AABB blocks render fix + new test block: pipe
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@@ -251,18 +251,20 @@ void BlocksRenderer::blockCubeShaded(const ivec3& icoord,
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coord += orient.fix;
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loff -= orient.fix;
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}
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vec3 fX(X);
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vec3 fY(Y);
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vec3 fZ(Z);
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vec3 local = offset.x*vec3(X)+offset.y*vec3(Y)+offset.z*-fZ;
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face(coord, X, Y, Z, Z+loff, local-size.z*fZ, size.x, size.y, size.z, texfaces[5]);
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face(coord+X, -X, Y, -Z, Z-Z-X+loff, local-size.z*fZ, size.x, size.y, 0.0f, texfaces[4]);
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face(coord, X, Y, Z, Z+loff, local-size.z*fZ, size.x, size.y, size.z, texfaces[5]); // north ;;;
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face(coord, -X, Y, -Z, Z-Z-X+loff, local-size.z*fZ+fX*size.x, size.x, size.y, 0.0f, texfaces[4]); // south ;;;
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face(coord+Y, X, -Z, Y, Y-Y+loff, local, size.x, size.z, 0.0f, texfaces[3]);
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face(coord+X, -X, -Z, -Y, -X-Y+loff, local, size.x, size.z, 0.0f, texfaces[2]);
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face(coord+Y, X, -Z, Y, Y-Y+loff, local, size.x, size.z, 0.0f, texfaces[3]); // top ;;;
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face(coord+X, -X, -Z, -Y, -X-Y+loff, local+size.x*fX-fX, size.x, size.z, 0.0f, texfaces[2]); // bottom ;;;
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face(coord+X, -Z, Y, X, X-X+loff, local, size.z, size.y, 0.0f, texfaces[1]);
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face(coord+Y, -Z, -Y, -X, -X-Y+loff, local, size.z, size.y, 0.0f, texfaces[0]);
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face(coord+X, -Z, Y, X, X-X+loff, local+size.x*fX-fX, size.z, size.y, 0.0f, texfaces[1]); // west ;;;
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face(coord+Y, -Z, -Y, -X, -X-Y+loff, local, size.z, size.y, 0.0f, texfaces[0]); // east ;;;
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}
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/* Fastest solid shaded blocks render method */
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