add block 'shadeless' property
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@@ -440,7 +440,7 @@ void BlocksRenderer::render(const voxel* voxels) {
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int z = (i / CHUNK_D) % CHUNK_W;
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switch (def.model) {
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case BlockModel::block:
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blockCube(x, y, z, texfaces, &def, vox.state, !def.rt.emissive);
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blockCube(x, y, z, texfaces, &def, vox.state, !def.shadeless);
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break;
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case BlockModel::xsprite: {
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blockXSprite(x, y, z, vec3(1.0f),
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@@ -448,11 +448,11 @@ void BlocksRenderer::render(const voxel* voxels) {
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break;
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}
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case BlockModel::aabb: {
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blockAABB(ivec3(x,y,z), texfaces, &def, vox.state.rotation, !def.rt.emissive);
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blockAABB(ivec3(x,y,z), texfaces, &def, vox.state.rotation, !def.shadeless);
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break;
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}
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case BlockModel::custom: {
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blockCustomModel(ivec3(x, y, z), &def, vox.state.rotation, !def.rt.emissive);
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blockCustomModel(ivec3(x, y, z), &def, vox.state.rotation, !def.shadeless);
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break;
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}
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default:
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