Use invis material to fix constant re-placement of falling blocks
This commit is contained in:
parent
ae014e5b6f
commit
508e8f4304
@ -1893,7 +1893,7 @@ bool WorldClient::readNetTile(Vec2I const& pos, NetTile const& netTile, bool upd
|
||||
|
||||
if (p.collision && *p.collision == netTile.collision)
|
||||
p.collision.reset();
|
||||
if (p.foreground && *p.foreground == netTile.foreground)
|
||||
if (p.foreground && (*p.foreground == StructureMaterialId || *p.foreground == netTile.foreground))
|
||||
p.foreground.reset();
|
||||
if (p.foregroundMod && *p.foregroundMod == netTile.foregroundMod)
|
||||
p.foregroundMod.reset();
|
||||
@ -2274,6 +2274,8 @@ void WorldClient::informTilePrediction(Vec2I const& pos, TileModification const&
|
||||
p.foreground = placeMaterial->material;
|
||||
p.foregroundHueShift = placeMaterial->materialHueShift;
|
||||
}
|
||||
else
|
||||
p.foreground = StructureMaterialId;
|
||||
if (placeMaterial->collisionOverride != TileCollisionOverride::None)
|
||||
p.collision = collisionKindFromOverride(placeMaterial->collisionOverride);
|
||||
else
|
||||
|
Loading…
Reference in New Issue
Block a user