
-                                               cornerlevel = (-0.5+node_water_level)*BS;
-                                               valid_count = 1;
-                                               break;
-                                       }
-                                       else if(content == CONTENT_WATER)
-                                       {
-                                               cornerlevel += neighbor_levels[neighbordir];
-                                               valid_count++;
-                                       }
-                                       else if(content == CONTENT_AIR)
-                                       {
-                                               cornerlevel += -0.5*BS;
-                                               valid_count++;
-                                       }
-                               }
-                               if(valid_count > 0)
-                                       cornerlevel /= valid_count;
-                               corner_levels[i] = cornerlevel;
-                       }
-
-                       /*
-                               Generate sides
-                       */
-
-                       v3s16 side_dirs[4] = {
-                               v3s16(1,0,0),
-                               v3s16(-1,0,0),
-                               v3s16(0,0,1),
-                               v3s16(0,0,-1),
-                       };
-                       s16 side_corners[4][2] = {
-                               {1, 2},
-                               {3, 0},
-                               {2, 3},
-                               {0, 1},
-                       };
-                       for(u32 i=0; i<4; i++)
-                       {
-                               v3s16 dir = side_dirs[i];
-
-                               /*
-                                       If our topside is water and neighbor's topside
-                                       is water, don't draw side face
-                               */
-                               if(top_is_water &&
-                                               neighbor_flags[dir] & neighborflag_top_is_water)
-                                       continue;
-
-                               u8 neighbor_content = neighbor_contents[dir];
-                               
-                               // Don't draw face if neighbor is not air or water
-                               if(neighbor_content != CONTENT_AIR
-                                               && neighbor_content != CONTENT_WATER)
-                                       continue;
-                               
-                               bool neighbor_is_water = (neighbor_content == CONTENT_WATER);
-                               
-                               // Don't draw any faces if neighbor is water and top is water
-                               if(neighbor_is_water == true && top_is_water == false)
-                                       continue;
-                               
-                               video::S3DVertex vertices[4] =
-                               {
-                                       /*video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
-                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
-                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
-                                       video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
-                                       video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_water1.x0(), pa_water1.y1()),
-                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_water1.x1(), pa_water1.y1()),
-                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_water1.x1(), pa_water1.y0()),
-                                       video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_water1.x0(), pa_water1.y0()),
-                               };
-                               
-                               /*
-                                       If our topside is water, set upper border of face
-                                       at upper border of node
-                               */
-                               if(top_is_water)
-                               {
-                                       vertices[2].Pos.Y = 0.5*BS;
-                                       vertices[3].Pos.Y = 0.5*BS;
-                               }
-                               /*
-                                       Otherwise upper position of face is corner levels
-                               */
-                               else
-                               {
-                                       vertices[2].Pos.Y = corner_levels[side_corners[i][0]];
-                                       vertices[3].Pos.Y = corner_levels[side_corners[i][1]];
-                               }
-                               
-                               /*
-                                       If neighbor is water, lower border of face is corner
-                                       water levels
-                               */
-                               if(neighbor_is_water)
-                               {
-                                       vertices[0].Pos.Y = corner_levels[side_corners[i][1]];
-                                       vertices[1].Pos.Y = corner_levels[side_corners[i][0]];
-                               }
-                               /*
-                                       If neighbor is not water, lower border of face is
-                                       lower border of node
-                               */
-                               else
-                               {
-                                       vertices[0].Pos.Y = -0.5*BS;
-                                       vertices[1].Pos.Y = -0.5*BS;
-                               }
-                               
-                               for(s32 j=0; j<4; j++)
-                               {
-                                       if(dir == v3s16(0,0,1))
-                                               vertices[j].Pos.rotateXZBy(0);
-                                       if(dir == v3s16(0,0,-1))
-                                               vertices[j].Pos.rotateXZBy(180);
-                                       if(dir == v3s16(-1,0,0))
-                                               vertices[j].Pos.rotateXZBy(90);
-                                       if(dir == v3s16(1,0,-0))
-                                               vertices[j].Pos.rotateXZBy(-90);
-
-                                       vertices[j].Pos += intToFloat(p + blockpos_nodes, BS);
-                               }
-
-                               u16 indices[] = {0,1,2,2,3,0};
-                               // Add to mesh collector
-                               collector.append(material_water1, vertices, 4, indices, 6);
-                       }
-                       
-                       /*
-                               Generate top side, if appropriate
-                       */
-                       
-                       if(top_is_water == false)
-                       {
-                               video::S3DVertex vertices[4] =
-                               {
-                                       /*video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1),
-                                       video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1),
-                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
-                                       video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
-                                       video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_water1.x0(), pa_water1.y1()),
-                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_water1.x1(), pa_water1.y1()),
-                                       video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
-                                                       pa_water1.x1(), pa_water1.y0()),
-                                       video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
-                                                       pa_water1.x0(), pa_water1.y0()),
-                               };
-                               
-                               // This fixes a strange bug
-                               s32 corner_resolve[4] = {3,2,1,0};
-
-                               for(s32 i=0; i<4; i++)
-                               {
-                                       //vertices[i].Pos.Y += water_level;
-                                       //vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
-                                       s32 j = corner_resolve[i];
-                                       vertices[i].Pos.Y += corner_levels[j];
-                                       vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
-                               }
-
-                               u16 indices[] = {0,1,2,2,3,0};
-                               // Add to mesh collector
-                               collector.append(material_water1, vertices, 4, indices, 6);
-                       }
-               }
-               /*
-                       Add water sources to mesh if using new style
-               */
-               else if(n.d == CONTENT_WATERSOURCE && new_style_water)
-               {
-                       //bool top_is_water = false;
-                       bool top_is_air = false;
-                       MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
-                       /*if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE)
-                               top_is_water = true;*/
-                       if(n.d == CONTENT_AIR)
-                               top_is_air = true;
-                       
-                       /*if(top_is_water == true)
-                               continue;*/
-                       if(top_is_air == false)
-                               continue;
-
-                       u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
-                       video::SColor c(WATER_ALPHA,l,l,l);
-                       
-                       video::S3DVertex vertices[4] =
-                       {
-                               /*video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1),
-                               video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1),
-                               video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
-                               video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
-                               video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
-                                               pa_water1.x0(), pa_water1.y1()),
-                               video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
-                                               pa_water1.x1(), pa_water1.y1()),
-                               video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
-                                               pa_water1.x1(), pa_water1.y0()),
-                               video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
-                                               pa_water1.x0(), pa_water1.y0()),
-                       };
-
-                       for(s32 i=0; i<4; i++)
-                       {
-                               vertices[i].Pos.Y += (-0.5+node_water_level)*BS;
-                               vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
-                       }
-
-                       u16 indices[] = {0,1,2,2,3,0};
-                       // Add to mesh collector
-                       collector.append(material_water1, vertices, 4, indices, 6);
-               }
-               /*
-                       Add leaves if using new style
-               */
-               else if(n.d == CONTENT_LEAVES && new_style_leaves)
-               {
-                       /*u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));*/
-                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
-                       video::SColor c(255,l,l,l);
-
-                       for(u32 j=0; j<6; j++)
-                       {
-                               video::S3DVertex vertices[4] =
-                               {
-                                       /*video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 0,1),
-                                       video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 1,1),
-                                       video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0),
-                                       video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 0,0),*/
-                                       video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
-                                               pa_leaves1.x0(), pa_leaves1.y1()),
-                                       video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
-                                               pa_leaves1.x1(), pa_leaves1.y1()),
-                                       video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
-                                               pa_leaves1.x1(), pa_leaves1.y0()),
-                                       video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
-                                               pa_leaves1.x0(), pa_leaves1.y0()),
-                               };
-
-                               if(j == 0)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(0);
-                               }
-                               else if(j == 1)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(180);
-                               }
-                               else if(j == 2)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(-90);
-                               }
-                               else if(j == 3)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(90);
-                               }
-                               else if(j == 4)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateYZBy(-90);
-                               }
-                               else if(j == 5)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateYZBy(90);
-                               }
-
-                               for(u16 i=0; i<4; i++)
-                               {
-                                       vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
-                               }
-
-                               u16 indices[] = {0,1,2,2,3,0};
-                               // Add to mesh collector
-                               collector.append(material_leaves1, vertices, 4, indices, 6);
-                       }
-               }
-       }
-
-       /*
-               Add stuff from collector to mesh
-       */
-       
-       scene::SMesh *mesh_new = NULL;
-       mesh_new = new scene::SMesh();
-       
-       collector.fillMesh(mesh_new);
-
-       /*
-               Do some stuff to the mesh
-       */
-
-       mesh_new->recalculateBoundingBox();
-
-       /*
-               Delete new mesh if it is empty
-       */
-
-       if(mesh_new->getMeshBufferCount() == 0)
-       {
-               mesh_new->drop();
-               mesh_new = NULL;
-       }
-
-       if(mesh_new)
-       {
-#if 0
-               // Usually 1-700 faces and 1-7 materials
-               std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces "
-                               <<"and uses "<<mesh_new->getMeshBufferCount()
-                               <<" materials (meshbuffers)"<<std::endl;
-#endif
-
-               // Use VBO for mesh (this just would set this for ever buffer)
-               // This will lead to infinite memory usage because or irrlicht.
-               //mesh_new->setHardwareMappingHint(scene::EHM_STATIC);
-
-               /*
-                       NOTE: If that is enabled, some kind of a queue to the main
-                       thread should be made which would call irrlicht to delete
-                       the hardware buffer and then delete the mesh
-               */
-       }
-
-       return mesh_new;
-       
-       //std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
-}
-
-#endif // !SERVER
-
 /*
        MapBlock
 */
 
-MapBlock::MapBlock(NodeContainer *parent, v3s16 pos, bool dummy):
+MapBlock::MapBlock(Map *parent, v3s16 pos, bool dummy):
                m_parent(parent),
                m_pos(pos),
-               changed(true),
+               m_modified(MOD_STATE_WRITE_NEEDED),
                is_underground(false),
                m_lighting_expired(true),
                m_day_night_differs(false),
-               //m_not_fully_generated(false),
-               m_objects(this)
+               m_generated(false),
+               m_objects(this),
+               m_timestamp(BLOCK_TIMESTAMP_UNDEFINED),
+               m_usage_timer(0)
 {
        data = NULL;
        if(dummy == false)
@@ -1627,17 +209,15 @@ void MapBlock::replaceMesh(scene::SMesh *mesh_new)
        Propagates sunlight down through the block.
        Doesn't modify nodes that are not affected by sunlight.
        
-       Returns false if sunlight at bottom block is invalid
+       Returns false if sunlight at bottom block is invalid.
+       Returns true if sunlight at bottom block is valid.
        Returns true if bottom block doesn't exist.
 
        If there is a block above, continues from it.
        If there is no block above, assumes there is sunlight, unless
        is_underground is set or highest node is water.
 
-       At the moment, all sunlighted nodes are added to light_sources.
-       - SUGG: This could be optimized
-
-       Turns sunglighted mud into grass.
+       All sunlighted nodes are added to light_sources.
 
        if remove_light==true, sets non-sunlighted nodes black.
 
@@ -1645,8 +225,7 @@ void MapBlock::replaceMesh(scene::SMesh *mesh_new)
        air is left in block.
 */
 bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources,
-               bool remove_light, bool *black_air_left,
-               bool grow_grass)
+               bool remove_light, bool *black_air_left)
 {
        // Whether the sunlight at the top of the bottom block is valid
        bool block_below_is_valid = true;
@@ -1663,7 +242,7 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources,
                        // Check if node above block has sunlight
                        try{
                                MapNode n = getNodeParent(v3s16(x, MAP_BLOCKSIZE, z));
-                               if(n.getLight(LIGHTBANK_DAY) != LIGHT_SUN)
+                               if(n.d == CONTENT_IGNORE || n.getLight(LIGHTBANK_DAY) != LIGHT_SUN)
                                {
                                        no_sunlight = true;
                                }
@@ -1681,7 +260,8 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources,
                                else
                                {
                                        MapNode n = getNode(v3s16(x, MAP_BLOCKSIZE-1, z));
-                                       if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE)
+                                       //if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE)
+                                       if(content_features(n.d).sunlight_propagates == false)
                                        {
                                                no_sunlight = true;
                                        }
@@ -1736,6 +316,7 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources,
                                }
                                else if(n.light_propagates() == false)
                                {
+                                       /*// DEPRECATED TODO: REMOVE
                                        if(grow_grass)
                                        {
                                                bool upper_is_air = false;
@@ -1753,7 +334,7 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources,
                                                {
                                                        n.d = CONTENT_GRASS;
                                                }
-                                       }
+                                       }*/
 
                                        // A solid object is on the way.
                                        stopped_to_solid_object = true;
@@ -1855,45 +436,6 @@ void MapBlock::stepObjects(float dtime, bool server, u32 daynight_ratio)
        */
        m_objects.step(dtime, server, daynight_ratio);
 
-#if 0
-       /*
-               Spawn some objects at random.
-
-               Use dayNightDiffed() to approximate being near ground level
-       */
-       if(m_spawn_timer < -999)
-       {
-               m_spawn_timer = 60;
-       }
-       if(dayNightDiffed() == true && getObjectCount() == 0)
-       {
-               m_spawn_timer -= dtime;
-               if(m_spawn_timer <= 0.0)
-               {
-                       m_spawn_timer += myrand() % 300;
-                       
-                       v2s16 p2d(
-                               (myrand()%(MAP_BLOCKSIZE-1))+0,
-                               (myrand()%(MAP_BLOCKSIZE-1))+0
-                       );
-
-                       s16 y = getGroundLevel(p2d);
-                       
-                       if(y >= 0)
-                       {
-                               v3s16 p(p2d.X, y+1, p2d.Y);
-
-                               if(getNode(p).d == CONTENT_AIR
-                                               && getNode(p).getLightBlend(daynight_ratio) <= 11)
-                               {
-                                       RatObject *obj = new RatObject(NULL, -1, intToFloat(p, BS));
-                                       addObject(obj);
-                               }
-                       }
-               }
-       }
-#endif
-
        setChangedFlag();
 }
 
@@ -2052,6 +594,11 @@ void MapBlock::serialize(std::ostream &os, u8 version)
                        flags |= 0x02;
                if(m_lighting_expired)
                        flags |= 0x04;
+               if(version >= 18)
+               {
+                       if(m_generated == false)
+                               flags |= 0x08;
+               }
                os.write((char*)&flags, 1);
 
                u32 nodecount = MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
@@ -2060,24 +607,20 @@ void MapBlock::serialize(std::ostream &os, u8 version)
                        Get data
                */
 
-               SharedBuffer<u8> databuf(nodecount*3);
-
-               // Get contents
-               for(u32 i=0; i<nodecount; i++)
-               {
-                       databuf[i] = data[i].d;
-               }
-
-               // Get params
+               // Serialize nodes
+               SharedBuffer<u8> databuf_nodelist(nodecount*3);
                for(u32 i=0; i<nodecount; i++)
                {
-                       databuf[i+nodecount] = data[i].param;
+                       data[i].serialize(&databuf_nodelist[i*3], version);
                }
-
-               // Get param2
+               
+               // Create buffer with different parameters sorted
+               SharedBuffer<u8> databuf(nodecount*3);
                for(u32 i=0; i<nodecount; i++)
                {
-                       databuf[i+nodecount*2] = data[i].param2;
+                       databuf[i] = databuf_nodelist[i*3];
+                       databuf[i+nodecount] = databuf_nodelist[i*3+1];
+                       databuf[i+nodecount*2] = databuf_nodelist[i*3+2];
                }
 
                /*
@@ -2093,9 +636,17 @@ void MapBlock::serialize(std::ostream &os, u8 version)
                {
                        if(version <= 15)
                        {
-                               std::ostringstream oss(std::ios_base::binary);
-                               m_node_metadata.serialize(oss);
-                               os<<serializeString(oss.str());
+                               try{
+                                       std::ostringstream oss(std::ios_base::binary);
+                                       m_node_metadata.serialize(oss);
+                                       os<<serializeString(oss.str());
+                               }
+                               // This will happen if the string is longer than 65535
+                               catch(SerializationError &e)
+                               {
+                                       // Use an empty string
+                                       os<<serializeString("");
+                               }
                        }
                        else
                        {
@@ -2119,6 +670,12 @@ void MapBlock::deSerialize(std::istream &is, u8 version)
                setLightingExpired(true);
        }
 
+       // These have no "generated" field
+       if(version < 18)
+       {
+               m_generated = true;
+       }
+
        // These have no compression
        if(version <= 3 || version == 5 || version == 6)
        {
@@ -2200,6 +757,8 @@ void MapBlock::deSerialize(std::istream &is, u8 version)
                is_underground = (flags & 0x01) ? true : false;
                m_day_night_differs = (flags & 0x02) ? true : false;
                m_lighting_expired = (flags & 0x04) ? true : false;
+               if(version >= 18)
+                       m_generated = (flags & 0x08) ? false : true;
 
                // Uncompress data
                std::ostringstream os(std::ios_base::binary);
@@ -2207,22 +766,17 @@ void MapBlock::deSerialize(std::istream &is, u8 version)
                std::string s = os.str();
                if(s.size() != nodecount*3)
                        throw SerializationError
-                                       ("MapBlock::deSerialize: invalid format");
+                                       ("MapBlock::deSerialize: decompress resulted in size"
+                                       " other than nodecount*3");
 
-               // Set contents
+               // deserialize nodes from buffer
                for(u32 i=0; i<nodecount; i++)
                {
-                       data[i].d = s[i];
-               }
-               // Set params
-               for(u32 i=0; i<nodecount; i++)
-               {
-                       data[i].param = s[i+nodecount];
-               }
-               // Set param2
-               for(u32 i=0; i<nodecount; i++)
-               {
-                       data[i].param2 = s[i+nodecount*2];
+                       u8 buf[3];
+                       buf[0] = s[i];
+                       buf[1] = s[i+nodecount];
+                       buf[2] = s[i+nodecount*2];
+                       data[i].deSerialize(buf, version);
                }
                
                /*
@@ -2254,22 +808,57 @@ void MapBlock::deSerialize(std::istream &is, u8 version)
                        }
                }
        }
+}
+
+void MapBlock::serializeDiskExtra(std::ostream &os, u8 version)
+{
+       // Versions up from 9 have block objects.
+       if(version >= 9)
+       {
+               //serializeObjects(os, version); // DEPRECATED
+               // count=0
+               writeU16(os, 0);
+       }
        
+       // Versions up from 15 have static objects.
+       if(version >= 15)
+       {
+               m_static_objects.serialize(os);
+       }
+
+       // Timestamp
+       if(version >= 17)
+       {
+               writeU32(os, getTimestamp());
+       }
+}
+
+void MapBlock::deSerializeDiskExtra(std::istream &is, u8 version)
+{
        /*
-               Translate nodes as specified in the translate_to fields of
-               node features
+               Versions up from 9 have block objects.
        */
-       for(u32 i=0; i<MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE; i++)
+       if(version >= 9)
        {
-               MapNode &n = data[i];
+               updateObjects(is, version, NULL, 0);
+       }
 
-               MapNode *translate_to = content_features(n.d).translate_to;
-               if(translate_to)
-               {
-                       dstream<<"MapBlock: WARNING: Translating node "<<n.d<<" to "
-                                       <<translate_to->d<<std::endl;
-                       n = *translate_to;
-               }
+       /*
+               Versions up from 15 have static objects.
+       */
+       if(version >= 15)
+       {
+               m_static_objects.deSerialize(is);
+       }
+               
+       // Timestamp
+       if(version >= 17)
+       {
+               setTimestamp(readU32(is));
+       }
+       else
+       {
+               setTimestamp(BLOCK_TIMESTAMP_UNDEFINED);
        }
 }